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==Creator==
== Creator ==

Whether soot-smeared blacksmiths or ink-stained tattooists, artful poisoners or elegant tailors, creators pride themselves on the patience, the perfectionism and the training to create and alter things of utility and beauty.
Whether soot-smeared blacksmiths or ink-stained tattooists, artful poisoners or elegant tailors, creators pride themselves on the patience, the perfectionism and the training to create and alter things of utility and beauty.


Creator skill paths largely revolve around five trades:
Creator skill paths largely revolve around five trades:
* The potioneering [[Alchemist]]
* The [[Artisan]] crafting sundry goods from all materials
* The [[Blacksmith]] forging arms and armour
* The [[Jeweller]] crafting precious things and mechanisms
* The [[Surgeon]] healing injury and curing illness


Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.
*The potioneering [[Alchemist]],
*The [[Blacksmith]] forging arms and armour,
*The [[Jeweller]] crafting precious things and mechanisms,
*The [[Surgeon]] healing injury and curing illness, and
*The [[Artisan]] crafting sundry goods from all materials.


{| class="wikitable" id="Things That Aren't Skills" style="background-color: #ECE2FF"
|-
|'''Advice for Creator Characters'''
Most creators at least dabble in several skill areas, but for greater impact, be sure to take at least one specialism. [[Foraging]], [[Gathering]] or [[Resources]] will secure a source of materials to work with, while [[Extra Work Units]] will maximise their productivity.


Surgeons should consider [[Resist Disease]], especially if they pursue the [[Physician]] sub-path, while Alchemists may benefit from [[Resist Poison]]. Tattooists can always collaborate with magicians to invest their creations, but it is not unusual for them to learn at least some [[Invocation]] skill so they can invest them themselves.
Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.
|}


== Work Units ==
===Advice for Creator Characters===
Most creator skills draw on a pool of '''work units''', representing time, focus and expertise devoted to their craft.

Most creators at least dabble in several skill areas, but for greater impact, be sure to take at least one specialism. [[Foraging]], [[Gathering]] or [[Resources]] will secure a source of materials to work with, while [[Extra Work Units]] will maximise their productivity.


Certain general and archetype skills grant work units - 5 per day per skill:
Surgeons should consider [[Resist Disease]], especially if they pursue the [[Physician]] path, while Alchemists may benefit from [[Resist Poison]]. [[Tattooist]]s can always collaborate with magicians to invest their creations, but it’s not unusual for them to learn at least some [[Invocation]] skill so they can invest them themselves.
* '''No primary archetype:''' 15 work units cap (can benefit from up to 3 skills)
* '''Creator archetype:''' 25 work units cap (can benefit from up to 5 skills)


Once a character has purchased a skill that grants work units, they can purchase [[Extra Work Units]] to increase their work units up to their archetype cap.
==Creator Skills==


See [[https://wiki.curiouspastimes.co.uk/index.php/Character_Creation#Magic_Points,_Stamina_and_Work_Units|Magic Points, Stamina and Work Units]] for full details, including which skills grant work units.
Most of these skills cost (and provide) [[Work Units]].


== Creator Skills ==
===Alchemist===


=== Alchemist ===
{| class="wikitable"
{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Alchemist]] || 6 ||
|-
|-
| [[Imbuer]] || 6 || [[Alchemist]]
| [[Alchemist]] || 6 || None || Work Units
|-
|-
| [[Amalgams]] || 8 || [[Imbuer]]
| [[Apothecary]] || 6 || [[Alchemist]] || Work Units
|-
|-
| [[Apothecary]] || 6 || [[Alchemist]]
| [[Imbuer]] || 6 || [[Alchemist]] || Work Units
|-
|-
| [[Concoction]] || 12 || [[Apothecary]]
| [[Poisoner]] || 6 || [[Alchemist]] || Work Units
|-
|-
| [[Alchemical Analysis]] || 8 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units
| [[Poisoner]] || 6 || [[Alchemist]]
|-
|-
| [[Antidotes]] || 8 || [[Poisoner]]
| [[Amalgams]] || 6 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units
|-
|-
| [[Alchemical Analysis]] || 8 || Any 2 Alchemist specialisms
| [[Concoction]] || 8 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units
|-
| [[Antidotes]] || 6 || Creator Archetype and [[Poisoner]] || Work Units
|}
|}


