Craft Charms

 

Flawless Handiwork Method

Cost: 3 motes per success

Duration: Instant

Type: Supplemental

Minimum Craft: 1

Minimum Essence: 1

Prerequisite Charms: None

The character channels Essence through his hands and tools, enhancing his efforts and making the final produce of his work far more impressive than the fruits of any mortal craftsman’s labor. To use this Charm, the player first makes a regular Intelligence or Stamina + Craft roll for the character. Then, the player may “buy” additional successes, up to the character’s Essence rating + the number of successes rolled on the Craft roll. Each success bought in this fashion costs 3 motes of Essence. Storytellers should consider strongly granting special bonuses to objects that are made from good or exceptional materials to start and that have astonishing numbers of successes.

Note that Flawless Handiwork Method’s effects do not occur instantly — the character must still take the regular amount of time necessary to construct an object of that type, though he need take no longer. An Exalted craftsman can knock together in a morning items that would take a mortal craftsman months or years to produce.

 

Object-Strengthening Touch

Cost: 6 motes

Duration: One Scene

Type: Simple

Minimum Craft: 2

Minimum Essence: 1

Prerequisite Charms: Flawless Handiwork Method

This Charm strengthens objects, allowing them to endure far more damage than normal. Very fragile objects such as those made of paper or glass cannot be damaged without the full exertion of a Strength at least equal to the Essence rating of the character who used the Object-Strengthening Touch Charm on them. Objects that are not so fragile take roughly twice as much force as normal to harm. Object-Strengthening Touch does not just protect against breakage — strengthened objects are also resistant to fire, acid, freezing and other forms of damage. The character using Object-Strengthening Touch must touch the object in order to cause this Charm to take effect. Characters can strengthen any object, not just objects that are at the focus of the character’s Craft Ability. This Charm does not work on animals or sentient beings.

 

Durability-Enhancing Technique

Cost: 10 motes

Duration: Instant

Type: Simple

Minimum Craft: 3

Minimum Essence: 2

Prerequisite Charms: Object-Strengthening Touch

Objects subjected to this Charm do not have the immense durability of objects subjected to Object-Strengthening Touch, but the enhancement is permanent. While objects treated with Durability-Enhancing Technique are not completely immune to the ravages of time and nature, they are very resistant, enduring at least 10 times as long as untreated objects. Objects treated with Durability-Enhancing Technique add twice the Exalted’s score in the Crafts Ability to the Strength + Athletics dice pool required to break them. Items such as swords and axes that have been treated with Durability-Enhancing Technique hold their edges longer, even if used to hack through doors or otherwise mistreated.

 

Chaos-Resistance Preparation

Cost: 10 motes, 1 Willpower

Duration: Instant

Type: Simple

Minimum Craft: 4

Minimum Essence: 2

Prerequisite Charms: Object-Strengthening Touch

The ravages of the Wyld can twist objects, as well as men. For every object that is made better suited to its task, 100 are ruined by the energies of unbounded change. This Charm makes an object far more resistant to the twisting effects of Wyld energy. Chaos-Resistance Preparation is not as complete as the Lore Charms that stabilize persons, causing an object protected by this Charm to take only take 10 times as long to change as it would normally. However, the effects of Chaos-Resistance Preparation are permanent. Objects treated with this Charm lend no protective qualities to their bearers — a suit of Chaos-Resistant armor will not protect the character wearing it from Wyld-induced mutation.

 

Crack-Mending Technique

Cost: 10 motes, 1 Willpower,

1 health level

Duration: Instant

Type: Simple

Minimum Craft: 5

Minimum Essence: 3

Prerequisite Charms: Craftsman Needs No Tools, Durability-Enhancing Technique

A character using the Crack-Mending Technique can fix any broken object, no matter how severely damaged, so long as it was not totally unmade (for example, by powerful sorcery, digestion in a Behemoth’s gullet or immersion in molten rock). The character must spend a number of hours working on the object equal to 10 - her Essence, slowly piecing it back together and coaxing the fragments to bind to one another.

This Charm can even remake extremely damaged things such as shattered crystal and burnt paper, but it cannot remake metaphorical or conceptual things — it cannot mend broken hearts, oaths or promises, for example, nor can it remake shattered dreams or smashed hopes. Also, it cannot remake an object more yards in radius than the character’s Essence rating. Crack-Mending Technique can restore damaged items of First Age manufacture but can do nothing to repair those whose magic has fled or been exhausted.

