Craft

Level Cost Abilities
Craft Production = Skill Level + Perceptive Trait
1 10 CP General Craft, Basic Repair
2 5 CP Specialty 1
3 10 CP Intermediate Repair
4 15 CP Specialty 2
5 20 CP Advanced Repair
6 25 CP Specialty 3
7 30 CP Spark of Creation —or— Jack of All Trades
8 35 CP Specialty 4 —or— Signature Work
9 40 CP Spark of Creation —or— Jack of All Trades
10 45 CP Specialty 5 —or— Master’s Eye
11 50 CP Spark of Creation —or— Jack of All Trades
12 55 CP Specialty 6 —or— Effortless Effort

General Craft : The character can create everyday items (such as kitchenware, tools, rough containers, decorations, or quaint works of art). Although players can bring in any appropriate props they wish to the game, as a general rule, they are assumed to have no monetary value unless they are tagged as items, which this ability enables. Certain basic items required for the use of various abilities (repair, aid) are created with General Craft, as well.

Basic/Intermediate/Advanced Repair : With this ability, a character can restore any Broken item to its normal condition with 10 minutes of uninterrupted work. Most prominently, this can be used to return armor to its full value if it has been damaged, or to restore weapons/shields to usability. All uses of Repair require a Repair Kit, and crafters must roleplay out the process of repair to the same extent healers would when applying their own abilities. Armor may be repaired while being worn, but this still requires the use of phys-reps as above. Weapons and shields cannot be wielded while being repaired. Broken SQ items do not have their resists (or other similar abilities) restored when fixed; a crafter must take an extra repair session, at their normal repair time, for each Resist they wish to restore.

Intermediate Repair reduces the time to repair or maintain an item down to 5 minutes, as well as allowing a crafter to remake Shattered items for half of their production and monetary costs (rounding down) as normal production actions. Note that the increased costs of SQ items are still used as the basis for their repair costs. A crafter must have at least one specialty in the item’s type in order to repair it if it is in the shattered condition. Advanced Repair reduces the time to repair an item down to 1 minute and also allows a character to fix shattered superior quality/masterwork items at the cost of normal items of their type, assuming they have at least one specialty that applies. Craft Specialties : Every even level of Craft grants a specialty, and specialties are really the heart of the Craft skill. Particular specialties determine exactly what type of items a character can make. With multiple specialties in the same category, a crafter can make truly powerful and valuable items.

The most common specialties are Alchemy (the creation of potions that grant various effects), Gardening (raising herbs and plants of various utility), Armorcraft (the creation of armor and shields), Artistry (the creation of valuable works of art), Jewelcraft (the creation of jewelry of all sorts), and Weaponcraft (the creation of weapons). A unique specialty, Lumencraft, allows characters to turn the magical currency of the Forest of Doors into esoteric but useful items. Lumencraft must, however, be learned in play, for the denizens of the home worlds have never studied Lumens, much less how to manipulate them. Note that all the previous specialties are not the only ones: we encourage people to invent their own or discover new ones in play.

Spark of Creation : Once per game year, for every time this ability is purchased, a crafter may enter into a state of prolific, creative fervor. This burst of inspiration may be used to grant a +6 bonus to the character’s Craft Production ability, which lasts for one in-game production action and the following downtime session. Alternately, it can be used to make a one-of-a-kind item otherwise impossible to create. Spark of Creation is explicitly stackable with itself and may be called more than once per session/item if the character has more than one use.

Jack of All Trades : This ability allows a crafter to understand the basic principles of EVERY craft specialty, allowing them to use their native creativity and skill with great flexibility. Upon choosing JoAT, a character can thereafter make any crafted item requiring only 1 Specialty, though the production cost for this is doubled (monetary/item cost is the same). Each time this ability is chosen, Jacks of All Trades can make items requiring 1 more level of specialty. A crafter with 3 levels of JoAT, then, can make every possible crafted item…though always at 2x normal production. Masterwork/SQ items made with JoAT may only be of baseline quality.

