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Creator

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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.

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.