===Artisan===
=== Artisan ===

{| class="wikitable"
{| class="wikitable"
! Skill !! Points Cost !! Pre-requisites
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Artisan]] || 6 ||
|-
|-
| [[Carpenter]] || 3 || [[Artisan]]
| [[Artisan]] || 4 || None || Work Units
|-
|-
| [[Glassblower]] || 3 || [[Artisan]]
| [[Artist]] || 3 || [[Artisan]] || Work Units
|-
|-
| [[Sapper]] || 5 || [[Sculptor]]
| [[Carpenter]] || 3 || [[Artisan]] || Work Units
|-
|-
| [[Papermaker]] || 3 || [[Artisan]]
| [[Glassblower]] || 3 || [[Artisan]] || Work Units
|-
|-
| [[Printer]] || 12 || [[Papermaker]]
| [[Papermaker]] || 3 || [[Artisan]] || Work Units
|-
|-
| [[Sculptor]] || 3 || [[Artisan]]
| [[Tailor]] || 3 || [[Artisan]] || Work Units
|-
|-
| [[Tailor]] || 3 || [[Artisan]]
| [[Jury Rig]] || 8 || Any 3 Artisan skills || Work Units
|-
| [[Jury Rig]] || 12 || Any 3 Artisan specialisms
|}
|}


=== Blacksmith ===
Relevant Artisan skills for [[Jury Rig]] are [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Sculptor]] or [[Tailor]].

===Blacksmith===

{| class="wikitable"
{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Blacksmith]] || 6 ||
|-
|-
| [[Armourer]] || 8 || [[Blacksmith]]
| [[Blacksmith]] || 4 || None || Work Units
|-
|-
| [[Hardening]] || 8 || [[Armourer]]
| [[Armourer]] || 5 || [[Blacksmith]] || Work Units
|-
|-
| [[Weaponsmith]] || 8 || [[Blacksmith]]
| [[Ironmonger]] || 5 || [[Blacksmith]] || Work Units
|-
|-
| [[Metallurgist]] || 6|| [[Weaponsmith]]
| [[Weaponsmith]] || 5 || [[Blacksmith]] || Work Units
|}
|}


===Jeweller===
=== Jeweller ===

{| class="wikitable"
{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Jeweller]] || 6 ||
|-
|-
| [[Gemcutter]] || 6 || [[Jeweller]]
| [[Jeweller]] || 4 || None || Work Units
|-
|-
| [[Gem Cleansing]] || 12 || [[Gemcutter]]
| [[Goldsmith]] || 5 || [[Jeweller]] || Work Units
|-
|-
| [[Goldsmith]] || 6 || [[Jeweller]]
| [[Mechanician]] || 5 || [[Jeweller]] || Work Units
|-
|-
| [[Locksmith]] || 6 || [[Jeweller]]
| [[Gemsmith]] || 8 || [[Jeweller]] and Creator Archetype || Work Units
|-
|-

| [[Mechanician]] || 10 || [[Locksmith]]
|}
|}


===Surgeon===
=== Surgeon ===

{| class="wikitable"
{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Surgeon]] || 6 ||
|-
|-
| [[Anatomist]] || 6 || [[Surgeon]]
| [[Surgeon]] || 6 || None || Work Units
|-
|-
| [[Improved Surgery]] || 6 || [[Surgeon]]
| [[Anatomist]] || 3 || [[Surgeon]] || Work Units
|-
|-
| [[Improved Sanctuary]] || 6 || [[Improved Surgery]]
| [[Field Surgery]] || 6 || [[Surgeon]] || Work Units
|-
|-
| [[Physician]] || 6 || [[Surgeon]]
| [[Physician]] || 6 || [[Surgeon]] || Work Units
|-
|-
| [[Tattooist]] || 6 || [[Surgeon]]
| [[Tattooist]] || 6 || [[Surgeon]] || Work Units
|}
|}


