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==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, each costing 6 points:


*The potioneering [[Alchemist]],
*The potioneering [[Alchemist]],
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Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.
Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities.


===Advice for Creator Characters===
====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.
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]] 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.
Surgeons should consider [[Resist Disease]], especially if they pursue the [[Physician]] sub-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.


==Creator Skills==
==Creator Skills==


No character can learn more than '''one''' of the skills [[Concoction]], [[Gem Cleansing]] or [[Jury Rig]] (all marked with a * below).
Most of these skills cost (and provide) [[Work Units]].


Note that most of these skills cost (and provide) [[Creation#Work Units|Work Units]].
===Alchemist===


{{Creator Skills}}
{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
| [[Alchemist]] || 6 ||
|-
| [[Imbuer]] || 6 || [[Alchemist]]
|-
| [[Amalgams]] || 8 || [[Imbuer]]
|-
| [[Apothecary]] || 6 || [[Alchemist]]
|-
| [[Concoction]] || 12 || [[Apothecary]]
|-
| [[Poisoner]] || 6 || [[Alchemist]]
|-
| [[Antidotes]] || 8 || [[Poisoner]]
|-
| [[Alchemical Analysis]] || 8 || Any 2 Alchemist specialisms
|}


==Creator Study Paths==
===Artisan===


Each of the five creator '''[[Research#Study Paths|study paths]]''' relates to one of the core creation skills: [[Alchemist]], [[Artisan]], [[Blacksmith]], [[Jeweller]] and [[Surgeon]]. Note that knowledge of one or more [[Character Creation#Archetype Skills|archetype skills]] is still required to undertake research.
{| class="wikitable"
! Skill !! Points Cost !! Pre-requisites
|-
| [[Artisan]] || 6 ||
|-
| [[Carpenter]] || 3 || [[Artisan]]
|-
| [[Glassblower]] || 3 || [[Artisan]]
|-
| [[Sapper]] || 5 || [[Sculptor]]
|-
| [[Papermaker]] || 3 || [[Artisan]]
|-
| [[Printer]] || 12 || [[Papermaker]]
|-
| [[Sculptor]] || 3 || [[Artisan]]
|-
| [[Tailor]] || 3 || [[Artisan]]
|-
| [[Jury Rig]] || 12 || Any 3 Artisan specialisms
|}


The most common route for study as a creator is researching new [[Alchemy Recipes|alchemical recipes]], [[Crafting Designs|crafting designs]] and [[Surgery Procedures|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.
Relevant Artisan skills for [[Jury Rig]] are [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Sculptor]] or [[Tailor]].


For the purposes of assigning experience points to researched abilities, each path is divided into three or more '''sub-paths'''.
===Blacksmith===

{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
| [[Blacksmith]] || 6 ||
|-
| [[Armourer]] || 8 || [[Blacksmith]]
|-
| [[Hardening]] || 8 || [[Armourer]]
|-
| [[Weaponsmith]] || 8 || [[Blacksmith]]
|-
| [[Metallurgist]] || 6|| [[Weaponsmith]]
|}

===Jeweller===

{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
| [[Jeweller]] || 6 ||
|-
| [[Gemcutter]] || 6 || [[Jeweller]]
|-
| [[Gem Cleansing]] || 12 || [[Gemcutter]]
|-
| [[Goldsmith]] || 6 || [[Jeweller]]
|-
| [[Locksmith]] || 6 || [[Jeweller]]
|-
| [[Mechanician]] || 10 || [[Locksmith]]
|}

===Surgeon===

{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
| [[Surgeon]] || 6 ||
|-
| [[Anatomist]] || 6 || [[Surgeon]]
|-
| [[Improved Surgery]] || 6 || [[Surgeon]]
|-
| [[Improved Sanctuary]] || 6 || [[Improved Surgery]]
|-
| [[Physician]] || 6 || [[Surgeon]]
|-
| [[Tattooist]] || 6 || [[Surgeon]]
|}

====Extra Work Units====

{| class="wikitable"
! Skill Name !! Points Cost !! Prerequisite
|-
| [[Extra Work Units]] || 1-10 || Any Creator Skill
|}

'''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"
! Skill Name !! Points Cost !! Prerequisite
|-
| [[Immune to Disease]] || 4 || [[Resist Disease]]
|-
| [[Immune to Poison]] || 5 || [[Resist Poison]]
|}

'''Note:''' Any character may have a maximum of 3 immunities in total.

