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== Creator == |
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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. |
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Creator skill paths largely revolve around five trades |
Creator skill paths largely revolve around five trades: |
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* The potioneering [[Alchemist]] |
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* The [[Artisan]] crafting sundry goods from all materials |
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* The [[Blacksmith]] forging arms and armour |
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* The [[Jeweller]] crafting precious things and mechanisms |
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* The [[Surgeon]] healing injury and curing illness |
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Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities. |
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*The potioneering [[Alchemist]] |
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*The [[Artisan]] crafting sundry goods from all materials |
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*The [[Blacksmith]] forging arms and armour |
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*The [[Jeweller]] crafting precious things and mechanisms |
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*The [[Surgeon]] healing injury and curing illness |
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{| class="wikitable" id="Things That Aren't Skills" style="background-color: #ECE2FF" |
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|- |
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|'''Advice for Creator Characters''' |
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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. |
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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. |
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Within each path are several specialisms, unlocking more complex recipes in narrower areas, and special abilities. |
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|} |
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== Work Units == |
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====Advice for Creator Characters==== |
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Most creator skills draw on a pool of '''work units''', representing time, focus and expertise devoted to their craft. |
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Certain general and archetype skills grant work units - 5 per day per skill: |
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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. |
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* '''No primary archetype:''' 15 work units cap (can benefit from up to 3 skills) |
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* '''Creator archetype:''' 25 work units cap (can benefit from up to 5 skills) |
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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. |
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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. |
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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. |
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==Creator Skills== |
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== Creator Skills == |
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No character can learn more than '''one''' of the skills [[Concoction]], [[Gem Cleansing]] or [[Jury Rig]] (all marked with a * below). |
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=== Alchemist === |
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Note that most of these skills cost (and provide) [[Creation#Work Units|Work Units]]. |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Alchemist]] || 6 || None || Work Units |
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|- |
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| [[Apothecary]] || 6 || [[Alchemist]] || Work Units |
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|- |
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| [[Imbuer]] || 6 || [[Alchemist]] || Work Units |
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|- |
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| [[Poisoner]] || 6 || [[Alchemist]] || Work Units |
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|- |
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| [[Alchemical Analysis]] || 8 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units |
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|- |
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| [[Amalgams]] || 6 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units |
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|- |
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| [[Concoction]] || 8 || Any 2 of [[Apothecary]], [[Imbuer]] or [[Poisoner]] || Work Units |
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|- |
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| [[Antidotes]] || 6 || Creator Archetype and [[Poisoner]] || Work Units |
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|} |
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=== Artisan === |
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{{Creator Skills}} |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Artisan]] || 4 || None || Work Units |
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|- |
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| [[Artist]] || 3 || [[Artisan]] || Work Units |
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|- |
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| [[Carpenter]] || 3 || [[Artisan]] || Work Units |
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|- |
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| [[Glassblower]] || 3 || [[Artisan]] || Work Units |
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|- |
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| [[Papermaker]] || 3 || [[Artisan]] || Work Units |
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|- |
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| [[Tailor]] || 3 || [[Artisan]] || Work Units |
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|- |
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| [[Jury Rig]] || 8 || Any 3 Artisan skills || Work Units |
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|} |
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== |
=== Blacksmith === |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Blacksmith]] || 4 || None || Work Units |
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|- |
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| [[Armourer]] || 5 || [[Blacksmith]] || Work Units |
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|- |
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| [[Ironmonger]] || 5 || [[Blacksmith]] || Work Units |
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|- |
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| [[Weaponsmith]] || 5 || [[Blacksmith]] || Work Units |
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|} |
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=== Jeweller === |
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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. |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Jeweller]] || 4 || None || Work Units |
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|- |
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| [[Goldsmith]] || 5 || [[Jeweller]] || Work Units |
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|- |
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| [[Mechanician]] || 5 || [[Jeweller]] || Work Units |
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|- |
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| [[Gemsmith]] || 8 || [[Jeweller]] and Creator Archetype || Work Units |
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|- |
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|} |
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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. |
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=== Surgeon === |
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For the purposes of assigning experience points to researched abilities, each path is divided into three or more '''sub-paths'''. |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Surgeon]] || 6 || None || Work Units |
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|- |