====Extra Work Units====
=== Other ===

{| class="wikitable"
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisite
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Extra Work Units]] || 1-10 || Any Creator Skill
|-
| [[Creator's Insight]] || 5 || Creator Archetype|| Twice per day
|}
|}


=== Extra Work Units ===
'''Note:''' Maximum of 10 extra Work Units. Extra Work Units cannot be taken as a [[Character Creation#Cross-Archetype Skills|cross-archetype skill]].

====Resistences====

{| class="wikitable"
{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisite
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Immune to Disease]] || 4 || [[Resist Disease]]
|-
|-
| [[Immune to Poison]] || 5 || [[Resist Poison]]
| [[Extra Work Units]] || 1 per point || Any Work Units skill || Permanent
|}
|}


'''Note:''' This is a General skill. Maximum total work units: 15 (non-Creator) or 25 (Creator primary archetype).
'''Note:''' Any character may have a maximum of 3 immunities in total.
=== Resistances ===

===Other===

{| class="wikitable"
{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
|-
! Skill Name !! Points Cost !! Prerequisites !! Use
| [[Creator’s Insight]] || 5 || Any Creator skill
|-
| [[Immune to Disease|Immune to [Disease]]] || 4 || [[Resist Disease]] || Permanent
|-
| [[Immune to Poison|Immune to [Poison]]] || 5 || [[Resist Poison]] || Permanent
|}
|}


'''Note:''' Any character may have a maximum of 3 immunities in total. Available to both Creator and Scout archetypes.
==Creator Study Paths==


==Creator Research==
The most common route for study as a creator is researching new recipes, formulas for original and innovative crafted items, potions and poisons and surgical procedures. More broadly, creators can research or train in processes, general techniques that apply to many endeavours: working with exotic materials, refining and strengthening components, working more swiftly or efficiently etc.


For [[Creator|Creators]], research ranks are tracked '''per sub-path''', not per path. Being an Expert in one sub-path does not grant Expert status in another. This directly affects XP penalties for higher-tier research projects.
Study paths include the following:


See the [[#Creator Study Paths|Creator Study Paths]] section below for the full list of paths and sub-paths.
===Alchemist===


====Workshop Requirements====
[[Alchemist|Alchemy]] delves deep into the magical properties of herbs, venoms, animal parts and other special materials from across all the worlds, blending and combining them and concentrating their power to achieve remarkable effects. Novice alchemists can produce a plethora of minor potions to aid people in everyday life, while more skilled practitioners can produce mixtures as powerful as any magic.


:* '''Novice-level research''' does not require a crafted workshop.
The [[Apothecary]] skill allows research into beneficial potions that heal, strengthen and transform the drinker; more sophisticated researchers can develop potions that combine more dramatic effects or longer durations.
:* '''Adept-level research''' requires a Tier One ([[Crafting#Workshops|Mastercrafted Adept]]) workshop.
:* '''Expert-level research''' requires a Tier Two ([[Crafting#Workshops|Mastercrafted Expert]]) workshop.


==Teaching==
The [[Poisoner]] skill unlocks lethal drinks, blade venoms and contact poisons, including '''magical''' poisons that can only be cured by special means.
Creators may contribute [[Creator#Work_Units|Work Units]] to accelerate a student's research alongside the standard [[Research#Teaching|teaching]] process. The Creator matches the student's [[Character_Progression#Study_Units|Study Unit]] contribution one for one with [[Creator#Work_Units|Work Units]], and all Work Units contributed count towards the student's research target.


