A tinker and crafter
You may spend Load instead of Stress to assist others' Action rolls. You can also assist yourself in this manner.
This offers the same benefits of Assisting rolls, without the expenditure of Stress.
When you invent or craft alchemical items, you get a +1 result to your roll. You begin with one special alchemical formula.
Follow the Inventing procedure with the GM to define your first special alchemical formula.
When you invent or craft magical items, you get a +1 result to your roll. You begin with one potion recipe and one magic item schematic.
After every job, you may replenish one potion you or an ally used during the job. If you roll a Critical Success when crafting a potion, you make two identical potions. You begin with one potion recipe.
Normally, potions are completely consumed when used. You gain the additional potion even if you spend Coin to upgrade your roll to a Critical Success.
When you use Wreck or Artifice to damage objects or structures, the results are quiet and hidden from casual observers.
You can drill holes in things, melt stuff with acid, even use a muffled explosive, and it will all be very quiet and extremely hard to notice.
Your homunculus becomes more adept at defending itself and others. You can choose a special ability for your pet: spiked armor, arbalest, packmate.
This ability gives your pet potency when fighting in a group or defending others (including group combat actions), and a special ability. Spiked armor gives them +1 armor and +1 effect in combat, arbalest lets them attack at range, and packmate lets them carry, deliver, and use alchemical items and potions. Packmates can use your load, including items from your Artificer's Bandolier. This only works for a homunculus, not another pet.
When you work on a clock with Artifice, or when you Study a schematic, fill +1 segment.
This extra segment works regardless of whether it's a downtime action or not. This means that using magical tools to bypass security measures, or fixing things in the field is easier for you than others.
By touching an item, you know whether or not it is magical (unless its magical aura is being specially shielded). You gain +1d to identify a magical item or effect. You may identify magic items during capers.
Normally, you need a Detect Magic spell or similar effect to confirm whether an item is magical, and you don't identify items until downtime
You may take a downtime action to disenchant a magical item, gaining a special reserve of Coin equal to the item's Tier, called Essence. This destroys the item entirely.
You may save an amount of Essence equal to your crew's Tier+2. This Coin doesn't take up any Load or vault space in the hideout, but it can only be used to craft magical items.
You can Artifice with alchemical supplies and minor potions to treat wounds or stabilize the dying. You may Study a malady or corpse. Everyone in your crew (including you) gets +1d to their healing treatment rolls.
Knowledge of anatomy and healing takes some education. Without this ability, any attempts at treatment are likely to fail or make things worse. You can use this ability to give first aid (rolling Artifice) to allow your patient to ignore a harm penalty for an hour or two.
You may expend your Special Armor to resist a consequence of a magical mishap, avoid a magical trap, or to push yourself while using a magical item or technical skill.
Your special armor is restored at the beginning of downtime.
Fine tinker's tools (1 Load): A finely-crafted set of tools for detailed artisanship. A jeweler's loupe. Measuring devices.
Fine wrecking tools (2 Load): A specialized set of tools for sabotage and destruction. A small hand-drill with an adamantine bit. A mallet and steel spikes. A prybar. Small vials of acid. A hacksaw.
Artificer's Bandolier (1 Load): A strap worn across the body, filled with specially-padded pouches to hold three alchemical items, potions, or other small magical tools. When you employ an item from a bandolier, choose an alchemical item or potion equal to your Tier +1, or a formula you've researched. The bandolier is automatically refilled during downtime, and you do not need to choose its contents ahead of time. These items do not persist after the caper ends.
Homunculus (0 Load): A magical construct that you can communicate with telepathically and follows your every order. You can choose the appearance of the creature, but its type should reflect its physical characteristics. To replace a homunculus that is killed, you must spend 2 Coin and Craft a new one using downtime actions. The Tier to craft the Homunculus is equal to your Tier+1. Cohort (Expert: choose one type such as Fighter, Courier, Crafter, Thief, or Spy)
Magical Items (1+ Load): You have a number of magical items at your disposal. At character creation, choose a single magical item of Tier II or lower, such as a wand, a weapon, a tool, or a piece of clothing.