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| [[Anatomist]] || 3 || [[Surgeon]] || Work Units |
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|- |
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| [[Field Surgery]] || 6 || [[Surgeon]] || Work Units |
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|- |
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| [[Physician]] || 6 || [[Surgeon]] || Work Units |
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|- |
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| [[Tattooist]] || 6 || [[Surgeon]] || Work Units |
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|} |
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=== Other === |
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Study paths include the following: |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Creator's Insight]] || 5 || Creator Archetype|| Twice per day |
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|} |
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=== |
=== Extra Work Units === |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Extra Work Units]] || 1 per point || Any Work Units skill || Permanent |
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|} |
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'''Note:''' This is a General skill. Maximum total work units: 15 (non-Creator) or 25 (Creator primary archetype). |
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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. |
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=== Resistances === |
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{| class="wikitable" |
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|- |
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! Skill Name !! Points Cost !! Prerequisites !! Use |
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|- |
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| [[Immune to Disease|Immune to [Disease]]] || 4 || [[Resist Disease]] || Permanent |
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|- |
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| [[Immune to Poison|Immune to [Poison]]] || 5 || [[Resist Poison]] || Permanent |
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|} |
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'''Note:''' Any character may have a maximum of 3 immunities in total. Available to both Creator and Scout archetypes. |
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Includes research building on the [[Apothecary]], [[Imbuer]] and [[Poisoner]] skills. |
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==Creator Research== |
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:'''Sub-Paths''' |
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:There are three standard [[Research#Sub-Paths|sub-paths]] in the Alchemist path: |
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:* Applied Recipes |
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:* Imbibed Recipes |
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:* Empowerments |
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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. |
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====Artisan Path==== |
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See the [[#Creator Study Paths|Creator Study Paths]] section below for the full list of paths and sub-paths. |
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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. Sappers can improve on their knowledge of the weaknesses of structures, destroying them more swiftly on the battlefield. |
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====Workshop Requirements==== |
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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. |
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:* '''Novice-level research''' does not require a crafted workshop. |
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Includes research based on the [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Sculptor]] and [[Tailor]] skills. |
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:* '''Adept-level research''' requires a Tier One ([[Crafting#Workshops|Mastercrafted Adept]]) workshop. |
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:* '''Expert-level research''' requires a Tier Two ([[Crafting#Workshops|Mastercrafted Expert]]) workshop. |
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====Research Experiments==== |
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:'''Sub-Paths''' |
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:Regardless of the archetype skills known, all Artisan research belongs to two [[Research#Sub-Paths|sub-paths]]: |
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:* Preparations |
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:* Properties and Materials |
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Experiments are optional for all Creator research projects, though still encouraged for roleplay purposes and may grant research bonuses. Players must demonstrate knowledge and understanding of what they are trying to do, which can be via experiment or discussion with the appropriate research referee. |
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====Blacksmith Path==== |
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==Creator Teaching== |
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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. |
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[[Creator|Creators]] with the [[Teaching]] skill can accelerate a student's research by contributing Work Units. |
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Includes research based on the [[Armourer]], [[Ironmonger]] and [[Weaponsmith]] skills. |
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'''Teaching Rules:''' |
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:* Teachers use '''Work Units''' (not Study Units) when teaching. |
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:Regardless of the archetype skills known, all Blacksmith research belongs to two sub-paths: |
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:* Teachers must match student SU contribution '''1-for-1''' with their WU. |
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:* Preparations |
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:* Total research benefit from any source — including Teaching and [[#Creator Covens and Collaborations|Covens]] — may '''never exceed 33%''' of the research target. |
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:* Properties and Materials |
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:* Teaching and Covens '''cannot be combined''' on the same research project. |
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:* Knowledge prerequisites still apply to students. |
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:* Teachers cannot use bonus work units from a workshop or laboratory to teach with. |
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The teacher explains the ability to the student, detailing the process and materials required and explaining the underlying [[The World#Cosmology|cosmology]], and then leads them, in sight of the relevant '''research referee''', to demonstrate understanding. If the research referee is satisfied that the student has understood the lesson, the student may proceed to refining and practising; the teacher is not required after this point, but can continue to work with the student as they complete the project if they wish. |
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====Jeweller Path==== |
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As with all study, this process should entail at least 30 minutes of roleplay. |
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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. Mechanicians can research more complex devices: cunning traps and mechanisms that administer poisons, activate charged magic sigils or perform other functions. |
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One teacher can teach multiple students in a single lesson, but must spend Work Units for each student they are teaching. |
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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. |
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==Creator Covens and Collaborations== |
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Includes research based on the [[Gemcutter]], [[Goldsmith]] and [[Mechanician]] skills. |