JoAT can also be used to repair Shattered items just as if they had a level in the specialty itself, as per Advanced Repair; the cost multiplier does not apply to repair actions.

Signature Work : A character with this ability has an unparalleled knack for making a certain specific item or style of object that falls under one of their craft specialties. Any such item that they make will be enhanced in some fashion, and all will bear the distinctive mark of their maker (crafter must sign card and give an actual mark on it and the phys rep). For most craft specialties, the crafter must choose one individual item as their signature work, though other specialites allow broader types of signature items (i.e. A weaponcrafter can choose a dagger or longsword or some other specific weapon; whereas an armorsmith can choose plate armor, chain armor, etc.):

  • Weaponcraft: Individual Weapon
  • Armorcraft: Armor material or individual shield/helm type
  • Gardening: Individual garden type
  • Lumencraft: Individual item
  • Jewelcraft: Jewelry type and style
  • Artistry: Specific medium

Most weapons and armor chosen as signature items will count as base-level Superior Quality when they are made, whereas actual Superior Quality versions of these will be significantly more likely to receive bonus abilities. Lumencraft and Alchemical items will be individually enhanced in a significant fashion, the details of which will be revealed (in the character folder) to any inquiring character of level 6+, and with the appropriate specialties. Jewelcraft and Artistry based signature works will automatically receive abilities as baseline Masterwork and Exquisite items, in a fashion similar to armor and weapons. Any odd or miscellaneous item chosen as a signature work will have abilities that may be discovered, as above.

Scholars, of course, can make inquiries about signature items and their creation, though this of course depends upon their research level/specialties, and so forth.

Master’s Eye : This ability reflects a master crafter’s intense attention to detail regarding the objects of their craft. When Investigating an object/item/work in the presence of a marshal, and if said item could have potentially been made with any of their craft specialties (not JoAT), a character with Master’s Eye may invoke it, which explicitly functions as if they had just called both a Feat of Learning and a Feat of Perception on the object. If they have two specialties in the item’s type instead of one, these are upgraded to Greater Feats. A full complement of three specialties increases both feats to Heroic level. Such an invocation is called as “Master’s Eye/Greater Master’s Eye/Heroic Master’s Eye.”

Note that magical items will still yield many secrets under a Master’s Eye; this ability grants +1 to a character’s Artifice ability (see Occult) per appropriate specialty when dealing with these. In a similar fashion, Master’s eye adds a +1 bonus to a character’s Research (see Scholarship).

Effortless Effort : This ability is the mark of true grandmaster crafter; those who possess it perfom the basic demands of their craft with great efficiency and speed, and they make the most difficult projects seem effortless. Functionally, Effortless Effort gives a crafter an extra downtime action and in-game production period usable for only craft purposes. In addition, any downtime craft action they take that involves an element of randomness becomes significantly more likely to generate a good result.

Craft Production

General Rules

More than any other skill, Craft depends upon its specialties. While other skills’ specialties grant bonuses (however significant) to relevant actions, craft specialties are required to make any but the simplest of items. Beginning craftsmen can make simple household items and tools without too much trouble, but anything more complex or special, such as weapons, armor, jewelry, etc., requires at least one level—and in some cases more—of a particular specialty. Note: Crafters get 1 specialty every even level, and may choose the same specialty multiple times.

All crafted items have a Cost, which equals the amount of Twists needed to make the item as well as its Production cost. These funds are submitted at the beginning of each game and during the one production period allowed during an event.

A character will normally get 3 downtime actions between events, and each action they dedicate to Craft grants them their full Craft Production value to make things (Skill + Perceptive = Craft Production). If a character wants to use more than one DA for Craft, they simply add the production values of these actions together, using the total Production for all the crafting that their specialties allow. Extra Craft Production points, if left over, may not be used for Tinkering or any other purpose but Craft.

All crafters are able to make items within the General Craft ability, which covers most simple, household objects, tools, and decorative items. These tagged objects represent the general sort of “handiness” that crafty folks have, and although all characters are free to bring with them whatever appropriate props they wish, they are assumed to be of no value unless they are tagged as items. Tagged objects, outside whatever immediate utility they have (some abilities require them), can be sold or used in rituals at their owner’s whim.