===Other===

{| class="wikitable"
! Skill !! Points Cost !! Prerequisites
|-
| [[Creator’s Insight]] || 5 || Any Creator skill
|}

==Creator Study Paths==

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.


Study paths include the following:
Study paths include the following:


===Alchemist===
====Alchemist Path====

[[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.


[[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.
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.


The [[Poisoner]] skill unlocks lethal drinks, blade venoms and contact poisons, including '''magical''' poisons that can only be cured by special means.
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. The [[Poisoner]] skill unlocks lethal drinks, blade venoms and contact poisons, including '''magical''' poisons that can only be cured by special means. The [[Imbuer]] skill develops magical inks, powders and lacquers to strengthen and alter mundane objects and exotic materials with extraordinary magical properties.


:'''Sub-Paths'''
The [[Imbuer]] skill develops magical inks, powders and lacquers to strengthen and alter mundane objects and exotic materials with extraordinary magical properties.
:There are seven standard sub-paths in the Alchemist path:
:* Enhancing Potions (requiring the [[Apothecary]] skill)
:* Healing Potions (requiring the [[Apothecary]] skill)
:* Applied Poisons (requiring the [[Poisoner]] skill)
:* Ingested Poisons (requiring the [[Poisoner]] skill)
:* Novel Poisons (requiring the [[Poisoner]] skill)
:* Enhancing Imbuements (requiring the [[Imbuer]] skill)
:* Inks and Amalgams (requiring the [[Imbuer]] skill)


===Artisan===
====Artisan Path====


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.
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.
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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.
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.


:'''Sub-Paths'''
===Blacksmith===
:Regardless of the archetype skills known, all Artisan research belongs to three sub-paths:
:* Preparations
:* Properties
:* Materials

====Blacksmith Path====


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.
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.


:'''Sub-Paths'''
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.
:Regardless of the archetype skills known, all Blacksmith research belongs to three sub-paths:
:* Preparations
:* Properties
:* Materials


===Jeweller===
====Jeweller Path====


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.
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.
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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.
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.


:'''Sub-Paths'''
===Surgeon===
:Regardless of the archetype skills known, all Jeweller research belongs to five sub-paths:
:* Preparations
:* Properties
:* Materials
:* Mechanisms (requiring the [[Mechanician]] skill)
:* Gems (requiring the [[Gemcutter]] skill)

====Surgeon Path====


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.
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.


[[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.
[[Anatomist|Anatomists]] make gross changes to the body, removing and replacing organs and extremities. Body parts can 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 earn to manipulate the flows of magic in the body, temporarily altering the patient’s abilities and behaviour. [[Tattooist|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'''
:There are four standard sub-paths in the Surgeon path:
:* Manipulations (requiring the [[Anatomist]] or [[Physician]] skills)
:* Diseases (requiring the [[Physician]] skill)
:* Tattoos (requiring the [[Tattooist]] skill)
:* Field Surgery (requiring the [[Improved Surgery]] skill)


==Example Creator Characters==
==Example Creator Characters==


===Armourer===
====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.
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]] (6), [[Body Development]] (6), [[Long Weapons]] (4), [[Resources]] 1: Metal (4)
'''Skills:''' [[Blacksmith]] (6), [[Body Development]] (6), [[Long Weapons]] (4), [[Resources]] 1: Metal (Ordinary) (4)


'''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.
'''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====

===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 17:19, 16 November 2024

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, each costing 6 points:

  • 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.


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’s not unusual for them to learn at least some Invocation skill so they can invest them themselves.

Creator Skills

No character can learn more than one of the skills Concoction, Gem Cleansing or Jury Rig (all marked with a * below).

Note that most of these skills cost (and provide) Work Units.

