Arcanum 1780: A New World
Craftsmen are skilled professionals that make things with their hands. Although not a engineers of wondrous gizmos like the Artificer, the craftsman is an expert in his particular field craft – be it anything from glassware to gunsmithing.
45 Points (105 Left for Customization)
Advantages: 15 points from Increased Attributes [varies], Acute Senses (any) [2/level]; Artificer [10/level]; Attentive 1; Dungeon Artificer [5/level]; Equipment Bond 1; Gifted Artist [5/level]; High Manual Dexterity [5/level]; High Pain Threshold 10; Lifting ST [3/level]; Luck 15; Resistant to Poison (+3) 5; Reputation [varies]; Single minded 5; Versatile 5; Wealth [varies]. See Customization Packages for more.
Disadvantages: 35 points from Absentminded [-15]; Bad Back [-15 or -25]; Bad Smell [-10]; Bad Temper [-10]; Code of Honor (Professional) [-5]; Compulsive Carousing [-5]; Compulsive Gambling [-5]; Greed [-15*]; Hard of Hearing [-10]; Laziness [-10]; Missing Digit [-2 or -5]; No Sense of Smell/Taste [-5]; Overconfident [-5]; Odious Personal Habit [-5 to -15]; Sense of Duty (Adventuring Companions) [-5]; Uncongenial [-1]; Wealth [varies]; Workaholic [-5]
Primary Skills: Merchant (A) IQ at IQ 2; See Customization Packages below.
Secondary Skills: 8 points in the following:
Artist (Any), Animal Handling, Forgery or Jeweler, all (H) IQ; Connoisseur (any) Professional Skill (any not in primary), all (A) IQ; Lifting (A) HT; Guns (Musket, Pistol, Rifle, Shotgun), Knife, Sewing, (E) DX; Axe/Mace, Broadsword, Shortsword, Smallsword, all (A) DX; or use to raise a primary skill; Customization Packages have a few more suggestions.
Background Skills: three of Brawling, (E) DX at DX 1, Carousing (E) H at HT+1 1, Climbing (A) DX at DX-11, Farming, Gambling, Streetwise, all (A) IQ at IQ-1 1, First Aid, Gesture, Savoir-Faire, All (E) IQ at IQ 1, or use to raise a primary or secondary skill [1 or 2/level]
Customization Packages: While other templates have a list of optional customization packages, Craftsman is a little broad a term without customization. Below is a list of Customization Packages with 12 points in Primary Skills and suggestions on how to spend other skills. An Expert Craftsman has Primary Crafting Skills at 14, Masters have them at least 16, and will have Wealth, Reputation and higher Secondary skills.
Alchemist: Standing at the boarder of Crafting and Artificing, the Alchemist makes, refines and otherwise handles magical materials. At the listed levels, the Alchemist serves best as someone who deals with raw materials. Invest in raising IQ [20/level], Magery 115 and Luck 15. Note that at this level of ability, Luck is more important than Magery! Consider adding in Jeweler (IQ/A) to skills if you plan on working with “Ice”. Much Higher IQ, Alchemy Skill and Magery are recommended before attempting major alchemy concoctions.
Primary Skills:Alchemy (VH) IQ at IQ 8; Professional Skill (Glassblowing); Hazardous Materials (Magical); both (A) IQ at IQ 2;
Blacksmith: Forging items out of iron and fire, the Blacksmith is the backbone of a rural community. Higher ST and HT are practically mandatory! Blacksmiths typically have Animal Handling, but avoid Artificer, it isn’t as cost effective as raising skills for the Artificer. Blacksmiths spend all day with a hammer in their hands, and may have picked up Axe/Mace over the years.
Primary Skills: Smith (Iron), Armory (Weapons); Armory (Body Armor) all (A) IQ at IQ+14;
Builder: A builder works as a sort of a Civil-Engineer, Construction Worker and Building Maintenance all rolled into one. Higher ST and HT are very appropriate – at minimum few levels of Lifting ST. Artificer gives a boost to most of the Builder’s skills, but Master Builder is cheaper and more efficient, Axe/Mace, Lifting and Animal Handling are the most useful secondary skills, but seriously – invest in ST or you’ll just look silly.
Primary Skills: Engineer (Construction) (H) IQ at IQ-12; Architecture (A) IQ at IQ 2; Masonry (E) IQ at IQ+2 4; Carpentry (E) IQ at IQ 1 and Forced Entry (E) DX at DX 1.
Carpenter: Working with wood, the world is never short of jobs for a skilled Carpenter. Swinging hammers and lifting timbers often builds ST and HT, but just as many Carpenters are specialists that deal with delicate tools – for artist wood-workers, Gifted Artist is the way to go.
Primary Skills: Carpentry (IQ/E) at IQ+3 8; Plus Armory (Hafts & Staves) (IQ/A) at IQ 2 and Artist (Woodworking) (IQ/H) at IQ-1 2.