 

Shattering Grasp

Cost: 5 motes

Duration: Instant

Type: Simple

Minimum Craft: 3

Minimum Essence: 2

Prerequisite Charms: Object-Strengthening Touch

Someone who works with a material for a long time learns its strengths and weaknesses. A character who knows this Charm can channel Essence to intensify this knowledge and can rend stone and metal with his bare hands and tear apart wooden doors with his fingers. A character using the Shattering Grasp Charm multiplies his Strength + Athletics by 2 for the purposes of breaking or damaging the basic material he works with for the focus of his Craft skill — typically metal, stone or wood. If the character is making an attack against such an object, double his damage successes. Tanners and leathercrafters do not gain the ability to do extra damage in hand-to-hand combat with this Charm.

 

Craftsman Needs No Tools

Cost: 7 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Craft: 5

Minimum Essence: 3

Prerequisite Charms: Shattering Grasp

The greatest burden of a craftsman is the pressing need for tools and a workshop. For an Exalted who has mastered this Charm, that is no problem at all. A character who knows this Charm can work directly with her chosen material, shaping it with hands and voice, laboring without any need for tools. Characters using this Charm slowly croon and purr to their work as they shape and form the material with their fingertips — the effect is the same as working in a well-stocked workshop, and in many cases, better. Characters using this Charm can accomplish a full day’s work in a single scene. Projects requiring multiple days work require multiple scenes of use.

 

Impurity-Hammering Blow

Cost: 5 motes

Duration: One scene

Type: Simple

Minimum Craft: 2

Minimum Essence: 1

Prerequisite Charms: Flawless Handiwork Method

With this Charm, an Exalted can purify base metal or other raw substances of natural taints and flaws, working badly tanned raw leather into butter-soft suede, cheap marble into smooth stone worthy of the palace of the Empress and flawed jewels into pure specimens of their kind. Characters cannot use this Charm to convert raw materials into any of the Five Magical Materials ― for example, turning gold into orichalcum. That must be done by the usual long, slow process of extraction. However, the Exalt can greatly improve the quality of raw materials by invoking this Charm as he creates an item. The character may purify the materials for an object in an equal number of Dexterity or Stamina + Craft successes as required to create the item. Players may roll for their characters once per scene of work. For the purposes of this Charm, each scene is normally a day of work, though it can be less (for example, if the Solar is using the Charm Craftsman Needs No Tools, a scene is probably about an hour).

 

Body-Forging Travail

Cost: 8 motes, 1 Willpower

Duration: One scene

Type: Simple

Minimum Craft: 3

Minimum Essence: 2

Prerequisite Charms: Object-Strengthening Touch

This Charm allows an Exalt to confer physical integrity upon a living being, human or animal, just as he might instill strength into an object. The Solar places his hands upon the subject of this Charm and uses his powers to force the subject’s living body to conform to principles of stability and good construction, enhancing its ability to receive blows or other damage. For the remainder of the scene, the subject of the Charm takes half damage after soak (but before damage is rolled, to a minimum of one die) from all blows struck by beings with a Craft Ability equal to or less than that of the Exalted who invoked the Charm. The character also has some degree of protection from forces such as cold, fire, lightning or acid and soaks two additional levels of lethal damage from such attacks until the end of the scene. A sorcerer can use this Charm on himself.

 

Edifice-Smashing Strike

Cost: 7 motes

Duration: Instant

Type: Simple

Minimum Craft: 4

Minimum Essence: 2

Prerequisite Charms: Shattering Grasp

This Charm enables an Exalted to shake the foundations of buildings and pound down walls with his bare fists due to his understanding of the nature of craftsmanship and the principles of workmanship. When attempting to destroy or break any nonliving crafted material of any substance, add his Essence + Craft to his Strength + Athletics to determine if he can break something or to the amount of damage he does in an attack against an object. A character can use this Charm against any sort of material, regardless of the material she crafts. The only requirement is that the subject of his strikes, be it a wall, a door, a weapon or a building’s foundation, be in some way worked or shaped by intelligent beings. This Charm is explicitly permitted to be part of a Combo with Charms of other Abilities. This Charm cannot be used to attack worn or carried gear.

 

Stability-Conferring Establishment

Cost: 1 mote, 1 Willpower, 1 health level

Duration: One year

Type: Simple

Minimum Craft: 5

Minimum Essence: 3

Prerequisite Charms: Chaos-Resistance Preparation

With this Charm, an Exalted can create objects that are not only resistant to the effects of the Wyld, but also protect those who wear them. Infusing a part of his own life into the item ― which can be anything from a ring to a full suit of armor ― the Solar instills a natural aura of order and stability into it, causing it to remain safe from changes for a full year. As long as the object endures unchanged, preserved by the Charm, its wearer will also be protected from the Wyld’s ravages. Remember that the mote invested remains committed for the duration of the Charm or until the magic is canceled by the Exalt.

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