:* The total research benefit from any external source — including Creator teaching and [[Creator#Creator_Covens_and_Collaborations|Covens]] — may never exceed 33% of the research target.
The [[Imbuer]] skill develops magical inks, powders and lacquers to strengthen and alter mundane objects and exotic materials with extraordinary magical properties.
:* Creator teaching and Covens cannot be combined on the same research project.
:* Knowledge prerequisites still apply to the student.
:* Creators may not use bonus [[Creator#Work_Units|Work Units]] granted by a workshop or laboratory when teaching.
:* One Creator may teach multiple students in a single lesson but must contribute [[Creator#Work_Units|Work Units]] separately for each student.


==Covens and Collaborations ==
===Artisan===
Three characters can work together as a Coven for two purposes: to pool Work Units toward completing a crafting, alchemy, or surgery design, or to pool Study Units toward researching a new design.


See [[Research#Covens_and_Collaborations|Covens and Collaborations]] for full rules.
The [[Artisan]] path is the broadest of any of the creator paths, working with every manner of materials and design, including cloth, leather, stone, clay, wood, glass, paper and bone. Artisans explore sophisticated constructions and intricate designs, finding the line between mundane and magical workings and pushing it past breaking point. More than either [[Jeweller|Jewellers]] or [[Blacksmith|Blacksmiths]], they work with natural materials, exploring the properties of dragon’s hide, unicorn horns, the bones of basilisks or the strange plants that grow on other worlds.


==Creator Study Paths==
Artisans are the best friends of [[Invocation|Invokers]], fashioning clothes threaded with metallic scripts, cups and bowls chased with magical sigils and musical instruments decorated with mystic insignia. They are likewise the closest allies of thaumaturges, creating the lifeless mannequins they will animate as loyal simulacra.


Each of the three creator study paths relates to one of the core creation disciplines: [[Alchemy]], [[Crafting]] and [[Surgery]]. Note that knowledge of one or more archetype skills is still required to undertake research.
===Blacksmith===


The most common route for study as a creator is researching new alchemical recipes, crafting designs and surgical procedures. More broadly, creators can research general processes that apply to many endeavours: for example, working with exotic materials, refining and strengthening components, working more swiftly or efficiently.
More than anything, [[Blacksmith|Blacksmiths]] specialise in armour and weapons, fashioning swords that pierce armour, axes that split shields or armour that resists crushing weapons. They are some of the most active creators on battlefields, repairing armour so their warrior allies can rush back into the fray – with research and resources, they can learn to do more, sharpening or silvering weapons on the fly, changing the properties of armour from one clash to the next.


For the purposes of assigning experience points to researched abilities, each path is divided into three sub-paths. '''Research ranks are tracked per sub-path''', not per path — being an Expert in one sub-path does not grant Expert status in another.
The [[Metallurgist]], having mastered the silvering that creates werewolf-killing blades, can go on to explore cold iron, star metal and stranger materials. Having learned how to craft with these metals, blacksmiths can attempt to alter their traits to achieve remarkable effects.


===Jeweller===
===Alchemist Path===


Alchemists delve deep into the magical properties of herbs, venoms, animal parts and other special materials from across all the worlds, blending and combining them and concentrating their power to achieve remarkable effects. Novice alchemists can produce a plethora of minor potions, poisons, venoms, inks, powders and lacquers, while more skilled practitioners can produce mixtures as powerful as any magic.
Jewellery is valued chiefly for its beauty, and [[Jeweller|Jewellers]] may research ever finer, more elegant and more intricate pieces, and create unique, signature pieces that cannot be copied by less skilled crafters. [[Locksmith|Locksmiths]] can research more complex devices: cunning traps and mechanisms that administer poisons, activate charged magic sigils or perform other functions.
The most spectacular branch of the Jeweller’s craft relates to the powerful and little-understood properties of gems. [[Gemcutter|Gemcutters]] can learn to cut gems to finer and finer degrees, improving their quality and value and preparing them for Invokers and other magicians to channel magic into them for their workings. Gems have mystical properties by nature, which can be studied and harnessed; and [[Gem Cleansing|cleansing gems]], to remove cloudiness and purify the colour, can simplify and strengthen these properties, at the cost of variety.


