do you like it i built it myself (use craft for self made weapons)Craftsmanship is used to create things anyway. I don't think a stunt is necessary for that.
-3 Artificer custom skill shuffle (allows use of craft instead of conviction lore discipline)(like a power but still a mortal stunt just three rolled into one)(i think we got rid of this in favor of the refinement)Technically this is ok, but pushing everything into one skill is something I am generally very weary about. What's more, you have lore and craftsmanship at the same level, so that is basically 1 point of refresh going to waste. Conviction is not really needed for crafting as well, so that's another point of refresh you could safe. The last one to replace discipline with craftsmanship is the only one that might make sense, but only if you need to create an item in a hurry.
scrapheap challenge (crafting two time shifts faster)Nothing wrong with that.
19th century tech 20th century solutions (+4 hexing scale on anything i craft)Don't really understand what this is supposed to do. Make your constructs more resilient against hexing? They are magical constructs anyway, so hexing wouldn't be an issue.
-1 ritual(artifice)Ritual is always [-2], regardless of what kind of ritual you take.
+2 disability severe agoraphobia (takes mental stress when in large open spaces with a weapon 5)That's kind of weird. Things like that are usually handled by compels on a character aspect. Is that a house rule?
-1 its alive (allows for an exchange in crafting of stress for more life like constructs)The rules allow you to spend stress and even consequences anyway, when you are casting or creating an item. There's no need for a stunt.
-2 refinement (4 focus items slots) specializations for better crafting the specific element spiritSounds good.
Right, sorry. I meant specialties. They are somwhat helpful since you dont have to devote focus slots to them and you can get an extra +2/+1 pretty easy with thaumaturgy and 1 refinement.
I have to pop in here to warn you that a focused crafter is really scary powerful, more so than the average wizard. If balance is a concern in your game, you should be concerned.
oh and got the ritual on the cheap cause of Disability Super(natural) Power [-varies]Ah ok. Ritual would still cost 2 refresh though, you'd just get a rebate of 1, due to this. As it is written, it looks like ritual + disease gives you +1 refresh, instead of -1 it should. Usually, if there is a rebate power, you write it down like this:
Second, I think the disease power is meant to be in line with the power, hindering it in some way. In your case, some sort of magical arthritis might be fitting, limiting how good you are at webbing those magical energies into an item, something like that. Look at the description of the power.
There are quite a few things off here.Craftsmanship is used to create things anyway. I don't think a stunt is necessary for that.
Technically this is ok, but pushing everything into one skill is something I am generally very weary about. What's more, you have lore and craftsmanship at the same level, so that is basically 1 point of refresh going to waste. Conviction is not really needed for crafting as well, so that's another point of refresh you could safe. The last one to replace discipline with craftsmanship is the only one that might make sense, but only if you need to create an item in a hurry.