Craft

Forge Hand Technique
Cost: None Type: Permanent
Duration: Permanent
Keywords: Anima
Mins: Craft 3, Essence 2 Prereqs: (Any) Craft Excellency

This Charm allows an Exalt to shape his anima into tools and equipment for the purposes of crafting. So long as he has the appropriate Craft ability and knows this Charm, he suffers no penalty to Craft rolls for lack of or inadequate tools. This Charm does not produce materials and reagents, so is useless for the purposes of maintaining magitech devices. Similarly, this Charm only produces mundane tools. 

Jade Sculpting Hand
Cost: None Type: Permanent
Duration: Permanent
Keywords: Anima, Elemental
Mins: Craft 5, Essence 3 Prereqs: Forge Hand Technique

This Charm permanently enhances the Forge Hand Technique. The character may now use that Charm to create Jade artifacts (but not magitech) provided the artifact is made almost entirely out of the type of Jade aligned with the Exalt’s elemental affinity.

Perfected Assembly Line
Cost: 5m, 1wp Type: Simple (Dramatic Action)
Duration: One Project
Keywords: Cooperative
Mins: Craft 3, Essence 2 Prereqs: (Any) Craft Excellency

While the Dragonblooded cannot reach the heights of artifice of the Celestial Exalted, their ability to maintain the mundane infrastructure of their lands is almost unparalleled. Using this Charm, a character can serve as a foreman on any construction project, flawlessly guiding all the various laborers in their task. A single Dragonblooded may affect a build team of up to Magnitude 1 with this Charm. Multiple Dragonblooded can evoke this Charm at the same time, increasing the Magnitude of the unit affected to be equal to the number of Dragonblooded foreman.

While in this fallen age the leader of the effort is often a Dragonblooded, this Charm does not require the character to be the primary architect and leader of the construction project. Some even say this Charm works better when the Dragonblooded is relaying orders, though such comments are considered mildly heretical in the Realm.

When this Charm is in effect, the character increases the rate of work accomplished by 1 + the magnitude times. So, a magnitude 1 unit works twice as fast, a magnitude 2 unit 3 times and so on.

Flaw-Finding Appraisal
Cost: 3m, 1wp Type: Simple (Dramatic Action)
Duration: Instant
Keywords: Combo-Basic
Mins: Craft 3, Essence 1 Prereqs: None

The Dragonblooded demand only the finest equipment and many use this Charm to assure themselves of that. This Charm is a dramatic action to evaluate the quality of a piece of workmanship. The character makes a roll of Perception + Craft (appropriate) difficulty 1 for mundane items, 3 for artifacts and 5 for magitech, necrotech or similar exotic equipment. Success instantly allows the Dragonblooded to determine whether the equipment is in working order, its quality, if it has suffered any damages and what would be needed to repair it. If this Charm is used successfully, the Dragonblooded gains +(Essence) successes on a subsequent roll to repair or refurbish the item. These successes may also be applied to an effort to break or sabotage the device, although sabotaging magitech is considered a treasonous crime in Lookshy.

Note that this Charm does not provide materials or reagents required to fix something, merely informs the user of what IS required. Acquiring those items is his problem.

Ritual of Lesser Unmaking
Cost: 10m, 2wp Type: Simple (Dramatic Action)
Duration: One Project
Keywords: Combo-Basic
Mins: Craft 4, Essence 3 Prereqs: Flaw-Finding Appraisal

This Charm allows the Dragonblooded to preserve their diminished resources by disassembling items down to their component parts. Once this Charm is activated the character engages in a project that allows him to effectively disassemble an object down to its raw components. This is essentially a construction effort, just in reverse. It even replenishes reagents and other expended resources that were involved in the construction project. The character must make an extended roll as if he were building an object at all the same difficulties with the same number of successes required. The end result is just entirely the opposite.

This Charm only works on mundane items and magitech (or necrotech and similar complex systems). It can also be used to return a Manse to its base demesne at no risk. It has no effect on solid state artifacts, or creations of glamour. Character can use this Charm to disassemble and cannibalize anything for parts, even magitech artifacts far beyond their ability to make. Ignore the trait minimums when using this Charm to cannibalize magitech devices. The Realm has made enthusiastic use of this Charm over the years, making them responsible for losing more of the legacy of the First Age than anything but the Great Contagion and subsequent Fair Folk invasion.

Ritual of Greater Unmaking
Cost: 20m, 2wp Type: Simple (Dramatic Action)
Duration: One project
Keywords: Combo-Basic
Mins: Craft 5, Essence 4 Prereqs: Ritual of Lesser Unmaking

This Charm functions identically to its prerequisite except it may target non-magitech artifacts, permanent glamours and even creations of First Circle Sorcery. Artifacts are returned to piles of the magical material and exotic components, glamours dissolve into gossamer (which vanishes instantly in Creation) and objects conjured with sorcery or forged from raw Essence are returned to pure Essence.