Includes research building on the [[Apothecary]], [[Imbuer]], [[Poisoner]], [[Alchemical Analysis]], [[Amalgams]], [[Concoction]] and [[Antidotes]] skills.
===Surgeon===


'''Sub-Paths:''' Applied Recipes, Imbibed Recipes, Empowerments
Surgery looks into the workings of the living body. Some [[Surgeon|Surgeons]] focus on the skill’s value on the battlefield, healing their allies more quickly and effectively; others keep their attentions to the surgeon’s bed, investigating grafts, transplants and more complex interventions.


===Crafting Path===
[[Physician|Physicians]] investigate diseases, learning to cure new and strange sicknesses as they encounter them, or even learning how to inflict diseases, or create new ones. [[Tattooist|Tattooists]] working alongside invokers can develop more complex and involved designs, incorporating sigils and working with powerful magical inks to produce spectacular effects.


Crafters work with every manner of materials and design, fashioning weapons and armour, clothing and tools, jewellery and mechanisms, and items both mundane and magical. The Crafting path encompasses all three crafting disciplines: [[Artisan|Artisans]] working with cloth, leather, stone, clay, wood, glass, paper and bone; [[Blacksmith|Blacksmiths]] forging weapons and armour; and [[Jeweller|Jewellers]] crafting fine jewellery, mechanisms and gemstones.
==Example Creator Characters==


Crafters explore sophisticated constructions and intricate designs, finding the line between mundane and magical workings and pushing it past breaking point. They work with natural materials, exploring the properties of dragon's hide, unicorn horns, the bones of basilisks or the strange plants that grow on other worlds. [[Blacksmith|Blacksmiths]] are some of the most active creators on battlefields, repairing armour so their warrior allies can rush back into the fray. [[Jeweller|Jewellers]] and [[Gemsmith|Gemsmiths]] work with the powerful and little-understood properties of gems, cutting and cleansing them to prepare for [[Invocation|Invokers]] and other magicians to channel magic into them.
===Armourer===


Crafters are the best friends of [[Invocation|Invokers]], fashioning clothes threaded with metallic scripts, cups and bowls chased with magical sigils and musical instruments decorated with mystic insignia. They are likewise the closest allies of [[Thaumaturgy|thaumaturges]], creating the lifeless mannequins they will animate as loyal simulacra.
Born to a mountain-dwelling tribe of crafters and miners, the armourer has devoted years of their life to their trade, and travels with the warband to put their skills to best use. Thick-thewed from the forge, they repair their comrades’ hauberks and breastplates in the field, and wade into battle with a great hammer.


Includes research building on the [[Artist]], [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Tailor]], [[Jury Rig]], [[Armourer]], [[Ironmonger]], [[Weaponsmith]], [[Gemsmith]], [[Goldsmith]] and [[Mechanician]] skills.
'''Skills:''' [[Blacksmith]] (6), [[Body Development]] (6), [[Long Weapons]] (4), [[Resources]] 1: Metal (4)


'''Sub-Paths:''' Artisan, Blacksmith, Jeweller
'''Description:''' Heavy sideburns or beard and grey, stony skin around the temples; sturdy, bulked-out clothes including leather armour and a large, two-handed hammer.


===Surgeon Path===


Surgery looks into the workings of the living body. Some surgeons focus on the skill's value on the battlefield, healing their allies more quickly and effectively with [[Surgery#Surgery Without A Bed|battlefield surgery]]. [[Anatomist|Anatomists]] make gross changes to the body, removing and replacing organs and extremities. Body parts can even be "crafted" before returning, changing their function. [[Physician|Physicians]] investigate diseases, learning to cure new and strange sicknesses as they encounter them, or even learning how to inflict diseases, or create new ones; beyond sickness, they can learn to manipulate the flows of magic in the body, temporarily altering the patient's abilities and behaviour. Tattooists working alongside invokers can develop more complex and involved designs, incorporating sigils and working with powerful magical inks to produce spectacular effects.
===Physician===


'''Sub paths:''' [[Anatomist]], [[Physician]], [[Field Surgery]] and [[Tattooist]]

== Example Creator Characters ==

=== Armourer ===
Born to a mountain-dwelling tribe of crafters and miners, the armourer has devoted years of their life to their trade, and travels with the warband to put their skills to best use. Thick-thewed from the forge, they repair their comrades' hauberks and breastplates in the field, and wade into battle with a great hammer.

