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. This Charm permanently enhances the Exalt's capabilities with one of the following tricks:
Characters with this charm can purchase additional tricks from this list for two experience points or one bonus point. Using these abilities does not count as a Charm invocation -- this Charm permanently enhances the Exalt's capabilities.
Unlocking the Inner Form
Cost: 4m; Mins: Craft 4, Essence 2; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Craft Excellency
The Solar Exalted are born innovators, able to push the boundaries of their crafts. This charm supplements a dramatic action to create an item the character has never made before, allowing the Solar to simply dive right in and create a functional and working item. No planning is necessary, and the item is as easily crafted as an old standby the character has made hundreds of times. This charm eliminates any external penalties caused by making an item you've never made before, or for inadequate planning.
Unusual Construction Method
Cost: 10m; Mins: Craft 5, Essence 3; Type: Simple (Dramatic Action) Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Master Craftman's Techniques
The Heroes of the Dawn can craft wonders unseen in the world since the First Age. This charm allows the Solar to bring into existance singularly wonderous materials with which to craft even more amazing items. Unless enhanced with a charm or stunted, this charm requires the Solar to spend one day carefully working with his raw materials, alloying them together or otherwise working them into his new unique material. This charm creates enough materials to create the Solars Craft rating (plus applicable specialties) in small personal items, or a single larger item. The Solar still has to shape these materials into an actual item.
The Solar knows two unique materials when he first purchases this charm. He can purchase more for 1 experience point each, or 1 bonus point for two. The materials shown are only examples; the Solar is invited to create his own amazing substances! In general, a given material should have effects slightly more impressive than a Exceptional item or otherwise useful in some fashion. All require at least two different "raw materials" (which cannot include the Five Magical Materials), an external penalty to all Crafting rolls (-1 to -3, subtracted from all Crafting rolls to work the material) reflecting the difficulty of working it, and a few guidelines on its intended purpose. Once the Solar reaches Essence 4, his unique materials can include the Five Magical Materials and become more potent.
The character may also use this charm to make completely normal items out of abnormal materials, such as making a dress out of the stuff of clouds. This use of the charm supplements an actual Crafting action, but does not provide any actual mechanical benefit to the item.
Example Unique Materials
Dream-Forged Goods
Cost: --; Mins: Craft 5, Essence 4; Type: Permanent Keywords: None Duration: N/A Prerequisite Charms: Unusual Construction Method
The Solar can create vast quantities of wonderous materials, flooding the people of the Second Age with minor wonders and items of glory. This Charm increases the amount of unusual materials the Solar can create in a single day by a order of magnitude. This allows enough materials to construct (Craft x 100) personal items, (Craft x10) large items, or enough materials to complete a single enormous project involving the material. I.e., a single days work could create enough Adamant to outfit 500 archers with arrows, enough Feathersteel to build 50 airships, or enough Ironwood to construct a vast tree city. The character must have access to suitable quantities of raw materials, but is not otherwise limited in his ability to mass produce such wonderous materials.