General Craft Items

General Craft Cost Notes
Kitchenware 1 -
Simple Tools 1 -
Rough Container 1 -
Small Rustic Craftwork 1 -
Healer’s Kit 2 Required for Healing
Large Rustic Craftwork 2 -
Repair Kit (see below) 2 Required for Repair
Heavy Chest 4 +3 feats to break
Heavy Door 4 +3 feats to break
Simple Structure 6 -
Specialty Tools 6 -
Complex Structure 12 -

Repair Kit : In order to fix or maintain items, a crafter must employ a Repair Kit, which is a tagged item created by the Craft skill. Repair kits may be as elaborate as the crafter wishes, but at the bare minimum should consist of at least two of the following items as Phys-reps:

  • Small Hammer Awl
  • Pliers File
  • Chisel Clamp
  • Tongs
  • Etc…

If you have any item that is not on the list, and want to know if it is appropriate, just send an email to one of the directors or PM one of us on the forums. Multiples of the same item type is fine as long as they have different configurations. Avoid “modern” looking hand tools; the rusty old things you might find laying around in the garage are probably more appropriate. As a final reminder: if you don’t have a Repair Kit and the appropriate phys reps, you cannot repair items, period!

Full Craft Specialties:

Weaponcraft, Armorcraft, Gardening, Jewelcraft, Artistry, Alchemy, Lumencraft

Note that the above specialties are most explicitly not the only ones allowable in game. Characters who want to explore other aspects of crafting are free to experiment, and they may come up with their own specialties with plot approval. In a similar vein, not all that is possible even with codified specialties is known.

Weaponcraft

This specialty involves the creation of weapons of all types. At higher levels of specialization, a weaponcrafter is able to construct larger, more complex weaponry. An expert Weaponcrafter may make Superior versions of weapons with an array of special abilities. See Ch. 6: Combat for weapon safety and construction guidelines.

Weaponcraft Cost Notes
Specialty 1
Dagger 2 -
Hatchet 2 -
Sap 2 -
Thrown Weapon 2 -
Short Club 3 -
Short Mace 3 -
Short Hammer 3 -
Short Axe 3 -
Short Sword 4 -
Staff 4 2-handed Light Weapon
Specialty 2
War Mace 5 -
War Hammer 5 -
Battle Axe 5 -
Spear 5 -
Long Sword 6 -
Cudgel 6 Heavy Weapon
Maul 7 Heavy Weapon
Great Mace 7 Heavy Weapon
Great Axe 7 Heavy Weapon
Halberd 7 Heavy Weapon
Bow 7 Missile Weapon
Great Sword 8 Heavy Weapon
Greatstaff 9 Giant Weapon
Specialty 3
Giant Cudgel 11 Giant Weapon
Titan Hammer 12 Giant Weapon
Dire Mace 12 Giant Weapon
Monster Axe 12 Giant Weapon
Giant Sword 13 Giant Weapon
Superior Quality Weapons* +10 Production
x5 Twists
Variable

*Creates weapons with variable abilities. Upon gaining their 3rd specialty, a Weaponcrafter will receive a packet of info detailing what effects are possible.
**Uses Thrown skill but does not require Thrown Proficiency. +1 damage to any Power Strikes called with it. Ammo may be blocked as a thrown weapon, but not thrown itself.

Armorcraft

This specialty exclusively deals in the creation of armor and shields of all types and materials. Higher levels allow the creation of heavier and more protective armor. Superior Quality armor, as with SQ weapons, may have various special abilities known only to expert crafters.

Armorcraft Cost Notes
Specialty 1
Light Armor 1 4 -
Light Armor 2 5 -
Light Armor 3 6 -
Buckler 3 -
Small Shield 5 -
Specialty 2
Heavy Armor 4 7 -
Heavy Armor 5 8 -
Helm 6 Subdue Immunity
Large Shield 6 -
Specialty 3
Superior Quality Armor* +10 Production
x5 Twists
Variable

*Creates armor pieces with variable abilities. Upon gaining their 3rd specialty, an Armorer will receive a packet of info detailing what effects are possible.

