| Michael A. Goodwin (Nephilpal) ( @ 2004-03-16 13:42:00 |
| Current mood: | geeky |
Crafts
(Comprehensive List of Craft Abilities for Exalted)
Damn, I'm such a geek. I made this for my own use, but I thought you all might like it. Feel free to suggest everything and anything I missed. This is theoretically current as of Blood and Salt.
| Key |
|---|
| AB:A = Aspect Book: Earth BaS = Blood and Salt Bo3C = Book of Three Circles CoW = Creatures of the Wyld Ex = Exalted Ex:Ab = Exalted: the Abyssals Ex:O = Exalted: the Outcaste Ex:S = Exalted: the Sidereals ECS = Exalted Storytellers Companion GoD = Games of Divinity KoH = Kingdom of Halta RoR = Ruins of Rathess ScS = Scavenger Sons ToT = Time of Tumult |
Alphabetical List with Page References
- Architecture (Bo3C, p. 104-108; Ex, p. 246; GoD, p. 116;
KoH, p. 56; RoR, p. 34; ToT, p. 62, 79) - Armoring (Bo3C, p. 123*; Ex:O, p. 65)
- Artifice (CoW, p. 104)
- Carving (CoW, p. 48; Ex:O, p. 91)
- Breeding (BaS, p. 95)
- Calligraphy (Ex:S, p. 130, 206, 207, 218; ToT, p. 117)
- Clockworks (RoR, p. 36)
- Courtesan (GoD, p. 119)
- Domestic Service (ToT, p. 69)
- Dowsing (BaS, p. 78)
- Dragon Armor* (AB:A, p. 80; Ex:O, p. 65)
- Farming (CoW, p. 26; Ex, p. 136; GoD, p. 40)
- Fate**** (Ex:S, p. 63, 104, 143-145, 209, 219)
- First Age Weapons*** (AB:A, p. 79, 84; Ex:O, p. 48-49, 65)
- First Age Mechanisms*** (Ex:O, p. 62)
- Flying Machines (GoD, p. 28; RoR, p. 70)
- Forest Care (KoH, p. 27)
- Forgery (ToT, p. 93)
- Gem-Cutting (Ex, p. 136)
- Glamour**** (BaS, p. 118; Ex, p. 286, 287; KoH, p. 61, 63, 65; ScS, p. 137, 138, 140)
- Herbalism (RoR, p. 43)
- Home Repair (ToT, p. 93)
- Jadecrafting**** (Ex:Ab, p. 130, 234)
- Jeweler (Ex, p. 340)
- Landscaping (GoD, p. 116)
- Lapidary Appraisal (BaS, p. 109)
- Leatherworking (Ex, p. 136)
- Magical Devices (AB:A, p. 78)
- Manses (ToT, p. 93)
- Mask Making (GoD, p. 27)
- Masonry (CoW, p. 94)
- Metalworking (Bo3C, p. 123*; Ex:O, p. 49; GoD, Fine Metalwork p. 28; RoR, p. 34, 45**, 47, 89**)
- Moliation**** (Ex:Ab, p. 130, 232, 234-238; KoH, p. 58)
- Necrosurgery (Ex:Ab, p. 130, 188, 226)
- Needles (GoD, p. 113)
- Pandemonium**** (Ex:Ab, p. 130, 233, 238-242; KoH, p. 58)
- Poetry (CoW, p. 108)
- Sculpture (BaS, p. 81; CoW, Sculpt p. 97; Ex:O, p. 128; ToT, p. 93)
- Shaman (ScS, p. 26)
- Skin-Changing (CoW, p. 23)
- Skinner (CoW, p. 128)
- Smithing (Ex, p. 136; GoD, Smith p. 96)
- Soulforging**** (Ex:Ab, p. 130, 233)
- Stoneworking (CoW, Stone-Carving p. 70; GoD, p. 116; KoH, Stonework p. 56)
- Swordsmithing (Bo3C, p. 123)
- Tanning (KoH, p. 54)
- Torture (ToT, p. 118)
- Traps (CoW, p. 31, as Hunting Gear and Traps p. 102; GoD, p. 32)
- War (Ex:O, p. 46, 65)
- Warstriders* (KoH, p. 87)
- Weaponcraft (ToT, p. 114)
- Weaving (BaS, p. 106; Ex:S, p. 60; GoD, p. 96)
- Webwork (EsC, p. 74)
- Wonders (GoD, p. 102)
- Woodworking (GoD, p. 116; KoH, p. 53; ScS, p. 142)
- Wyld**** (CoW, p. 116)
* Ex:O notes on p. 65 that Craft (First Age Weapons) is the skill used to design, maintain and repair most sophisticated First Age weapon systems like dragon armor and warstriders. This rule retroactively modifies appropriate references to Craft (Metalworking) and Craft (Armoring). In addition, the skills Craft (Dragon Armor) and Craft (Warstriders) are entirely obsolete and should be treated as specialties of Craft (First Age Weapons).