Cobbler/Milliner/Haberdasher: An important job in any modern society, a cobbler makes and mends shoes (not the pie-like delicacy of fruit covered in biscuit/scone batter and baked, though those are pretty awesome, too). The same lens can be used to make a Milliner (hat maker), just replace the professional skill with Professional Skill (Milliner). A Haberdasher was originally the repair of zippers and buttons, but the term quickly evolved to encompass selling and mending menswear – Professional Skill (Haberdasher) will work along side of Merchant to turn this lens into Haberdasher.
Primary Skills: Professional Skill (Cobbler) (IQ/A) at IQ+2 8; Leatherworking (DX/E) at DX+1 2 and Sewing (DX/E) at DX+1 2.
Cooper: Making water-proof barrels is necessary for long term voyages, and every ship expected to leave port will have a capable Cooper on the crew. While essential to life in the New World, Coopers are rarely artist.
Primary Skills: Professional Skill (Cooper) (IQ/A) at IQ+2 8; Carpentry (IQ/E) at IQ 1 and Smith (Iron) (IQ/A) at IQ-1 1, plus 2 extra points into background skills, either urban or nautical.
Furniture Maker: One of the most respectable artistic craftsmen of the 18th century, Furniture Makers range in skill from a guy nailing scraps to planks and calling it a table to craftsmen whose work often sells for fortunes greater than that of the most vaunted painters. Artistic Ability is very appropriate, as is Wealth and Reputation for a skilled craftsmen. Some craftsmen, despite being gifted artisans, enjoy the manual side of the art, and invest a little more in ST and HT.
Primary Skills: Professional Skill (Furniture Maker) (IQ/A) at IQ+2 8; Artist (Woodworking) (IQ/H) at IQ-1 2; Carpentry (IQ/E) at IQ+1 2.
Gunsmith: A Gunsmith is craftsman that builds firearms and molds bullets. Although it’s not necessary to craft them, firearm skills are especially appropriate to a Gunsmith. As it is a skill in high demand, Wealth and Reputation are a good fit for a skilled Gunsmith. Jeweler and Artist (Embossment) are common secondary skills for Gunsmiths that make Fine weapons.
Primary Skills: Armory (Small Arms) (A) IQ+1 4; and Armory (Artillery), Machinist, Smith (Iron), Smith (lead) IQ all (A) at IQ 2;
Leatherworker: Working with leather and heavy cloth, the Leatherworker deals in everything from saddles and belts to armor and sacks. TL5 Tanning is a dangerous task, and higher HT and Resistant to Poison are very appropriate. Gifted Artist will go a long way towards building a craftsman that makes Fine quality works, which will lead to Wealth & Reputation.
Primary Skills: Leatherworking (E) DX at DX+2 4; Armory (Body Armor) (A) IQ at IQ 2; Professional Skill (Tanner) (A) IQ at IQ+14; and Sewing (E) DX+1 2
Locksmith: Specializing in fine fiddly bits, Locksmiths are craftsmen that deal fine mechanical fasteners. High Manual Dexterity is a good fit, and Machinist makes for a wise secondary skill. Both DX and IQ benefit a Locksmith.
Primary Skills: Smith (iron); Mechanic (Simple Devices); Lockpicking, Traps/TL all (A) IQ at IQ 2 each and Professional Skill: Locksmith (A) IQ at IQ+1 4;
Potter: Making items out of fired clay, Potters are the craftsmen on this list that have existed the longest. Gifted Artist is an obvious choice, but raising Artist is the most obvious way to build a better potter.
Primary Skills: Artist (Pottery) Artist (Sculptor); both (H) IQ at IQ 4, Prospecting; Professional Skill (Dyeing), both (A) IQ at IQ 2;
Tinker: A Tinker is a semi-professional traveling repairman. High Manual Dexterity is useful as is Widget Worker. Tinkers often have Negative Reputations as Necessary Tramps, but often stick to a specific route so their favored customers can find them, consider Area Knowledge. Filch, Sleight of Hand and Pickpockets are good choices for a less-than-honest Tinker, and don’t forget a few combat skills plus Navigation or Survival to stay safe on the road.
Primary Skills: Lockpicking, Machinist, Mechanic (Simple Devices), Professional Skill (Tinker), Scrounging all (A) IQ 2 plus 2 points on any one Professional Skill or Armory Specialty from another Package.
Watchmaker:¬ Watchmakers are at the forefront of precision crafting. Pocket-watches are found on every successful professionals, and the upper-class demand a watch that is fashionable as well as functional. High Manual Dexterity and Gifted Artist are good fits, as well as Wealth and Reputation to a skilled craftsman. Machinist is a solid choice for a Secondary Skill, as is Lockpicking. Both IQ and DX benefit a Watchmaker.
Primary Skills: Professional Skill (Watchmaker), Jeweler, and Mechanic (Simple Devices) all (A) IQ+1 4.