Gardening

This craft specialty allows a character to “craft” gardens, which can consistently produce specific herbs and food items during downtime actions and in-game production periods. All gardens require samples of their appropriate herbs, as well as a small monetary cost, to produce or maintain.

Although a gardener need not phys-rep a garden during an event, they must do so if they want to harvest herbs from it during that event’s in-game production period; only one of their gardens may be phys-repped in this way. Such in-game gardens should be relatively small, fenced in, and contain several of its appropriate herb/food phys reps. If any of its herbs are stolen or if the garden itself is damaged, the garden cannot be used in game for that event. In order to produce herbs from a garden, the gardener must spend a downtime/in-game action, paying the garden’s normal twist cost in maintenance for each action; no craft production is used for this, as the garden has already been planted. At the next event, or during the same event if harvested during in-game production, the character will receive tags for the herbs/food. A garden will produce more herbs for a given action based on the character’s Craft Production ability, though there is an element of randomness to this. Note, however, that gardening is a much more reliable way of producing herbs than foraging, due to the amount of effort involved. Gardens can be made to produce herbs during the downtime session in which they are planted, as there is ample time between events for them to grow.

Garden Requirements/ Production Description
Specialty 1
Vegetable Garden (various)* 1 Twist / 2 Production Produces up to 3 types of vegetables.
Common Herb Garden 1 Twist / 3 Production
2 Common Herbs of the same type
Produces 1 type of common Herb.
Specialty 2
Uncommon Herb Garden 2 Twists/ 6 Production
2 Uncommon Herbs of the same type
Produces 1 type of uncommon herb.
Curiosity Garden* 2 Twists / 8 Production
1 Merryglow
1 Witchcall
1 Foolberry
Produces an assortment of strange herbs, as well as edible mushrooms
Wholesome Healer’s Garden* 2 Twists / 10 Production
1 Pied Yeoman
1 Mothstem
1 Witchcall
Produces an assortment of healing herbs, as well as edible greens.
Specialty 3
Royal Garden 3 Twists / 12 Production
1 Sunflame
1 Easeleaf
1 King’s Frond
Produces a large amount of extremely versatile herbs.
Darkling Patch 3 Twists / 14 Production
1 Nightcloak Mushroom
1 Grim Coachman
1 old finger bone
Produces very strange and dubious ingredients.
Mandrake Crèche 3 Twists / 18 Production
2 Mandragora Roots
Produces Mandrake roots. Quite dangerous and unpredictable.

*produce is represented with item tags; no phys rep is required for this.

Jewelcraft

This specialty governs the creation of fine jewelry as well as gemcutting and gem setting. Jewelry tends to have significantly higher monetary value and production requirements than the average craft specialty; treasures are difficult to create. Wondrous jewelry is so perfectly beautiful and intricate that it can have a variety of special, in-game effects.

Jewelcraft Cost Notes/Result
Specialty 1
Plain Gemcutting Uncut Plain (2)* Plain Gem (4)
Simple Ring 4 -
Simple Bracelet 5 -
Simple Necklace 6 -
Specialty 2
Superior Gemcutting Uncut Superior (4) Superior Gem (8)
Fine Ring 6 -
Fine Bracelet 8 -
Fine Necklace 10 -
+ Gem Setting 5 + Item
+ Gem
Gemmed Item
Specialty 3
Flawless Gemcutting Uncut Flawless (8) Flawless Gem (16)
Exquisite Ring 8 -
Exquisite Bracelet 11 -
Exquisite Necklace 14 -
Craft Wondrous Jewelry** 18/21/24
x2 Monetary cost
grants SQ abilities

*The number in the parenthesis is the base cost of these types of gems, but note that cutting gems doesn’t cost anything but the uncut gem and production.
**Similar to SQ Weapons & Armor, grants variable abilities. Upon gaining their 3rd specialty, Jewelcrafters will receive a packet of info detailing what effects are possible.

