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The Architect
Architects approach problems from a fundamental perspective. They build up to the problem and then address it at every level. It may take these folks a while to set up their plans, but once they’re done, they’re unstoppable.

Prime Stat
O Brawn. Gain the Weapon Expert talent for free.
O Charm. Gain either the Know Thy Enemy or Social Armor talent for free.
O Psyche. Add 1 to your Resilience.
O Smarts. Add Training in a new Academic Focus of your choice or improve one to Mastered.
O Wyrd. Gain either the Grand Spells or Hardened Spells talent for free.

Basic Architect Talent
Set Up - If you have five minutes to plan before an encounter, obstacle, or task related to your Prime Stat, you and each ally gains Advantage on the first check.

Architect Talents
O Craftsman’s Boon - Any time you fail a check to craft a physical object, reroll the dice once. This doesn’t apply to magical spells nor items created by magical spells.
O Deliberate Casting - If you take twice as long to cast a spell, you gain Advantage on the magic check.
O Detailed Constructs - Whenever you conjure an object, make it as detailed as you like. You can also make an exact replica of another object, if you have the object in front of you.
O Elaborate Illusions - You never suffer Disadvantage for making detailed Illusions. Furthermore, it takes you about half the time it would take anyone else.
O Implement Caster - Spend one week attuning to a spellcasting implement and choose one magic Form. Whenever you use the implement to cast a spell, gain one bonus level of the chosen Form.
O Improvised Mayhem - If you spend a minute or two tweaking an improvised weapon, improve its Base Damage by +1 Wound. However, it breaks if the wielder fails a combat check with it.
O One Step Ahead - Any time you use the Trade Damage for Effect option, also gain Advantage on your next combat check.
O Personal Weapon - Spend one week tweaking a weapon to add one of the following qualities: +1 Damage, Reach, Entangle, or Trip. Alternately, add a hidden compartment, extra striking surface, or similar feature.
O Precise Summons - Whenever you summon a creature, define its features in as much detail as you like. You can also make a clone duplicate of another creature, if you have the base creature in front of you.
O The Right Tool - Whenever you fail a task using your own tool, you can trade the tool for Partial Success. The tool breaks beyond repair.
O Weak Link - When you investigate an opponent’s contacts before social combat, you can attack hir relationships. One time during combat, attack an ally to deal 2 Trauma instead of 1.
O Weak Spot - If you make a Defensive Combat Check to observe an opponent for a turn you gain Advantage on your next combat check.

Character Advancement
O Improve Your Prime Stat by 1, to a maximum of +2.
O Improve Your Smarts by 1, to a maximum of +2.
O Improve Your Wyrd by 1, to a maximum of +2.
O Improve one other Stat by 1, to a maximum of +2.
O Add a Crafting Focus of your choice at the Trained level or increase one to Mastered.
O Add a Focus related to your vocation at the Trained level or increase one to Mastered.
O Add any Focus of your choice at the Trained level.
O Gain a new Talent of your choice from this playbook or the general list.
O Gain a new Talent of your choice from this playbook or the general list.
O Steal a new Talent of your choice from a different playbook.
O Powerful magic item. You define the abilities of the unique magic item, but the GM and other players must approve.
O Workshop. When you build something in your workshop, you gain Advantage on the check and need only half the materials to make it.
O Apprentice. (Requires Workshop) You have an apprentice that helps you with your craft. Ze generates enough profit from hir activities that you don’t have to worry about costs for hir pay, nor for room and board.

Advanced Raises
[ ] Improve Your Prime Stat by 1, to a max of +3.
[ ] Improve another Stat by 1, to a maximum of +2.
[ ] Improve any Focus of your choice to Trained or from Trained to Mastered.
[ ] Gain a new Talent of your choice from the regular or advanced talent lists.
[ ] Exceptional magical artifact. You can define the far-reaching powers of the legendary artifact, but the GM and other players must approve.
[ ] Advanced Workshop. (Requires Workshop) When you build something in your workshop, you don’t suffer Disadvantage for adding extra nor advanced features.
[ ] Staff (Requires Apprentice) You have a group of craftsmen that help your craft. They build things and generate income for you. They make enough profit that you don’t have to worry about paying them.
[ ] Change your character to a new playbook.
[ ] Create an additional character as an alternative protagonist.
[ ] Retire your character to a life of safety and/or fun.