'''Skills:''' [[Blacksmith]] (4), [[Armourer]] (5), [[Body Development]] (6), [[Long Weapons]] (4), 1 unspent point

'''Description:''' Heavy sideburns or beard and grey, stony skin around the temples; sturdy, bulked-out clothes including leather armour and a large, two-handed hammer.

=== Physician ===
A student of life rather than a mere sawbones, the physician studies diseases, poisons and potions and their effects on the body. They treat the sick, but also seek always to understand the body more, and to share that knowledge with others.
A student of life rather than a mere sawbones, the physician studies diseases, poisons and potions and their effects on the body. They treat the sick, but also seek always to understand the body more, and to share that knowledge with others.


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'''Description:''' Shaded blue forehead, dotted with red spots; a long coat over a fine shirt and trousers, and a satchel holding medical implements and jars for samples.
'''Description:''' Shaded blue forehead, dotted with red spots; a long coat over a fine shirt and trousers, and a satchel holding medical implements and jars for samples.


=== Tattooist ===

===Tattooist===

The tattooist met their teacher by chance while travelling in their youth, and was immediately enthralled by the ancient and beautiful craft. Although their passion is for the tattooing itself, they have studied a little of how to brew inks well.
The tattooist met their teacher by chance while travelling in their youth, and was immediately enthralled by the ancient and beautiful craft. Although their passion is for the tattooing itself, they have studied a little of how to brew inks well.



Latest revision as of 01:36, 28 April 2026

Creator

Whether soot-smeared blacksmiths or ink-stained tattooists, artful poisoners or elegant tailors, creators pride themselves on the patience, the perfectionism and the training to create and alter things of utility and beauty.

Creator skill paths largely revolve around five trades:

  • The potioneering Alchemist
  • The Artisan crafting sundry goods from all materials
  • The Blacksmith forging arms and armour
  • The Jeweller crafting precious things and mechanisms
  • The Surgeon healing injury and curing illness

Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.

Advice for Creator Characters

Most creators at least dabble in several skill areas, but for greater impact, be sure to take at least one specialism. Foraging, Gathering or Resources will secure a source of materials to work with, while Extra Work Units will maximise their productivity.

Surgeons should consider Resist Disease, especially if they pursue the Physician sub-path, while Alchemists may benefit from Resist Poison. Tattooists can always collaborate with magicians to invest their creations, but it is not unusual for them to learn at least some Invocation skill so they can invest them themselves.

Work Units

Most creator skills draw on a pool of work units, representing time, focus and expertise devoted to their craft.

Certain general and archetype skills grant work units - 5 per day per skill:

  • No primary archetype: 15 work units cap (can benefit from up to 3 skills)
  • Creator archetype: 25 work units cap (can benefit from up to 5 skills)

Once a character has purchased a skill that grants work units, they can purchase Extra Work Units to increase their work units up to their archetype cap.

See [Points, Stamina and Work Units] for full details, including which skills grant work units.