Artistry

This specialty represents all the various visual arts, including painting, sculpting, and the like. Note that like everything else, art must be represented in-game. A talented artist is a sought after commodity in many of the 8 worlds, and art pieces tend to command high prices. Art objects have differing production and monetary costs; raw materials are cheap, but inspiration is very dear. Prolific artists, as well, tend to garner reputations very quickly. Masterwork art can inspire and fascinate, engaging its viewer’s emotions and intellects in a profound way, and must be made from the finest of materials.

Artistry Production Cost/
Twist Cost
Notes
Specialty 1
Rough Work 4 / 2 -
Novice Work 9 / 2 -
Specialty 2
Accomplished Work 10 / 3 -
Expert Work 15 / 3 -
Specialty 3
Brilliant Work 16 / 4 -
Master Work** 21 / variable grants SQ abilities

**Similar to other SQ crafted items, grants variable abilities. Upon gaining their 3rd specialty, Artisans will receive a packet of info detailing what effects are possible.

Alchemy

This discipline is a versatile craft specialty with many useful applications. Although most homeworlds have their own take on alchemy—including delivery methods—the specialty itself is fairly universal. Characters can choose to make their formulas with any method allowed by that formula. Using a formula must be accompanied by some interaction with its phys-rep, and a character must possess phys-reps for each formula they have (with some exceptions) on their person. Though alchemists can simply spend money to fund their craft, certain special ingredients can be used to entirely replace the monetary cost; these, of course, vary by formula. Some of the most powerful formulations require their ingredient in addition to the cost, rather than as substitute.

Liquid is the most common formula method, and it ranges in type from “tonics” and potions, to thick, alchemical flux. Liquids are represented by colored-coded clay “vials” rather than tags. Potions are used by taking out a bottle, breaking of the top, and “drinking” from it. Liquids applied to the surfaces of items or characters must be broken, after which the character must spend at least 1 minute “applying” the substance before itis considered active.

Liquid Colors and Representation
Healing Dose (solid red)
Antivenom (solid yellow)
Panacea (solid blue)
Poison Draught 2 (solid green)
Tonic (blue top/yellow bottom)
Hallucinogen (red top/green bottom)
Invigorative (red top/yellow bottom)
Poison Draught 4 (green top/yellow bottom)
Quick Venom (green, black highlights)
Black Cordial (black, silver highlights)
Miracle Cure (silver, red highlights)

Paste is an alchemical salve; represented by makeup or, in the case of contact poison, petroleum jelly, and frequently used by people from the Rock of Storms (they call it Woad). Although a character need only have one source of the salve (one container of makeup), they must apply it to the skin every time they want to use an alchemical formula made in this way. After applying for at least 1 minute, and usually as simple, parallel lines, the user must tear the item tag, which then activates the formula.

Note : players must keep torn tags and broken phys reps until they can dispose of them in trash containers. Littering must be avoided.

Tablets are formulas in convenient pill form, and they are represented in game by clay tablets color-coded as per liquids, above. Tablets are small, convenient, and a bit more difficult to make: they are +1 Production cost per item (monetary cost is normal). Used most often in the Goblin City, where enterprising alchemists give them a variety of baroque names, a character must break a tablet in half and roleplay “eating” it for it to take effect. Unconscious characters may be “force fed,” but care must be taken to prevent choking. The alchemists of Undersea also use tablets, what with Liquids and Paste being useless underwater.