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[[Creator|Creators]] can use '''Covens''' and '''Collaborations''' for both research and production runs, pooling Work Units to craft items together. |
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:'''Sub-Paths''' |
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:Regardless of the archetype skills known, all Jeweller research belongs to three sub-paths: |
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:* Preparations and Materials |
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:* Properties |
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:* Mechanisms |
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See [[Research#Covens and Collaborations|Covens and Collaborations]] for the general rules on forming and running Covens and Collaborations for research. |
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====Surgeon Path==== |
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===Coven Production=== |
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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. 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 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. |
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In addition to research, Creator Covens can work together on production runs to craft items. |
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Includes research based on the [[Anatomist]], [[Physician]], [[Improved Surgery]] and [[Tattooist]] skills. |
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:* Only '''one''' coven member needs to know the recipe. |
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:'''Sub-Paths''' |
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:* WU target and ingredients are as per the recipe card. |
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:There are three standard sub-paths in the Surgeon path: |
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:* All WU is pooled into a single pot with no minimum/maximum contribution for any member. |
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:* Altering |
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:* Covens may not use apprentices. |
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:* Healing |
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:* Tattooing |
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===Collaboration Production=== |
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==Example Creator Characters== |
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:* At least '''one member of each coven''' must know the recipe. |
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====Armourer==== |
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:* All other rules as per Coven production. |
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==Creator Study Paths== |
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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. |
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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. |
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'''Skills:''' [[Blacksmith]] (6), [[Body Development]] (6), [[Long Weapons]] (4), [[Resources]] 1: Metal (Ordinary) (4) |
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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. |
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'''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. |
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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. |
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====Physician==== |
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===Alchemist Path=== |
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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. |
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Includes research building on the [[Apothecary]], [[Imbuer]], [[Poisoner]], [[Alchemical Analysis]], [[Amalgams]], [[Concoction]] and [[Antidotes]] skills. |
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'''Sub-Paths:''' Applied Recipes, Imbibed Recipes, Empowerments |
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===Crafting Path=== |
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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. |
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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. |
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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. |
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Includes research building on the [[Artist]], [[Carpenter]], [[Glassblower]], [[Papermaker]], [[Tailor]], [[Jury Rig]], [[Armourer]], [[Ironmonger]], [[Weaponsmith]], [[Gemsmith]], [[Goldsmith]] and [[Mechanician]] skills. |
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'''Sub-Paths:''' Artisan, Blacksmith, Jeweller |
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===Surgeon Path=== |
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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 [[Field Surgeon|Field 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 |
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== Example Creator Characters == |
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=== Armourer === |
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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. |
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'''Skills:''' [[Blacksmith]] (4), [[Armourer]] (5), [[Body Development]] (6), [[Long Weapons]] (4), 1 unspent point |
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'''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. |
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=== Physician === |
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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. |
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=== |
=== Tattooist === |
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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. |
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Latest revision as of 15:29, 1 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.
Research Experiments
Experiments are optional for all Creator research projects, though still encouraged for roleplay purposes and may grant research bonuses. Players must demonstrate knowledge and understanding of what they are trying to do, which can be via experiment or discussion with the appropriate research referee.
Creator Teaching
Creators with the Teaching skill can accelerate a student's research by contributing Work Units.
Teaching Rules:
- Teachers use Work Units (not Study Units) when teaching.
- Teachers must match student SU contribution 1-for-1 with their WU.
- Total research benefit from any source — including Teaching and Covens — may never exceed 33% of the research target.
- Teaching and Covens cannot be combined on the same research project.
- Knowledge prerequisites still apply to students.
- Teachers cannot use bonus work units from a workshop or laboratory to teach with.
The teacher explains the ability to the student, detailing the process and materials required and explaining the underlying cosmology, and then leads them, in sight of the relevant research referee, to demonstrate understanding. If the research referee is satisfied that the student has understood the lesson, the student may proceed to refining and practising; the teacher is not required after this point, but can continue to work with the student as they complete the project if they wish.
As with all study, this process should entail at least 30 minutes of roleplay.
One teacher can teach multiple students in a single lesson, but must spend Work Units for each student they are teaching.
Creator Covens and Collaborations
Creators can use Covens and Collaborations for both research and production runs, pooling Work Units to craft items together.
See Covens and Collaborations for the general rules on forming and running Covens and Collaborations for research.
Coven Production
In addition to research, Creator Covens can work together on production runs to craft items.
- Only one coven member needs to know the recipe.
- WU target and ingredients are as per the recipe card.
- All WU is pooled into a single pot with no minimum/maximum contribution for any member.
- Covens may not use apprentices.
Collaboration Production
- At least one member of each coven must know the recipe.
- All other rules as per Coven production.
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 Field 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
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.