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Craft Charms

Durability-Enhancing Technique (Revised)

  Cost: 10m; Mins: Craft 3, Essence 2; Type: Simple
  Keywords: Combo-OK, Hand, Touch
  Duration: Indefinite
  Prerequisite Charms: Object-Strengthening Touch

The craftsmen of the Unconquered Sun shore up the essence of the world. While this charm is active and it's essence commited to an object, that object is imperishable to any form of mundane wear and will function as long as it has all necessary resources such as Essence or an inset Hearthstone. In this early days of the First Age, this was used to allow the first Warstriders and Battle Armor to operate for extended periods of time in the field, but it's also useful to shore up mundane technology such as a steam pump or a creaky wagon. The Solar doesn't have to maintain contact with the item to keep this charm active, but extended periods of separation will usually cause the commitment to fade and the charm to fail. When used in it's more subtle form, an item crafted with this charm can go five times as long before needing maintenance.

Master Craftsman's Techniques

  Cost: --; Mins: Craft 2, Essence 1; Type: Permanent
  Keywords: None
  Duration: Instant
  Prerequisite Charms: None

The craftsmen of the Unconquered Sun know many of the secrets of the Great Maker, and learned many new tricks in the dawn of the First Age. This Charm permanently enhances the Exalt's capabilities with one of the following tricks:

  • Flawless Handiwork Method: The Lawgiver's work is always flawless, with talent and inspiration making up for any possible weaknesses. The character can spend one mote when making any Craft roll, giving him two benefits. First, if the roll relies on multiple Attributes, the Solar is always able to use the Attribute most favorable to him. Second, the Solar may always start and stop a given crafting project without penalty regardless of any time that has elapsed.
  • Copper Spider's Web: The Lawgiver can reflexive spend 3 motes per assistant to enhance a collaborative crafting system using the teamwork rules. First, the Solar can accept up to (Craft^2) teamwork dice added to his roll if he's the leader of the project (i.e., has the highest dice pool). Second, if he is not the leader, the Solar may contribute (Craft) in dice to the leader's project roll. Lastly, everyone involved with this Technique can mix and match Crafting Foci and specialized training without penalty.
  • Craftsman's Eye: The Solar can commit five motes indefinitely to gain a single Crafting specialty. This specialty does not stack with an existing specialty, but can be used to meet any requires to craft a specific item. Also, as long as the Solar has this specialty, he's a masterful eye for the specialty and can identify unique features from examples thereof without a roll. The Solar can only have one specialty from this Technique at a time.
  • Taking It Apart Technique: The Solar can reflexively spend 3 motes to add his Craft to any Lore or Occult-based roll to understand, operate, or reverse engineer an artifact or technology. This requires the character have full access to the device and leave to poke around inside it's innards, but the Solar's efforts won't disturb anything. The inspection will give him a good idea of how the device works and how he would build something similar, though.
  • Restful Workshop Meditation: The Solar finds working on a crafting project, regardless of it's nature, to be quiet restful. Time so spent counts as Meditation for the purposes of regaining Essence, and the Solar can do with only 4 hours of sleep a day so long as he spends at least 4 hours in his workshop or otherwise engaged in some crafting endeavor. The Solar still needs to eat, however, and usually gets less productive after 12 straight hours of effort in a day.

Related Rules

New Keyword: Hand
A Charm with this Keyword is part of a body of Charms that the First Age Twilight's referred to as the "Hand of the Great Maker". All of these Charm's can be used in two different ways, either as a magically potent Touch that conveys vast benefits or as a more subtle effect that enhances the results of the Craft-based Dramatic Action. If used as a Touch based effect, the Charm is a Simple(5,-1) action, with its listed Duration. The touch effect of a Hand charm is always described first in the Charm description and is the primary use of the Charm. The more subtle use of the charm is then described; when used in this fashion, the Charm's Type is Simple(Dramatic Action) and its Duration becomes Instant. Some Solar's only ever master one half of a given charm's potential, or never show any affinity for a given aspect of the Great Maker's Hand, but this is purely a matter of flavor.
When used as a Touch based effect, the Hand keyword is Combo-OK but the subtle craft-enhancer is "Combo-Special" because the Exalt can use more than one Hand-type charm in this fashion. Mechanically, treat the primary charm as a Simple charm and the additional charms as Supplemental charms that supplement the primary charm's action. All of the subtle hand effects stack as appropriate. You cannot have more Hand charms in a combo using this rule than your permanent Essence rating, and may only combine Hand charms with other Simple charms if the charm description specifically allows this usage.

Solar Charm Cascade Errata (Craft)

  • Object-Strengthening Touch (page 211). This charm has the Hand keyword, and incorporates the current effects of Durability-Enhancing Technique.
  • Durability-Enhancing Technique (page 211). This charm has been extensively redesigned; see above.
  • Chaos-Resistance Preparation (page 212). This charm gains the Hand keyword, but its effects are mostly unchanged.
  • Shattering Grasp (page 212) changes its Minimum Requirements to Craft 4, Essence 2. Note, you can use this charm to take items apart non-destructively, in a careful methodical method. This ensures that any individual components are undamaged and can be used in other projects.
  • Craftsman Needs No Tools (page 213) has no Willpower cost if the Charm is used in an area where the Solar has adequate tools for his project. Regardless of tool situation, this charm has the Obvious keyword, and is an impressive spectacle.