For any feedback, typos or broken links on the latest iteration of the rules please use: https://forms.gle/mSs8Xf7bY9j86zsj6

Creator: Difference between revisions

From Curious Pastimes Wiki
Line 11: Line 11:
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.


{| class="wikitable" id="Things That Aren't Skills" style="background-color: #ECE2FF"
=== 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]] 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.
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 ==
== Work Units ==

Revision as of 00:30, 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 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

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

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.

Includes research building on the Artist, Carpenter, Glassblower, Papermaker, Tailor and Jury Rig skills.

Sub-Paths: Preparations, Properties and 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.

Includes research building on the Armourer, Ironmonger and Weaponsmith skills.

Sub-Paths: Preparations, Properties and 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. Mechanicians 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. Gemsmiths can learn to cut and cleanse 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.

Includes research building on the Gemsmith, Goldsmith and Mechanician skills.

Sub-Paths: Preparations and Materials, Properties, Mechanisms

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 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.

Includes research building on the Anatomist, Field Surgery, Physician and Tattooist skills.

Sub-Paths: Altering, Healing, Tattooing

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.