Elemental Reinforcement Art
Cost: 4m Type: Simple (Speed 7, DV -2)
Duration: Indefinite
Keywords: Elemental
Mins: Craft 4, Essence 2 Prereqs: Flaw-Finding Appraisal

This Charm allows the Exalt to channel raw elemental Essence into an object, temporarily perfecting its flaws with his own force of will. This Charm can affect a single object no larger than the Dragonblooded, and while it can be used on mundane objects, its primary use is in warfare.

To use this Charm, the character must spend the motes and then roll Charisma + Craft. The difficulty of the roll is one for mundane objects and weapons, three for exceptional or perfect equipment or 5 for artifacts. On a success the Charm takes effect and the bonus remains as long as the character continues to commit the motes, even if the object leaves his possession.

When used on a mundane object the object gains the Exalt’s Craft as a bonus to its soak totals, or an increase to the difficulty to destroy it by one point.

When used on weapons the effect depends on the character’s elemental affinity. Mundane weapons gain the magical material bonus for Jade weapons of the appropriate Jade (see Oadenol’s Codex for the specific Jade type bonuses). Armor enchanted with this Charm gains the Jade magical material bonus as well.

Artifact weapons instead gain slightly magical effects. Air aspected weapons reduce the multiple action penalties to attack rolls by one die for the flurry. Earth aspected weapons ignore hardness. Fire aspected weapons count tens on damage rolls as two successes. Water aspected weapons reduce the DV penalty for a flurry of attacks by the weapon by one (for the entire flurry). Wood aspected weapons act as if they exposed the victim to the Wood Aspect anima if they do at least one health level of damage.

Artifact armour gains a soak bonus of the Dragonblooded’s Craft against specific types of attacks. Air applies to lightning, cold and attacks of raw Essence. Earth applies to metal weapons as well as stone weapons. Fire applies to fire damage and attacks from Creatures of Darkness. Water apply to attacks from natural weapons such as fists or feet. Wood affects all weapons made out of wood, including most arrows.

Stone Carving Fingers
Cost: 1m per dot of Strength Type: Reflexive
Duration: One Scene
Keywords: Combo-OK
Mins: Craft 5, Essence 3 Prereqs: Elemental Reinforcement Art

This Charm infuses strengthening Essence into the characters fingers, allowing him to push through solid stone as easily as water. The character must commit one mote for every dot of Strength he has to this Charm. Once evoked this Charm halves the difficulty to work with stone in Craft rolls. It can also be used in combat, granting the character’s Punch attacks the Piercing quality (and completely ignoring stone armour, if it exists). Add the characters Craft to his Strength + Athletics when making feats of strength related to destroying stone and ignore the soak for stone objects if you attack them in combat. This Charm also allows a variety of stunts which should be encouraged, cutting a hole in a wall of a fortress, scooping out handholds in a cliff-side to make a ladder and so on.

Forging the Dragon’s Pearl
Cost: 10m, 1wp Type: Simple (Dramatic Action)
Duration: Instant
Keywords: None
Mins: Craft 5, Essence 4 Prereqs: Ritual of Greater Unmaking, Jade Sculpting Hand, Stone Carving Fingers

Considered by some the pinnacle of Dragonblooded artifice, this Charm forges pure elemental Essence by an act of raw will into a small gem called a Dragon’s Pearl. To use this Charm the character needs access to a source of elemental energy. An uncapped demesne of rating 3 or more is acceptable, but an Essence 4+ elemental can also assist in this Charm’s use. Obviously, this Charm can be used at the Elemental poles, in fat doing so grants +5 bonus successes to the roll… provided one can survive the experience.

Once the energy source is acquired the character makes an Essence + Craft (appropriate aspect) roll. Success on this roll produces a round opalescent gem that is pure crystallized Essence. This gem has the same effects as a Hearthstone, augmenting Essence recover while worn and can be used to power magitech devices. The Dragon’s Pearl provide no special powers, however. The rating of the Pearl depends on how many successes are rolled. One success is a level 1 Pearl, 3 is a level 2, 6 is a level 3, 10 is a level 4 and 15 is a level 5. Any further successes are wasted. Pearl’s degrade over time. The Pearl’s rating diminishes by one for each month it is left alone, and one or each week of use (either as a hearthstone or essence battery).

Using this Charm more than once a season from the same source of magical energy is highly unrecommended (and is illegal under Realm law). Doing so tends to permanently degrade the source of magical power. The only exception to this rule is the Elemental Poles. Lookshy has an outpost in the far East where elder Dragonblooded retire and earn their keep by providing these Pearl’s for shipment back to Lookshy proper.

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