@arcosus in no particular order beyond the order I decided would be easiest to answer in: Dragonmarks : For those who aren't familiar, Dragonmarks , are kind of a big deal for a character ). It would depend on the specific mark & would need to be discussed a bit with any prospective marked player on what's right for the concept, but I'm going to say for now that a tweaked/refluffed option from the freeport magic rules would work for the smaller dragonmarks while the larger ones are out of reach starting out, but would obviously be discussed with the player & include their input on mechanics (and the vizers definitely seem capable of comparing to the greater marks) . to put it into perspective for those not familiar with dragonmarks but familiar with 3.5/pf, a least dragonmark is just a feat with a race restriction, a lesser is a second feat that needs the first tier one plus 5 ranks in 2 skills while a greater needs "Least True Dragonmark, Lesser True Dragonmark, 9 ranks in any two skills, Member of a dragonmarked race (dwarf, elf, gnome, halfling, half-elf, half-orc or human), Must not possess an aberrant dragonmark of any type." regarding artificers, they would be pretty much the same mechanically as any other caster with a different fluffing for those unfamiliar with fate, the fluff is quite possibly more important to the gameplay than the mechanics in that statement I like this bit from page 28: "Those well educated in magical theory and the theology of miracles and prayer will tell you that magic is firmly divided between divine magic and arcane magic. The priests, mystics, and theologians rely on the power of worship, prayer, and contemplation. Arcanists use mysterious magical formulae, gestures, rituals, and ancient lore to gain power. And they will tell you that never the twain shall meet. However, some magical practitioners don’t have much use for that sort of absolutism. Necromancers, occultists, shamans, and more open-minded priests know how blurry the line really is. The game mechanics for spellcasting in Fate Freeport reflect that sort of blurriness; all magic works pretty much the same way, built on your character’s aspects and stunts. To play a spellcasting character, you must have a character aspect that establishes the fact that your character is a spellcaster. But an aspect alone isn’t enough to reflect power beyond that of an apprentice or a dabbler; to enhance your character’s power, you need to take stunts that define your abilities and build upon the aspect." Since the quote mentions it, I want to add a bit about the divide between arcane & divine casting for those not familiar with Eberron. Arcane magic is pretty much the same as every other d&d setting except every baker, blacksmith, & stagecoach driver probably knows at least a couple minor spells and uses them at least semi-regularly in their work. Divine magic is more something that works because it's expected to. a good cleric can cast capital E Evil spells and vice versa. this is kind of an extension of the fact that alignments in general are more of a grey area right down to the LE vampire king Kaius working for world peace & the NG Queen ummm... scheming for world domination ;). needless to say, the same sort of obscuring murk also applies to the 3 big faiths & various cults in their own ways.