** Ex:O notes on p. 62 that Craft (First Age Mechanisms) is the skill used to design, maintain and repair skyships. This rule retroactively modifies references to Craft (Metalworking) as denoted by the double asterisk.
*** Characters cannot have a higher rating in Craft (First Age Weapons) than their Lore or Occult. This same rule presumably holds true for Craft (First Age Mechanisms), although that is not stated by the text.
**** These Craft Abilities represent supernatural capabilities unique to their practitioners. Craft (Glamour) belongs to the fae and their progeny. Craft (Moliation) and Craft (Pandemonium) are the skills used in conjunction with the Arcanoi of the Shifting Ghost Clay Path and Terror Spreading Art, respectively. Only beings capable of learning Arcanoi may use these Abilities except perhaps as a theoretical exercise. Craft (Fate) is the province of the Sidereal Exalted and the divinities who work in the Bureau of Destiny, and does little good for anyone without access to appropriate Charms or astrological Colleges. Presumably, this restriction also falls on Craft (Wyld), though this isn’t stated.
Fair Warning: Everything from here on out is personal speculation and interpretation rather than canon.
Crafs I use in my series: (Skip the Long-Winded Explanations)
I’m throwing out or subsuming the following Crafts in my games for a variety of reasons:
- Armoring Pick up metalworking or something more broadly useful. This makes more sense as a Specialty.
- Artifice This oblique reference in the entry on Brass Legionnaires doesn’t really work for me. There shouldn’t be a single Craft to make/repair Artifacts. That’s just asking for problems. Artifacts are precious enough that characters should have to work for it, using the most appropriate Craft for the task.
- Dowsing This is a function of Survival. Yes, the same could be said of Calligraphy and Linguistics, but Dowsing appears once in a softcover while Calligraphy appears in two books (one of which is a hardcover). I therefore exert unfair bias to nix Dowsing.
- Dragon Armor First Age Weapons canonically makes this obsolete.
- Forest Care Why is this a Craft? Isn’t this a function of Lore and/or Survival? I’d be inclined to go with an Ecology specialty for Lore and leave it at that.
- Forgery Last I checked, this is a function of Larceny.
- Gem-Cutting I’m subsuming this into Craft (Jeweler).
- Herbalism No sir, I don’t like it. This belongs as a specialty of medicine and maybe Lore, but not a separate Ability.
- Home Repair I’m folding this into Domestic Service, with any serious repairs handled by Architecture.
- Lapidary Appraisal I’m subsuming this into Craft (Jeweler), right along with Gem-Cutting.
- Magical Devices I think I’d fold the creation of Icemind into First Age Mechanisms, even though it isn’t actually an example of First Age technology. Makes more sense than inserting a new Ability, especially one with such frighteningly broad utility. See Artifice, above.
- Manses Creating or repairing Manses is a tripartite function of Craft (Architecture), Lore and Occult. That’s pretty clearly established. Now, I can totally buy a specialty in Manses for Craft (Architecture), but that’s as far as I’ll go.
- Mask Making This is awfully narrow. I realize that the deity in question makes masks and that’s it, but I’d make this a specialty for carving.
- Masonry Between Architecture and Stonework, I think this is covered.
- Poetry Ick. Calligraphy aside, Linguistics specialties should stay Linguistics specialties.
- Shaman Um, what is this supposed to cover exactly? Shouldn’t any shamanistic creations be a duel function of Occult and another appropriate Craft?
- Skinner This is a function of leatherworking or necrosurgery, not an Ability unto itself.
- Smithing I’m folding this into metalworking, except in the reference to Alveua (who damn well ought to be able to forge anything because she’s just that cool.)
- Swordsmithing Way too narrow. I’d make this a specialty of metalworking.
- Tanning I’m folding this into Leatherworking, with Tanning reserved as a potential Specialty.
- Torture The act of torture is either a matter of Investigation (for the interrogation end) or Medicine (to administer torture) or a combat Ability (to beat the crap out of someone).
- Warstriders See Dragon Armor.
- Weaponcraft Yikes! I’m vehemently opposed to any Craft that lets you make whatever weapons you want. That should depend on what you’re making said weapons from.
- Webwork This is a Weaving specialty.
| Craft Abilities Permitted in my Series | ||
|---|---|---|
| Common | Restricted | Unique |
| Architecture Breeding Calligraphy Carving Clockworks Courtesan Domestic Service Farming First Age Weapons* First Age Mechanisms* Flying Machines Jeweler Landscaping Leatherworking Metalworking Necrosurgery Sculpture Stoneworking Traps War Weaving Woodworking |
Fate Glamour Jadecrafting Moliation Pandemonium Soulforging |
Needles Skin-Changing Wonders Wyld |
* Cannot exceed rating of Lore or Occult.