Creator Skills

Alchemist

Skill Name Points Cost Prerequisites Use
Alchemist 6 None Work Units
Apothecary 6 Alchemist Work Units
Imbuer 6 Alchemist Work Units
Poisoner 6 Alchemist Work Units
Alchemical Analysis 8 Any 2 of Apothecary, Imbuer or Poisoner Work Units
Amalgams 6 Any 2 of Apothecary, Imbuer or Poisoner Work Units
Concoction 8 Any 2 of Apothecary, Imbuer or Poisoner Work Units
Antidotes 6 Creator Archetype and Poisoner Work Units

Artisan

Skill Name Points Cost Prerequisites Use
Artisan 4 None Work Units
Artist 3 Artisan Work Units
Carpenter 3 Artisan Work Units
Glassblower 3 Artisan Work Units
Papermaker 3 Artisan Work Units
Tailor 3 Artisan Work Units
Jury Rig 8 Any 3 Artisan skills Work Units

Blacksmith

Skill Name Points Cost Prerequisites Use
Blacksmith 4 None Work Units
Armourer 5 Blacksmith Work Units
Ironmonger 5 Blacksmith Work Units
Weaponsmith 5 Blacksmith Work Units

Jeweller

Skill Name Points Cost Prerequisites Use
Jeweller 4 None Work Units
Goldsmith 5 Jeweller Work Units
Mechanician 5 Jeweller Work Units
Gemsmith 8 Jeweller and Creator Archetype Work Units

Surgeon

Skill Name Points Cost Prerequisites Use
Surgeon 6 None Work Units
Anatomist 3 Surgeon Work Units
Field Surgery 6 Surgeon Work Units
Physician 6 Surgeon Work Units
Tattooist 6 Surgeon Work Units

Other

Skill Name Points Cost Prerequisites Use
Creator's Insight 5 Creator Archetype Twice per day

Extra Work Units

Skill Name Points Cost Prerequisites Use
Extra Work Units 1 per point Any Work Units skill Permanent

Note: This is a General skill. Maximum total work units: 15 (non-Creator) or 25 (Creator primary archetype).

Resistances

Skill Name Points Cost Prerequisites Use
Immune to [Disease] 4 Resist Disease Permanent
Immune to [Poison] 5 Resist Poison Permanent

Note: Any character may have a maximum of 3 immunities in total. Available to both Creator and Scout archetypes.

Creator Research

For Creators, research ranks are tracked per sub-path, not per path. Being an Expert in one sub-path does not grant Expert status in another. This directly affects XP penalties for higher-tier research projects.

See the Creator Study Paths section below for the full list of paths and sub-paths.

Workshop Requirements

  • Novice-level research does not require a crafted workshop.
  • Adept-level research requires a Tier One (Mastercrafted Adept) workshop.
  • Expert-level research requires a Tier Two (Mastercrafted Expert) workshop.

Teaching

Creators may contribute Work Units to accelerate a student's research alongside the standard teaching process. The Creator matches the student's Study Unit contribution one for one with Work Units, and all Work Units contributed count towards the student's research target.

  • The total research benefit from any external source — including Creator teaching and Covens — may never exceed 33% of the research target.
  • Creator teaching and Covens cannot be combined on the same research project.
  • Knowledge prerequisites still apply to the student.
  • Creators may not use bonus Work Units granted by a workshop or laboratory when teaching.
  • One Creator may teach multiple students in a single lesson but must contribute Work Units separately for each student.

Covens and Collaborations

Three characters can work together as a Coven for two purposes: to pool Work Units toward completing a crafting, alchemy, or surgery design, or to pool Study Units toward researching a new design.

See Covens and Collaborations for full rules.

Creator Study Paths

Each of the three creator study paths relates to one of the core creation disciplines: Alchemy, Crafting and Surgery. Note that knowledge of one or more archetype skills is still required to undertake research.

The most common route for study as a creator is researching new alchemical recipes, crafting designs and surgical procedures. More broadly, creators can research general processes that apply to many endeavours: for example, working with exotic materials, refining and strengthening components, working more swiftly or efficiently.

For the purposes of assigning experience points to researched abilities, each path is divided into three sub-paths. Research ranks are tracked per sub-path, not per path — being an Expert in one sub-path does not grant Expert status in another.

Alchemist Path

Alchemists delve deep into the magical properties of herbs, venoms, animal parts and other special materials from across all the worlds, blending and combining them and concentrating their power to achieve remarkable effects. Novice alchemists can produce a plethora of minor potions, poisons, venoms, inks, powders and lacquers, while more skilled practitioners can produce mixtures as powerful as any magic.

