Crafting

Crafting Powers enable you to create objects with Powers. All Crafting Powers are Novice Powers, and all are Passive.

Crafting Powers do not come with a Gift Point to invest. Moreover, Enhancements (other than Concealed) do not apply. Crafting Powers cannot be improved by the investment of additional Gifts. A character whose Powers are Concealed receives Concealed as a free Enhancement to a Crafting Power.

What you can create is limited by your Paradigm. For example, you might be a blacksmith, an alchemist, or a cyberneticist. This would determine the types of objects you are able to create.

When you request a Crafting Power as a Gift, you select one of the following categories. You may only select a category if the GM rules that it is appropriate to your Paradigm.

Attack Bonuses
Bonding
Buffs
Communication
Concealment
Damage Bonuses
Draining
Enhanced Discipline
Enhanced Physique
Enhanced Skill
Healing
Influence
Mitigating Depletion
Movement
Object Control
Perception
Shapeshifting
Special Attacks
Special Defenses
Technology

Once you have received a Crafting Power for one of the above categories, you are able to create objects which are imbued with any Power in that category that you yourself possess. You cannot create objects with Powers that you do not have (or with Powers that you have as an Item or object). If you want to be able to imbue objects with Powers from a different category, you must request a Crafting Power for the appropriate category. The number of Crafting Powers you may receive is limited only by your Paradigm. It is possible to imbue an object with more than one Power, including Powers from different categories.

You can only create objects which the GM rules are appropriate to your Paradigm.

Objects do not have the Item Flaw.

Any Power imbued into an object is treated as Active, even if it would normally be Passive. This does not provide a Flaw. If the Power would normally be Passive, it remains in effect until the object loses its power, the user becomes Depleted, or the user spends an action to deactivate it.

It the person using the object already has the object’s Power, the user can choose which to use; they do not stack. Armor granted by an object stacks with integral Armor but not with worn Armor. Mind Block granted by an object stacks with integral Mind Block but not with Mind Block from an Item.

Created objects can be used by anyone. This cannot be changed. Objects are no more difficult to destroy than ordinary objects of their type.

Creating an object costs 1 Resolve. A created object can be activated 5 times per day, plus an additional 5 times per day per Tier above Novice of the creator at the time of creation (10 at Seasoned, 15 at Veteran, 20 at Harbinger).

A created object retains its power for 5 days from the first time it is activated, plus an additional 5 days per Tier above Novice (10 days at Seasoned, 15 at Veteran, 20 at Harbinger). A created object which has lost its power can be recharged (by anyone, not just by its creator) by spending 1 Resolve; it will then function for the same number of days before once again losing its power. There is no limit to the number of times an object can be recharged.

An object created with a Crafting Power is activated in the normal manner for an Active Power; doing so requires an action but not a die roll (unless the Power normally requires an activation roll). It does not incur Depletion. Utilizing an Active Enhancement counts as one use of the object.

A Power imbued in an object has the same Parameters, Enhancements, and Flaws as the crafter had for the same Power at the time of creation. The crafter can choose for an object to lack one or more Enhancements and to have lower Parameters. It always has all Flaws that the crafter has for that Power. A crafter who removes a Flaw from a Power after imbuing that Power into an object can remove that Flaw from the object by spending 1 Resolve to recharge it. If the crafter’s Tier has increased since creating the object, then spending 1 Resolve to recharge it also upgrades its Tier.

Sample Crafting Power:

Craft Attack Bonuses

Tier: Novice
Type: Passive

You can create objects which provide Attack Bonuses. Such objects can be used by anyone. They are no more difficult to destroy than ordinary objects of their type.

You can imbue an object with one Power that you yourself possess which provides an Attack Bonus. This is an Active Power. It is activated in the normal manner for an Active Power; doing so requires an action but not a die roll. It does not incur Depletion. When activated, it lasts for the Duration of the Power or Enhancement being activated. Utilizing an Active Enhancement counts as one use of the object.

Creating an object costs 1 Resolve. A created object can be activated 5 times per day, plus an additional 5 times per day per Tier above Novice of the creator at the time of creation (10 at Seasoned, 15 at Veteran, 20 at Harbinger).

A created object retains its power for 5 days from the first time it is activated, plus an additional 5 days per Tier above Novice (10 days at Seasoned, 15 at Veteran, 20 at Harbinger). A created object which has lost its power can be recharged (by anyone, not just by its creator) by spending 1 Resolve; it will then function for the same number of days before once again losing its power. There is no limit to the number of times an object can be recharged.

A Power imbued in an object has the same Parameters, Enhancements, and Flaws as you have for the same Power. You can choose for an object you create to lack one or more Enhancements that you possess, and you can choose for it to have lower Parameters. It always has all Flaws that you have for that Power.

Sample Objects:

Following is an example of a sword created by a Novice crafter who has Craft Attack Bonuses and also has One with the Weapon: Sword with the Parameters and Enhancements specified below.

Flaming Sword

Type: Active
Duration: Melee modifier in turns
Potency: 2
Piercing: 0

Your sword bursts into flame on command. It gives off small amounts of smoke and smells strongly of frankincense and myrrh. Specifically for purposes of wielding it, your Melee is considered 2 levels higher. You cannot invest further Gifts in the sword unless you possess the appropriate Powers.

The sword can be used by anyone. It is no more difficult to destroy than an ordinary sword of its type. Activating it requires an action but not a die roll, and does not incur Depletion.

The sword can be activated 5 times per day. Utilizing Summoned counts as one use of the sword, but utilizing Damage Over Time does not. It retains its power for 5 days from the first time it is activated, after which it can be recharged (by anyone) by spending 1 Resolve; it will then function for another 5 days before once again losing its power. There is no limit to the number of times the sword can be recharged.

Flaws: None

Enhancements: Damage Over Time (Fire), Summoned

Following is an example of Armor created by a Novice crafter who has Craft Special Defenses and also has Armor with the Parameters and Enhancements specified below.

Chain Mail

Type: Active
Potency: 2

You have a suit of Chain Mail which glows with a soft golden light. It covers the entire body except the face, and stacks with integral Armor. Damage from any physical attack or physical impact is reduced by the Potency (regardless of whether it deals physical damage or mental damage). This includes falling, building collapses, avalanches, explosions, fire, and directed energy weapons. Armor does not protect against mental attacks, nor against damage from environmental conditions (heat, cold, radiation, high or low pressure, the absence of oxygen, the presence of harmful gases, etc.). It does not protect against drowning, asphyxiation, or exposure to toxins or disease. You cannot invest further Gifts in this Armor unless you acquire the appropriate Powers.

The Chain Mail can be used by anyone. It is no more difficult to destroy than ordinary armor of its type. Activating it requires an action but not a die roll, and does not incur Depletion.

The Chain Mail can be activated 5 times per day. Utilizing Armor Morphing or Summoned counts as one use. Once activated, the Chain Mail remains active until it loses its power, the user becomes Depleted, or the user spends an action to deactivate it. It retains its power for 5 days from the first time it is activated, after which it can be recharged (by anyone) by spending 1 Resolve; it will then function for another 5 days before once again losing its power. There is no limit to the number of times it can be recharged.

Flaws: None

Enhancements: Armor Morphing, Summoned

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