NUTSHELL: He's basically Pirate Doctor Strange salted with a good dash of Brisco County, Jr.
Summary: Artie will stop at nothing to gain enough knowledge/power to stop anyone from separating Earth from Otherworld, which would be just as devastating as their crash together. He is an Engineer, not a Wizard, so his study of the Etherwave produces ideas for new inventions, not magical spells to cast. He bought a ship from his college professor and now needs a Captain, First Mate, maybe a Quartermaster, and definitely a good Chef.
IMPORTANT QUIRK: Artie's arcane inventions are activated by a spoken incant, usually in rhyming couplets. In a situation where he could not (or would not want to) speak, his use of magic would be very limited or nonexistent.
TEMPLATE: Amalgamation of Navigator(Strategist) and Engineer (Gearwright)
3 starting Action Points: Study, Craft, Channel
Choose 1 starting Special Ability from: Clockwork Muse, Miracle Worker
Starting Gear:
Multi-Tool - Choose your trademark utility tool of fine quality for offense, defense, and information. It might be a sonic screwdriver, rune-engraved magic wand, wrench-club, rune-etched spanner, or similar type of multi-use tool.
Communication Device - Choose a techno-arcane or mundane item to communicate with allies and acquaintances.
Information Manual - Choose a map, tome, or similar item(s) containing information to study later when you get the time.
HERITAGE: Olive Farm Equipment Designer / Manufacturer (1 starting action point in Remedy to repair broken equipment)
BACKGROUND: Schooled as an Arcane Engineer & Ship Navigator, B.S. in Arcane Engineering and M.A. in Arcane Navigation from Oxford University, England. (1 starting action point in Pilot)
Attributes: (Total 7 Action Points (max 2 in any single action for a starting character).
3 action dots from the Playbook/Template = ( Channel, Study, Craft )
1 for your Family Heritage, (Remedy)
1 for your Pre-game Background, (Pilot)
and 2 on your own (Skirmish, Study)
WITS (3)
Channel (1)
Craft (1)
Study (2)
Track
Trade
GRIT (2)
Maneuver (finesse, dexterity)
Pilot (1)
Skirmish (1) (sword fighting, etc)
Stealth
Wreck (brute force)
WILLPOWER (1)
Command
Consort (socialize)
Perform
Remedy (1)
Sway (to influence)
SPECIAL ARMOR: None
ALLY: his father, a Mallard duck, Domingos Oliveira
FRENEMY: his sister, Lucretia "Lucy" Oliveira MacEvil
FRENEMY: his brother-in-law, Martin "Marty" MacEvil
ALLY: his mentor, Grimling Archnavigator, Paag Yorsteam, (Tealioth Sept), tenured professor at Oxford University, England
VICE: Weird - Research spells, relics, laws of nature, and (especially) powerful magicians and how to take them down.
SPECIAL ABILITY:
Clockwork Muse - You are almost famous for your planning and insight as an Engineer. During downtime you get two ticks to distribute among long-term project clocks that involve innovative designs.
STARTING GEAR:
The Sword Prestigious - (Acts as an Engraved Wand which increases arcane Potency. Zero Load) For his Bachelors' Degree in Arcane Engineering at Oxford, he created a rune-engraved magic wand with a sharp pointed end and cross-guard quillons on the other end. He has developed several incantations which can make this sword perform stunts for offense, defense, utility, and even information. On the Oxford fencing team he was of average skill.
"THIS SPELLBOOK BELONGS TO MARTY MACEVIL" Artie found Marty's lost spell book. It has the following spells {if approved by GM.} (Marty had learned them in prerequisites for Arcane Medical School and had used them for both legitimate and nefarious purposes. Artie does not cast spells, but does learn from them to inspire his arcane inventions.) (Zero Load):
(#1) Transform Writing. (It moves ink on a page permanently, but cannot add nor subtract the amount of ink.)
(#2) Named Object. (It enchants an object or device with minor telekinesis. A scalpel will float to it's owner's hand on command. A spinning wheel would operate on its own until commanded to stop or until the Etherwave demands recompense for the energy spent.)
(#3) Sympathetic Entanglement. (It allows energy to pass from one object to another no matter how far away. The objects are usually high-quality identical duplicates which must be touching when the spell is cast. Each casting of the spell affects only one type of energy, such as temperature, light, sound, magnetism, or kinetic energy.)
The Entangled Journals - For his sister, Artie studied Marty's spell book (above) and produced this magical device. It is a pair of Moleskine-type leather-bound journals, (which he is certain will be popular in 200 years or so). When text is written on one journal it is copied onto the other no matter how far away. Artie keeps his on a chain at his belt. This seems to be one of the few magical devices Lucy is willing to use, as it keeps her in touch with her brother and his news of their parents. The first page says, "Left=Port, Right=Starboard." (Zero Load)
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General Playbook Notes: There are 3 Attributes/Saves, and 15 Actions. Start with Stress (0-10), Scars(0-4), Scar Conditions(None), Curse(0-10), Dark Marks(0-3), Dark Mark conditions(None).
XP TRIGGER:
As a Navigator Engineer, you gain XP when you address challenges using your inventions or devices which harness the unpredictable power of the Etherwave such as a ship's Portal Platform. Did you show expertise? If not, did you learn a new theory due to your results?
[Also, did you express your character’s beliefs, drives, heritage, or background?
Also, did you struggle with issues from your vice or traumas?
Also, 1XP for each Desperate Action Roll and Group Action Roll.
((When you fill an xp track, clear all the marks and take an advance. When you take an advance from your playbook track, you may choose an additional special ability. When you take an advance from an attribute, you may add an additional action dot to one of the actions under that attribute. You can also earn xp by training during downtime. When you train, mark xp in one of your attributes or in your playbook. A given xp track can be trained only once per downtime phase.))
Wish List:
The Charm Resounding - (It acts as a Ship's Wheel Pendant, which grants Potency when working with an Arcane Gate once for 1 scene) For his Masters' Degree in Arcane Navigation, he manufactured the Charm Resounding. It has a complex bonus feature: When one pulls the front and back faces apart, it accordions out into a simple concertina, a musical squeeze box. (They will be available commercially 100 years later. "It's the next big coming thing.")
Third Arm Belt. (The loose end of the belt can be controlled by dials on the belt buckle to twist and turn. It can hold hot test tubes and reach further than a man's arms. It has low strength.)