Crafting Gifts
Crafting Gifts represent specialized knowledge, techniques, and permissions that expand what a character is capable of creating or modifying. Crafting Gifts do not replace the Crafting system.
They determine:
- what kinds of projects you may attempt
- what tools, materials, or shortcuts are available
- what risks you can safely manage
Without the appropriate Crafting Gifts, some projects are simply not possible.
Armour¶
Armour Smith¶
(1cc / 5xp) You are trained in the construction, fitting, and repair of armour. You may craft or significantly modify Light Armour, refit armour to a specific wearer, or repair broken armour during Downtime without replacing it entirely. Without this Gift, armour crafting beyond basic repairs is unreliable or impossible.
Heavy Armour Smith¶
(2cc / 10xp) Requires Armour Smith. You may craft or significantly modify Heavy Armour, incorporate complex joints, layered plates, or reinforced structures, and safely work with armour that imposes Heavy Load. Heavy armour projects tend to use larger clocks and attract more attention.
Gear¶
Gearwright¶
(1cc / 5xp) You can craft and modify complex equipment, tools, and non-weapon gear. This includes: climbing gear, tools, containers, and specialized travel or survival equipment. Gearwright projects often focus on reliability, concealment, or durability, not raw power.
Custom Work¶
(1cc / 5xp) When crafting mundane gear, you may introduce one defining quirk or feature that fits the fiction. Examples: collapsible design, unusual materials, reduced noise, or cultural or symbolic markings. Custom work does not grant numerical bonuses unless explicitly supported elsewhere.
Arcane Adornment¶
(2cc / 10xp) Tag: Magical Implement You may craft magical jewelry such as rings, amulets, torcs, bracelets, or similar worn items. Magical jewelry: - provides persistent or conditional effects - does not require activation - is limited in scope and intensity
Jewelry enchantments must be: - narrowly defined - thematically appropriate - resistant to stacking abuse
Because such items are worn openly or carried constantly, they are: - easier to notice - harder to conceal magically - more likely to attract attention or consequence Most enchanted jewelry projects use larger clocks than equivalent scrolls or wands.
Scepters¶
Scepters are focus items designed to stabilize or shape magic, not to replace spellcasting.
Scepter Craft¶
(2cc / 10xp) Tag: Magical Implement You may craft scepters that store limited Ka, act as stable magical foci, and reduce instability during Channeling. Scepters do not increase raw magical power. They reduce risk, not cost. Scepter crafting almost always involves magical materials and attracts scrutiny.
Scrolls¶
Scrolls are single-use magical effects, prepared in advance.
Scroll Scribing¶
(1cc / 5xp) Tag: Magical Implement You may inscribe scrolls that store a single Thread for later use. Scrolls are consumed on use and are sensitive to environment and handling. Scroll creation follows the Crafting rules and typically uses small but volatile project clocks.
Wands¶
Wands are limited-use magical tools, designed for repetition rather than flexibility.
Wand Craft¶
(2cc / 10xp) Tag: Magical Implement You may craft wands that hold a small number of charges and are bound to a specific Thread. Wands trade adaptability for reliability. They are easier to use than scrolls, but far more costly to create.
Weapons¶
Weapon Smith¶
(1cc / 5xp) You may craft or significantly modify weapons. This includes forging melee weapons, balancing thrown weapons, repairing damaged arms, and adapting weapons for specific fighting styles. Weapon projects tend to generate attention from warriors, institutions, and rivals.
Specialized Weapon Craft¶
(2cc / 10xp) Requires Weapon Smith. You may craft weapons with: - unusual materials - integrated mechanisms - culturally or ritually significant designs This Gift allows complexity, not raw damage increases.
Enchanting Integration¶
Crafting Gifts define what kind of object you can build.
Enchanting Theory defines whether you can bind magic into it.
Most enchanted items require:
- the relevant Crafting Gift
- Enchanting Theory
- appropriate materials
- a sufficiently large project clock
Having the right Crafting Gift reduces risk. It does not eliminate it.
Design Notes¶
- Crafting Gifts grant permission, not efficiency.
- They unlock categories of projects, not shortcuts.
- Magical crafting always carries risk and attention.
- Enchanted items should feel earned, not manufactured.
If a project feels trivial, it should not require a Crafting Gift. If it feels powerful, it should require more than one.