Alchemist

Skill Points Cost Prerequisites Use
Apothecary 6 Alchemist Work units
Concoction* 12 Creator Archetype and Apothecary Once per day
Imbuer 6 Alchemist Work units
Amalgams 8 Creator Archetype and Imbuer Work units
Poisoner 6 Alchemist Work units
Antidotes 8 Creator Archetype and Poisoner Twice per day
Alchemical Analysis 8 Creator Archetype and any 2 of Apothecary, Imbuer and Poisoner Work units

Artisan

Skill Points Cost Pre-requisites Use
Carpenter 3 Artisan Work units
Glassblower 3 Artisan Work units
Papermaker 3 Artisan Work units
Sculptor 3 Artisan Work units
Sapper 5 Creator Archetype and Sculptor Special
Tailor 3 Artisan Work units
Jury Rig* 12 Creator Archetype and any 3 of Carpenter, Glassblower, Papermaker, Sculptor and Tailor Once per day

Blacksmith

Skill Points Cost Prerequisites Use
Armourer 8 Blacksmith Work units
Weaponsmith 8 Blacksmith Work units

Jeweller

Skill Points Cost Prerequisites Use
Device Proficiency 5 Scoundrel Twice per day
Gemcutter 6 Jeweller Work units
Gem Cleansing* 12 Creator Archetype and Gemcutter Work units
Goldsmith 6 Jeweller Work units
Locksmith 6 Jeweller Work units
Mechanician 10 Creator Archetype and Locksmith Work units

Surgeon

Skill Points Cost Prerequisites Use
Anatomist 6 Surgeon Work units
Improved Surgery 6 Surgeon At will
Improved Sanctuary 6 Creator Archetype and Improved Surgery At will
Physician 6 Surgeon Work units
Tattooist 6 Surgeon Work units

Extra Work Units

Skill Name Points Cost Prerequisite Use
Extra Work Units 1-5 Creator Archetype Permanent

Note: Maximum of 5 extra Work Units. Extra Work Units cannot be taken as a cross-archetype skill.

Resistences

Skill Name Points Cost Prerequisite 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.

Other

Skill Points Cost Prerequisites Use
Creator’s Insight 5 Any Creator skill Twice per day

Creator Study Paths

Each of the five creator study paths relates to one of the core creation skills: Alchemist, Artisan, Blacksmith, Jeweller and Surgeon. 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 or more sub-paths.

Study paths include the following:

Alchemist Path

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.

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. The Poisoner skill unlocks lethal drinks, blade venoms and contact poisons, including magical poisons that can only be cured by special means. The Imbuer skill develops magical inks, powders and lacquers to strengthen and alter mundane objects and exotic materials with extraordinary magical properties.

Sub-Paths
There are seven standard sub-paths in the Alchemist path:
  • Enhancing Potions (requiring the Apothecary skill)
  • Healing Potions (requiring the Apothecary skill)
  • Applied Poisons (requiring the Poisoner skill)
  • Ingested Poisons (requiring the Poisoner skill)
  • Novel Poisons (requiring the Poisoner skill)
  • Enhancing Imbuements (requiring the Imbuer skill)
  • Inks and Amalgams (requiring the Imbuer skill)

Artisan Path

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 Jewellers or 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.

Artisans 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.

Sub-Paths
Regardless of the archetype skills known, all Artisan research belongs to three sub-paths:
  • Preparations
  • Properties
  • Materials

Blacksmith Path

More than anything, 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.

Sub-Paths
Regardless of the archetype skills known, all Blacksmith research belongs to three sub-paths:
  • Preparations
  • Properties
  • Materials

Jeweller Path

Jewellery is valued chiefly for its beauty, and Jewellers may research ever finer, more elegant and more intricate pieces, and create unique, signature pieces that cannot be copied by less skilled crafters. 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. 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 cleansing gems, to remove cloudiness and purify the colour, can simplify and strengthen these properties, at the cost of variety.

Sub-Paths
Regardless of the archetype skills known, all Jeweller research belongs to five sub-paths:
  • Preparations
  • Properties
  • Materials
  • Mechanisms (requiring the Mechanician skill)
  • Gems (requiring the Gemcutter skill)

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; others keep their attentions to the surgeon’s bed, investigating grafts, transplants and more complex interventions.

Anatomists make gross changes to the body, removing and replacing organs and extremities. Body parts can 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 earn 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
There are four standard sub-paths in the Surgeon path:

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 (6), Body Development (6), Long Weapons (4), Resources 1: Metal (Ordinary) (4)

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.