Formula Cost Types Notes
Specialty 1
Phosphor 1 L Creates a light (green glowstick)
Healing Dose 2 L,P,T Stabilizes
Antivenom 2 L,P,T Reduces poison by 2
Panacea 2 L,P,T Reduces disease by 2
Distillation (Spirits) 2 L
(bottle)
Intoxicates user: 1 hour
Poison Draught 2 3 L,P Poison 2 touch/ingest or Poison Strike 2
Treated Bandages 4 Bandage +Heal Rate when used to stabilize; Treatment 4 required.
Specialty 2
Tonic 4 L Grants a resist to persistent conditions
Hallucinogen 5 L,P,T Hallucinating; may not rest or perform rituals. Immune to Mental conditions: 1 hour
Universal Poultice 6 Herbal Wrap Doubles Treatment for one application.
Invigorative 6 L,T Restores 2 prowess and 2 toughness
Poison Draught 4 7 L,P Poison 4 touch/ingest or Poison Strike 4
Bloodfire Woad 8 P See Below
Specialty 3
Quick Venom 16 L As Poison, but death in 5 min.
Black Cordial 16 L See Below
Miracle Cure 18 L See Below

Bloodfire Woad : After applying this substance liberally and visibly, the user feels a burgeoning sense of rage and fearlessness. At any time during its active duration (1 hour), the user can succumb to its influence, going into a battle fury and immediately restoring all of their Prowess and natural Vitality. As well, they become entirely immune to Mental effects for the duration of the fury. While in a battle fury, they MUST attack anyone whom they perceive to be their enemy, without hesitation or retreat. When 5 minutes have passed, or if they are rendered unconscious somehow, they collapse and become Critical. Succumbing to the paste a second time within one day will instead kill the character outright and immediately pass their soul onward (preventing Coax Life), after the fury fades. Note that the woad wears off after an hour with no ill effect if the user chooses not to succumb to it.

Material Requirement : Red Maiden’s Blossom

Black Cordial : The drinker chooses to either immediately restore a Feat of Attunement, or to gain 3 Perfect Charges (as allowed by the Occult skill, though Channeling is not required). The incredible potency of the potion, however, inflicts the drinker with a Greater Ingested Poison.

Material Requirement : Nightcloak Mushroom

Miracle Cure : Completely heals target of all wounds, persistent conditions, and mental effects.

Material Requirement : Mandragora Root

Lumencraft

This craft specialty is different from other craft specialties in that each of the items it can create is actually constructed from Lumens themselves through a process of focused willpower and dexterous manipulation. As such, they all take specific numbers and denominations of Lumens to make. If a lumencrafted item’s cost is 1 twist and 1 spiral, as an example, you must put exactly those lumens in your production folder; substituting lumens of equal or greater value will not work.

Due to its mysterious nature, the Lumencraft specialty may not be taken during character creation; a character must be present at one full event before picking up this specialty.

Unless stated otherwise, all lumencrafted items may be used 3 times before they become inactive. As a production action, lumencrafters may fully reactivate an item by imbuing it with more lumens, allowing it 3 more uses. This reactivation cost is different—and a good deal cheaper—than actually making a new item, though the production value is the same.

Lumencrafted items have specific, highly unusual phys reps that reflect the nature of what they are made from. Please contact us if you have any questions about their construction. Most lumencrafted items may be used by anyone as a simple act of will and a trivial physical action. Quite a few items, however, require levels in a specific derived attribute, the possession of particular abilities, or other kinds of strange conditions.

Lumencraft Prod. Cost / Recharge Notes
Specialty 1
Light Wand 1 2t / 1t* light source
Binding Cord 2 4t / 2t resist binding
Razor Cube 2 5t / 2t sharpens weapon
Essence Needle 3 6t / 3t +2 to Artifice
Red Silkenskin 4 1S / 3t +heal or stabilize
Specialty 2
Purity Drop 5 1S / 5t cures poison / grants resists
Claw Suture 6 1S + 2t / 6t heals limb wounds
Dreaming Ring 7 1S + 4t / 7t gives prophetic dreams
Spring Tendril 7 1S + 5t / 7t picks locks
Memory Crystal 8 1S + 6t / 8t restores FoLearning
Touchstone 10 2S / 1S drops circles / grants resists
Specialty 3
Spell Focus 20 1K / 1S + 10t doubles mastery for 1 casting
Essence Orb 22 1 K + 5t / 22t grants Perfect Charges
Blue Silkenskin 24 1K + 1S / 2S +4t instant healing
Vortex 30 10K / ??? unknown purpose

