Arcane Artisan
Ars Technica: You carry with you a couple of signature items of your own construction. Choose two different combinations of action and approach, then name the items associated with them. An overcome action with Guile might be a "skeleton key" which unlocks any lock, or a defend action using Force might be "ring of protection." The magic in these items will work only for you and by your will alone, and you cannot perform magic without them. Use of these items gain the benefit of Supernatural Scale at the GM's discretion.
Hands of the Svartálfar: Mark Exhausted. Inexplicably, your magic extends to even the mundane items you handle. When you repair, modify, or build a mundane device it always functions as intended and is flawless in its performance. Furthermore, you can do these things with even the most primitive tools, if you even need tools at all -- your own two hands and your belief in yourself are all you truly require. In game terms, you create an aspect relating to the work you've done and you gain two free invokes. At the GM's discretion, you gain the benefit of Scale when using such devices.
Uncanny Invention: Mark Burned Out. You may combine materials in impossible ways, giving one the attribute of another. You may make paper with the strength of steel, or steel with the weight of paper. You can distill sunlight into a liquid or weave shadows into fabric. You may create a set of clothing that's fireproof, waterproof, and bullet proof -- you just need materials with the proper attributes and time in your arcane workspace. Consult with the GM and design any stunts or conditions these new creations may confer upon their user, subject to the normal restrictions. Permanent additions to any character must be paid for normally during a major milestone, otherwise each use of the item beyond the scene in which it was introduced costs a fate point.
Stunt Suggestions
Alchemist’s Constitution: You are immune to the deleterious effects of working with hazardous materials in dangerous conditions. The heat of the forge doesn’t bother you, neither does smoke and other noxious fumes; handling things like cinnabar, phosphorus, or lead is without risk. Without an alchemist’s constitution, it would be impossible to achieve the pinnacle of your craft. Of course, it also comes in handy if you’ve been trapped in a burning building or been exposed to a gas leak.
Craftsman's Eye: You have an intuitive understanding of mystic artifacts. Just by seeing an item, you can tell what it does, at least in general, and are capable of activating and deactivating it. Furthermore, if you are separate from the signature items granted by your Ars Technica Talent, you are mystically aware of their location at all times and can find them no matter where they are hidden from you.
Glitch: Your rapport with inanimate objects means you can “hex” technology at will, causing it to break down, malfunction, or stop working completely. This is a create advantage action using Focus; you get +2 to these rolls. It is easy to hex complex machines and electronics and more difficult to affect very simple mechanical processes. The GM determines your opposition and you may get the benefit of Scale.
Notes
This one was inspired by an inquiry on these very forums. Someone had a character who was a crafter focused practitioner and their game was converting to accelerated and they wanted to know how they could do that. Without knowing anything about the character's preferences or expertise, I came up with this. This is the sort of person I would play, inspired by something like a Knocker from Changeling: the Dreaming or even Tony Stark or something.
The first tier ability is an modified version of the Rune Magic possessed by Valkyries in DFA. It allows for two types of magical spells to be used with the Talent but provides for the drawback that this magic is dependent upon items or objects made and used by the caster. So, while the Ectomancer can use her singular Talent reliably all the time, the Arcane Artisan can be robbed of his tools (Disarmed) which prevents him from doing his magic.
The 2nd tier ability might actually be a little weak. You mark your condition to automatically create an aspect representing the work you did and you get two free invokes on that aspect. The saving grace might be that uses of your device gain the benefit of scale, which can be very useful. You also are using something similar to the stunt Always Making Useful Things (FC:103). Also, nothing prevents the work you do, i.e. the aspect you create, from being a permanent alteration to your device. For example, I've heard that some dwarves made lightbulbs for Molly Carpenter which won't be destroyed by using magic. Doing something like that would be cool for marking a sticky condition.
The 3rd tier ability lets you do the stuff of legend and maybe create something that can permanently alter the world in your game. I got this from the Fate System Toolkit with the Six Viziers. One of the magical abilities let them do something like that and I expanded to include other impossible things someone could make using real and powerful magic. I think it's also a great impetus for storytelling. Maybe you need dragon's fire in order to forge a weapon to beat the Big Bad, the tears of a repentant man, or the laughter of a woman in love. You can do lots of cool stuff.
The Stunts are just things that I thought would be cool for an Arcane Artisan to have access to. I imagine that when you first discover your Talent, it manifests as one, or maybe all three, of these stunts before you get proper training as a full-fledged Focused Practitioner.
Questions? Comments? Critiques?
Thanks for your time!