Includes research building on the Apothecary, Imbuer, Poisoner, Alchemical Analysis, Amalgams, Concoction and Antidotes skills.

Sub-Paths: Applied Recipes, Imbibed Recipes, Empowerments

Crafting Path

Crafters work with every manner of materials and design, fashioning weapons and armour, clothing and tools, jewellery and mechanisms, and items both mundane and magical. The Crafting path encompasses all three crafting disciplines: Artisans working with cloth, leather, stone, clay, wood, glass, paper and bone; Blacksmiths forging weapons and armour; and Jewellers crafting fine jewellery, mechanisms and gemstones.

Crafters explore sophisticated constructions and intricate designs, finding the line between mundane and magical workings and pushing it past breaking point. They work with natural materials, exploring the properties of dragon's hide, unicorn horns, the bones of basilisks or the strange plants that grow on other worlds. Blacksmiths are some of the most active creators on battlefields, repairing armour so their warrior allies can rush back into the fray. Jewellers and Gemsmiths work with the powerful and little-understood properties of gems, cutting and cleansing them to prepare for Invokers and other magicians to channel magic into them.

Crafters are the best friends of Invokers, fashioning clothes threaded with metallic scripts, cups and bowls chased with magical sigils and musical instruments decorated with mystic insignia. They are likewise the closest allies of thaumaturges, creating the lifeless mannequins they will animate as loyal simulacra.

Includes research building on the Artist, Carpenter, Glassblower, Papermaker, Tailor, Jury Rig, Armourer, Ironmonger, Weaponsmith, Gemsmith, Goldsmith and Mechanician skills.

Sub-Paths: Artisan, Blacksmith, Jeweller

Surgeon Path

Surgery looks into the workings of the living body. Some surgeons focus on the skill's value on the battlefield, healing their allies more quickly and effectively with battlefield surgery. Anatomists make gross changes to the body, removing and replacing organs and extremities. Body parts can even be "crafted" before returning, changing their function. Physicians investigate diseases, learning to cure new and strange sicknesses as they encounter them, or even learning how to inflict diseases, or create new ones; beyond sickness, they can learn to manipulate the flows of magic in the body, temporarily altering the patient's abilities and behaviour. Tattooists working alongside invokers can develop more complex and involved designs, incorporating sigils and working with powerful magical inks to produce spectacular effects.

Sub paths: Anatomist, Physician, Field Surgery and Tattooist

Example Creator Characters

Armourer

Born to a mountain-dwelling tribe of crafters and miners, the armourer has devoted years of their life to their trade, and travels with the warband to put their skills to best use. Thick-thewed from the forge, they repair their comrades' hauberks and breastplates in the field, and wade into battle with a great hammer.

Skills: Blacksmith (4), Armourer (5), Body Development (6), Long Weapons (4), 1 unspent point

Description: Heavy sideburns or beard and grey, stony skin around the temples; sturdy, bulked-out clothes including leather armour and a large, two-handed hammer.

Physician

A student of life rather than a mere sawbones, the physician studies diseases, poisons and potions and their effects on the body. They treat the sick, but also seek always to understand the body more, and to share that knowledge with others.

Skills: Alchemist (6), Physician (6), Surgeon (6), 2 unspent points

Description: Shaded blue forehead, dotted with red spots; a long coat over a fine shirt and trousers, and a satchel holding medical implements and jars for samples.

Tattooist

The tattooist met their teacher by chance while travelling in their youth, and was immediately enthralled by the ancient and beautiful craft. Although their passion is for the tattooing itself, they have studied a little of how to brew inks well.

Skills: Alchemist (6), Tattooist (6), Surgeon (6), 2 unspent points

Description: Face and arms covered in tattoos; scruffy, ink-stained clothes and a belt with tattooing tools, bottles of ink etc. hanging from pouches.