GracefulCharmMethodology/SolarCraft
Craft
This tree uses the Unified Project Methodology rules.
Creation
Tireless Workhorse Method
- Cost: 2m per dot, 1wp
- Type: Simple
- Duration: One project
- Mins: Craft 1, Essence 1
The Solar may start a Craft project in excess of their normal limit. They cannot start a project with a higher rating than their Essence.
Supreme Celestial Focus
- Type: Permanent
- Mins: Craft 4, Essence 1
- Prereqs: Tireless Workhorse Method
If the Solar may always choose to make a Craft project roll at the end of the session, even if they were not able to devote any of their time to progressing it.
Efficient Craftsman Technique
- Cost: 3m, 1wp
- Type: Simple
- Duration: One project
- Mins: Craft 5, Essence 1
- Prereqs: Tireless Workhorse Method
A Craft project has its time increment reduced by one.
Thousand-Forge Hands
- Cost: 2m, 1wp
- Type: Simple
- Mins: Craft 5, Essence 2
- Prereqs: Efficient Craftsman Technique
Used to undertake a zero-dot Craft project, this Charm accelerates the project's duration to 'one action'.
Dragon Soul Emergence
- Cost: 8m, 1wp per roll
- Type: Simple
- Keywords: Once/session
- Mins: Craft 5, Essence 2
- Prereqs: Efficient Craftsman Technique
The Solar dedicates a night to burning through a project. They may buy as many additional project rolls on a Craft project as they can afford, but may spend no more than one night this way each session.
Vice-Miracle Technique
- Type: Permanent
- Mins: Craft 5, Essence 3
- Prereqs: Dragon Soul Emergence
Once per story, the Solar instantly completes a Craft project that they could attempt. The Solar chooses the nature of the project, and then realises that they had created the item in their sleep, or when otherwise distracted.
Ingenuity
Craftsman Needs No Tools
- Cost: 2m
- Type: Supplemental
- Mins: Craft 3, Essence 1
The Solar ignores all penalties to one Craft project roll.
Arete-Shifting Prana
- Cost: 4m
- Type: Simple
- Duration: One project or task
- Mins: Craft 4, Essence 1
- Prereqs: Craftsman Needs No Tools
One of the Solar’s Crafts is converted into another Craft, of their choice.
Words-As-Workshop Method
- Cost: 2m/dot
- Type: Simple
- Duration: One project or task
- Mins: Craft 4, Essence 2
- Prereqs: Craftsman Needs No Tools
The Solar can start a Craft project without having a starting merit of one level lower. They may not start a project with a rating higher than their Essence in this way.
Unwinding Gyre Meditation
- Cost: 10m, 3wp
- Type: Reflexive
- Mins: Craft 5, Essence 3
- Prereqs: Words-As-Workshop Method
The Solar may immediately replace the end product of one of their Craft projects in progress with another of the same merit type. All progress is retained.
God-Forge Within
- Type: Permanent
- Mins: Craft 5, Essence 3
- Prereqs: Words-As-Workshop Method
When using Words-As-Workshop Method, the Solar may choose to work on the project entirely within their mind. Doing so makes progress impossible to interfere with but, when the project is completed, a single additional project time increment is needed to actually bring it to life.
Reforging
Shattering Grasp
- Cost: 3wp
- Type: Supplemental
- Mins: Craft 3, Essence 1
The Solar may substitute their Intelligence+Craft for Strength+Athletics in a feat of strength to break or destroy an object.
Sunfire Furnace Grip
- Cost: 2m, 1wp
- Type: Simple
- Mins: Craft 3, Essence 2
- Prereqs: Shattering Grasp
The Solar may spend a round to completely disassemble an unattuned item they carry, to the extent that it is unrecognisable and irreparable without the use of dedicated magic. Artifacts disassembled this way are replaced by a Relic rating one dot lower than the Artifact was.
Crack-Mending Technique
- Cost: 6m, 1wp
- Type: Supplemental
- Duration: One task/project
- Mins: Craft 4, Essence 2
- Prereqs: Shattering Grasp
The Solar may restore any item that has been damaged to any extent, as long as some of the original remains. They will produce a perfect replica of the item before the damage has been done.
Realising The Form Supernal
- Type: Permanent
- Mins: Craft 5, Essence 3
- Prereqs: Crack-Mending Technique
When engaging in a Craft project to repair a First Age Mechanism, the basic Difficulty of all project rolls is 1.
Object-Strengthening Touch
- Type: Permanent
- Mins: Craft 5, Essence 2
- Prereqs: Shattering Grasp
Any item the Solar has created will never weather or age, and the difficulty of any attempts to damage it are increased by the Solar’s Essence.
Chaos Resistance Preparation
- Type: Permanent
- Mins: Craft 5, Essence 2
- Prereqs: Object-Strengthening Touch
Items the Solar has created are also invulnerable to mutation from the Wyld.
The Art Of Permanence
- Type: Permanent
- Mins: Craft 5, Essence 3
- Prereqs: Object-Strengthening Touch
Items the Solar has created are are impossible to damage while they are held by a Solar. They are immediately recognisable as being the Solar’s handiwork to anyone familiar with them, even across incarnations.
Design Beyond Limit
- Cost: 10m, 1wp, 3xp
- Type: Simple
- Mins: Craft 5, Essence 2
- Prereqs: Object-Strengthening Touch
Given a day to work on an Artifact with all of its Evocations unlocked, this allows the Solar to add one inactive Emerald, Sapphire and Adamant Evocation to the Artifact. The Artifact’s owner may pay the xp cost of this Charm.
Celestial Reforging Technique
- Type: Permanent
- Mins: Craft 5, Essence 3
- Prereqs: Design Beyond Limit
The Solar may use Design Beyond Limit to instead replace the active Evocations in an Artifact with new active ones of the Solar’s choosing. This can only be done to an Artifact once per story.