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Revisions to the Craft Tree

Impurity-Hammering Blow (Revised)

  Cost: 4 motes
  Duration: Instant
  Type: Supplemental
  Minimum Craft: 2
  Minimum Essence: 1
  Prerequisite Charms: Flawless Handiwork Method

The character with this charm can use the fires of his anima and the force of his essence to burn away the base impurities and subtle flaws of the materials that he is working with. When the Solar sets down to craft something with an amount of flawed and inferior raw material, he sets his will against the materials, forcing them with raw will to behave as they should and rendering them more glorious and perfect in the process. Pitted and even rusted iron produces a perfect steel sword, while cheap marble produces smooth shining stone. This charm eliminates any difficulty penalties or success caps from inferior materials, and eliminates the second step of the crafting process (evaluating the materials) entirely.

Durability-Enhancing Technique (Revised)

  Cost: 8 motes
  Duration: One session
  Type: Supplemental
  Minimum Craft: 3
  Minimum Essence: 2
  Prerequisite Charms: Impurity-Hammering Blow

The character with this charm can craft items that are supernaturally stronger and more durable than normal, channeling essence into his tradecraft, adding strength and resilience into the item being crafted. The completed item is much stronger than normal, lasts over 10x longer than normal even in adverse conditions, and is notably harder to break. Specifically, this charm adds twice the Solar's Craft ability to the Strength + Athletics dice pool required to break the item and is just generally more durable. Even a fragile glass ball that was crafted with this charm would not shatter if dropped onto a hard stone floor.

Chaos-Resistance Preparation (Revised)

  Cost: 6 motes, 1 willpower
  Duration: One session
  Type: Supplemental
  Minimum Craft: 4
  Minimum Essence: 2
  Prerequisite Charms: Impurity-Hammering Blow

The character with this charm can craft an item that is resistant to the mad chaos of the Wyld, retaining its essential function and shape unless taken deep into the Wyld and surviving longer than normal even in the deepest reaches of Rakshastan. The characters crafting infuses the item with order and a solid pattern that resists casual change, rendering the item immune to the effects of the Wyld while in the Bordermarches. In the Middlemarches, the item will remain unaffected unless it stays in the Wyld for longer than a single story. This charm cannot offer full protection in the Deep Wyld or Pure Chaos, only keeping the item from being changed for about 10 times as long as often.

Other Notable Changes

  • Shattering Grasp (pg. 184) requires Craftsman's Eye (Inner Form), instead of Object-Strengthening Touch.
  • Craftsman Needs No Tools (pg. 184) requires Shattering Grasp.
  • Crack-Mending Technique (pg.183) requires Craftsman Needs No Tools and Impurity Hammering Blow. The radius of the item is increased to (Essence x3) yards radius, and it can be used to repair larger items if used piecemeil.

Basic Custom Solar Craft charms

Current Ideas

  • More charms along the lines of the revised Durability- and Chaos- charms.
  • An Essence 4 variant of Crack-Mending Technique that allows you to restore the enchantments to damaged artifacts.

House Rules - Craft and Combos

I've changed the type of several of the Craft Charms, including adding two new types of Durations to the game that require a bit of explanation. These changes were made to take into account the fact that Crafting is an often lengthy process, often times taking even longer than a scene to perform!

The two new types of duration are One Session and Until Complete. One Session means that the charms essence only needs to be committed while the character is actively engaged in crafting an item, and the magic of the charm can be left to lapse between crafting sessions. Until Complete is more restrictive, requiring that a character commit the essence when he begins crafting an item and only release the magic once the item is complete.

These two durations represent enhancing an actual crafting project, rather than enhancing the Solar for some period of time. Instant charms work similarly, except the essence spent for their use is not committed. The character simply activates the charm, and the effects contribute to the entire project without further hassle. A charm with a duration of one scene works outside of the usual crafting rules, allowing the character to either gain some capability or perform some action.

A character can activate as many One Session or Until Complete charms as he needs, one after the other, prior to beginning a given crafting session. A combo is only needed to stack more than one charm of Instant duration. Also, a character cannot use more than one Simple charm with a duration of Instant, One Session, or Until Complete, as this would represent engaging in two mutually exclusive projects. This is not the case with Simple scene-long "power ups", which can be stacked as desired.