Crafting
Crafting
Category: Mental
Crafting (formerly Linguistics) covers mundane engineering, tinkering, and the physical construction or repair of objects. While it does not cover magical enchantment itself, it is highly synergistic with disciplines like Animation (Golemancy) and Alchemy, as a magical construct is only as strong as its physical frame, and alchemical gear requires precise mechanisms.
Common Uses
- Repair: Fixing broken mechanisms, weapons, or mundane armor.
- Construction: Building sturdy frames for golems or physical traps.
- Tinkering: Picking complex mechanical locks or disabling physical traps (often paired with Sleight).
Specializations
- Blacksmithing, Masonry, Clockwork, Trap-making, Locksmithing.
Attribute Tiers
| Tier | Title | Example Capability |
|---|---|---|
| 1 | Novice | Clumsy. Can do basic repairs like fixing a torn shirt or a broken tool. |
| 2 | Competent | Tinkerer. Can maintain weapons, brew simple alchemical solutions, or carve basic golem frames. |
| 3 | Skilled | Artisan. Can craft complex clockwork mechanisms, forge weapons, and build functional golems. |
| 4 | Expert | Master Craftsman. Can design original alchemical recipes, construct intricate magical devices, and engineer large structures. |
| 5 | Master | Artificer. Can create legendary artifacts, perfect homunculi, and manipulate exotic magical materials flawlessly. |