*(t = Twist, S = Spiral, K = Knot)

Lumencrafted item descriptions

Specialty 1

Light Wand
Production Value: 1
Crafting Cost: 2 Twists
Reactivation Cost: 1 Twist
Phys Rep: A green, chemical glowstick seated in a red, spiraled “wand”

Activating a single use of this item means the user can place a lit glowstick in the end of the wand, using it at their discretion until the light fades. If an electric glowstick is used, it lasts for one event or until turned off, whichever comes first.

Binding Cord
Production Value: 2
Crafting Cost: 4 Twists
Reactivation Cost: 2 Twists
Phys Rep: A thread terminating into a red Twistlike form at both ends

By temporarily wrapping this item around someone’s wrist and concentrating for 3 seconds, the recipient then has a single resist against Disarming, Binding, Shackling, or Slowing effects, which lasts for 1 event or until used. Alternately, it can be similarly activated on a weapon or shield to grant the item a standard resist against Break/Shatter/Destroy effects for one event or until used. Both of these uses are standard enchantments and do not stack with similar abilities.

Razor Cube
Production Value: 2
Crafting Cost: 5 Twists
Reactivation Cost: 2 Twists
Phys Rep: A red cube with a Twist’s “tail” protruding from one corner

By “sharpening” a bladed melee or thrown weapon with a razor cube for 1 full minute, it allows the wielder to call a free Power Strike 3 (or 4, if a Heavy Weapon) on a single attack. This additional Power Strike remains on the weapon for one event, or until used, and may be called at will by the user. Note that weapons may only have 1 such sharpening effect at any time.

Essence Needle
Production Value: 3
Crafting Cost: 6 Twists
Reactivation Cost: 3 Twists
Phys Rep: A chopstick with a red, Twistlike form attached to the base

Upon touching this to an object and Invoking it after 3 seconds of concentration (“Invoke Essence Needle”), it grants its user Artifice 2. This bonus applies only to the touched artifact and only for the user of the wand, and the effect lasts for 5 minutes. If the user actually possesses Occult, then the Essence Needle simply adds 2 to their Artifice level for the purpose described above.

Red Silkenskin
Production Value: 4
Creation Cost: 1 Spiral
Reactivation Cost: 3 Twists
Phys Rep: A large Red spiral or flattened Twist shape attached to a swatch of red silk or micro-fiber cloth (chamois).

When a Red Silkenskin is touched to a Critical individual after 3 seconds of concentration (saying “Silkenskin”), this item then Stabilizes them. Alternately, if used on an already stable patient, it reduces their healing time by 1 degree as a normal healing enhancement. Requires Treatment 2 to use.

Specialty 2

Purity Drop
Production Value: 5
Creation Cost: 1 Spiral
Reactivation Cost: 5 Twists
Phys Rep: A very small green vessel whose base is a Spiral

By slowly “drinking” from this item over the course of 3 seconds, a character reduces the potency of any Poison or Quick Venom they are suffering by 10. Alternately, this item can be similarly used to purify an object coated in contact Poison or Quick Venom, to remove any adulterants in food or drink, or to simply give someone a Poison resist. Note that like all resists, the Poison resist granted by this item cannot be stacked with itself or other sources of the same.

Claw Suture
Production Value: 6
Crafting Cost: 1 Spiral 2 Twists
Reactivation Cost: 6 Twists
Phys Rep: A thick green cord or wire attached to a serrated, Spiral-like shape.

This item, under mostly its own “accord,” will magically stitch up a single limb wound. In order to invoke its effects, the user must concentrate for 3 seconds, touch the needle to the limb in question, and make several quick “stitching” motions as if they were using healing phys reps. After this, the patient’s limb is completely healed. The patient must already be stable for this to take effect, and the user of this item must have Treatment 6 in order to activate and control it. In addition, even when expended of its uses, a Claw Suture will function as a full Healing Kit, allowing the user to employ it in applications of Aid or Treatment. Note that the latter ability still requires Treatment 6.

