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[P.E.A.C.H.] Eberron Artificer - Fate Freeport Companion

Arlough

Explorer
I recently switched my group over from D&D to Fate, specifically using the Fate Freeport Companion (Fate in D&D clothing) rules to ease the transition. We were playing an Eberron game, and wanted to just convert over the characters, but there is no artificer nor anything particularly like an artificer, so one was created.
Before I say much more, I would like feedback from those who have played Fate, and Fate Freeport in particular, on how balanced are the powers? Please evaluate and critique honestly.

Here...
[sblock=Fate Freeport Artificer][h=1]Artificer[/h]Artificers understand how to infuse inanimate matter with energy. They can use this energy to understand the nature of matter and change its properties. You gain access to the ‘Mechanomancy’ school. Select three spells with that keyword.

Infuse (Mechanomancy, Persistent): You create a Boost on a non-living object in your zone. If the object has a will or is held by something with a will it can defend. If it defends you take an overcome action (your Charisma +2 vs. the target’s Intelligence). If you succeed with style, the boost becomes an aspect. You or your allies get one free invocation of any effect made.

Animate (Mechanomancy, Cost): You create an advantage with Intelligence against a passive opposition (see below) representing energies channeled and directed by the Artificer. When you cast this spell, you may designate up to five aspects that you may invoke for free. If you fail, negative aspects are created instead of the designated ones. The negative aspects should be related. When you animate something you roll against a passive opposition of Average (+1) for up to two aspects. Add 1 to the opposition for each aspect beyond that.

Fuse (Mechanomancy, Cost, requires Healing Hands stunt): You can treat more lasting injuries by replacing missing or damaged flesh with infused materials. Touch someone and choose a physical consequence; remove that consequence. The person gains a lasting aspect related to whatever consequence was removed and the aspect Unfamiliar Body that lasts until the end of the next scene. Opponents attempting to create an advantage from Unfamiliar Body gain a +2 on the check. You can’t cast this spell on extreme consequences. The lasting aspect gained by using Fuse is removed at the end of the scenario and the character gains a minor consequence as they remove the prosthetic and heal normally. Alternatively, the character can make the prosthetic related aspect permanent if they overcome challenges as established by the GM. If the character succeeds they can reword the aspect. If the character fails, the aspect is removed and they instead gain a moderate consequence.

Intuit Materials (Mechanomancy, Cost): You create up to three advantages for you or your allies from already existing aspects of non-living material. You can roll Charisma against passive opposition (Fair, +2). Success grants two free invocations of each aspect. Failure eliminates any free invocations for your or your allies, though you still know the advantages, and one free invocation of each by your opponents.

Constructed like Flesh (Mechanomancy, Cost, Per Scenario, requires Fuse): Your mastery of energy combines with your knowledge of healing to restore lost limbs and other body parts and replace lasting conditions. Use of this spell requires an uninterrupted day and raw materials. Select someone’s consequence. Remove the consequence. The person gains a permanent aspect related to the removed consequence and gains one free invocation of that aspect per scene. When you cast this spell you and the receiver take a moderate mental consequence that represents the fatigue and strain of using magic this potent. If the appropriate consequence slots are not free the spell fails. This spell works on extreme consequences. The aspect should relate to the raw materials available during the spell.

At the end of the scenario the permanent aspect is either reworded and replaces one of the character’s other aspects, representing integration with the prosthetic, or the aspect is removed and the character takes a consequence equal to the one removed by Constructed Like Flesh, representing the body rejecting the prosthetic and having to heal through other means. The ‘scar’ aspect can be one of the aspects replaced.

False Life (Mechanomancy, Summoning, Cost, per Scene, Persistent) You can give a pretense of life to a non-living object. Once per scene you can create a summon from an object in your zone.
[/sblock]
Or here >> Fate Freeport Artificer << for the google docs version.

Edit: Just realized this should probably go in the Homebrew forum instead, but I can't figure out how to move it there.
Sorry.
 
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