Dreaming Ring
Production Value: 7
Crafting Cost: 1 Spiral, 4 Twists
Reactivation Cost: 7 Twists
Phys Rep: A green ring with a small Spiral on top

By sleeping with this ring on their finger, the character will experience vivid, powerful dreams that may offer prophetic visions of the future. A dreaming ring is only usable once an event, and activating it more than once during that time does nothing at all. This item requires Medium or Uncanny to use to its full potential; otherwise, it only grants normal dreams of vivid intensity.

Spring Tendril
Production Value: 7
Creation Cost: 1 Spiral, 5 Twists
Reactivation Cost: 7 Twists
Phys Rep: A green, two-pronged appendage with a twisted guitar string or wire at the end of each prong

By concentrating for 3 seconds and then attaching a Spring Tendril to a lock, a character automatically reduces its complexity by 1. Note that this will instantly open a Simple lock of all types, reduce a Complex lock to Simple, and make a Superior lock Complex. This item has no effect on Mad Tinker’s locks. Spring tendrils can only be used by those with the Basic Devices ability, and only one may be used on a lock at a time. The reduced complexity applies for as long as the tendril remains attached to the lock. Even when depleted of its uses, a Spring Tendril counts as a full set of Tinker’s Tools and can be used freely as such.

Memory Crystal
Production Value: 8
Crafting Cost: 1 Spiral, 6 Twists
Reactivation Cost: 8 Twists
Phys Rep: A crystal wrapped with an elongated, green, spiral-like shape

By pressing a Memory Crystal to their forehead and concentrating for 3 seconds, a character receives enhanced mental focus and a greater general understanding. As such, they restore an expended Feat of Learning. Memory crystals are useless to those who do not possess the Learned trait.

Touchstone
Production Value: 10
Creation Cost: 2 Spirals
Reactivation Cost: 1 Spiral
Phys Rep: A small stone encased in two green, Spiraled forms which lock it into place

By gently touching a person with this item and saying “Touchstone”, the user instantly removes all Mental conditions on their target. Alternately, by concentrating for 3 seconds while touching someone with this object, the recipient gains a standard Magic Resist. Finally, by touching this item to a circle or wall it will drop the effect instantly, expending a use of the stone (called as “Touchstone!”).

Specialty 3

Spell Focus
Production Value: 20
Creation Cost: 1 Knot
Reactivation Cost: 1 Spiral, 10 Twists
Phys Rep: Two large, Knotlike forms bound together

When a character activates a Spell Focus after 3 seconds of concentration, the very next spell they cast is cast at double Mastery. This enchantment remains until the caster casts a spell, they go Unconscious or Critical, or until the next sunset.

Essence Orb
Production Value: 22
Creation Cost: 1 Knot, 5 Twists
Reactivation Cost: 22 Twists
Phys Rep: A blue orb that rests on a Knot.

When a character Channels from an Essence Orb (as a standard Channeling 3 sec. count), they gain their full allotment of Perfect charges and deplete a use of this item.

Blue Silkenskin
Production Value: 24
Creation Cost: 1 Knot, 1 Spiral
Reactivation Cost: 2 Spirals, 4 Twists
Phys Rep: A large, blue, Knotlike form attached to a swatch of blue silk or micro-fiber cloth.

When a Blue Silkenskin is touched to an individual and the user concentrates for 3 seconds, (saying “Blue Silkenskin”), this item then instantly heals them of all wounds. Requires Treatment 9 to use. This item may be used to perform Coax Life without depleting an activation, or even if it has no activations left. This latter ability still requires Treatment 9 in addition to Coax Life. Note that Blue Silkenskins have no effect on Persistent Conditions; they only heal wounds.

Vortex
Production Value: 30
Creation Cost: 10 Knots
Reactivation Cost: ???
Phys Rep: A large black orb encased in black, twisted spirals.

This mysterious item radiates very strong magical energy and has an unknown purpose.