Artisans Vision [6]
Masterwork Attunement [15]
Reforge Flesh [6]
Rapid Prototype [10]
Flaw Finder [7]
Signature Spark [8]
Tinkerers Hands [9]
Shape (Wood) [4]
Shape (Stone) [4]
Shape (Metal) [4]
Cost: 6 points.
Cost to Activate: 2 mana
By spending 2 mana and taking a minute to visualized the steps they will to take to achieve the result they're going for an artist with this trait can make an IQ check and add the margin of their success to their next craft check to create, modify, or work on a project.
Cost: 15 points.
Cost to Activate: 2 mana and 1 fatigue
You spend 2 Mana and 1 Fatigue while you handle a weapon, toolset, or piece of armor for 1 minute. For the next 1 hour, the object gains a divine upgrade.
A weapon becomes Fine (+1 to hit for refined balanced, or +1 damage for crushing/cutting/impaling).
Armor gains a temporary +1 to its flat Damage Resistance (DR).
Tools provide a flat +1 to their respective trade skill rolls.
Only one object can be attuned by you at a time.
Cost: 6 points.
Cost to Activate: 2 mana
To Shyrztikala, biological anatomy is an elegantly engineered flesh automaton. Mending a lacerated muscle or setting a shattered bone is structurally no different than reinforcing a collapsing stone archway or repairing a warped shield. When activating this ability to heal physical wounds, you channel 2 Mana and spend 10 minutes physically working on the target using sewing kits, bone-setting braces, or appropriate artisan tools. You don't roll against IQ for the healing, instead, you roll a direct check against your highest Craft, Smithing, or Artisan skill. You are bound by your Rank's relative skill cap when utilizing this skill. Because living flesh possesses dynamic variables that inanimate stone or iron lacks, you must apply a flat -2 difficulty penalty to your chosen crafting skill roll whenever it is channeled to manipulate organic blueprints.
If you succeed you can spend Fatigue Points to heal your targets Hit Points. Each Fatigue point spend this way restores 2 HP to the target.
If you fail the mana is still expended but you don't waste the time or spend any fatigue points.
On a critical failure you deal 1d additional damage to your target with your tools.
This ability is best used to fix physical injuries not diseases, the penalty for mending a crippling injury is reduced to -3, but you can't use this ability to cure diseases.
Cost: 10 points.
Cost to Activate: 0 mana or 2 mana depending.
Shyrztikala grants you that capacity to create divine objects in his name, though only one at a time. This power can be used in two ways. The first and more simple way is to take a moment to concentrate, rolling an IQ roll. If you succeed you produce a simple object such as a tool, basic piece of equipment, piece of furniture, or simple structure weighing less than 5 lbs.
The second option is more complicated and is accomplished by spending 2 mana and concentrating on what you intend to produce for a full minute, envisioning all the steps you would take to create the object yourself, what materials it would require, and all the work that would go into it. At the end of the minute make an appropriate crafting skill check to produce the item as desired. The object can weigh no more than 5 lbs but is created to your specifications.
Beyond simply using the manifested item, you may spend 5 minutes examining the object, checking for flaws in its crafting, problems with materials, weights, sizes, shapes and the like. Using a manifested prototype to examine your work in this way grants a +2 bonus on your next skill check to make such an item for real.
Any object created via this blessing lasts as long as you will it to, dissolving into aether the moment you are knocked unconscious, choose to dismiss it with a thought, or manifest a new object.
Cost: 7 points.
Cost to Activate: 1 mana
By spending a minute touching and concentrating on a lock, trap mechanism, masonry wall, or reinforced door, you gain a perfect mental diagnostic map of its interior. You receive a flat +4 bonus to all Lockpicking, Traps, or Forced Entry skill rolls targeting that specific object, as you know exactly where to apply pressure or leverage to cause a clean structural failure.
Cost: 8 points.
Cost to Activate: 1 mana
You spend 1 Mana to awaken a minor physical object you are touching that you have personally crafted. For up to 1 minute, you can mentally manipulate it as if using an invisible hand with an effective Strength of 8. A carved wooden hand can float or crawl forward to grab a key, an iron latch can lock or unlock itself, or a tiny clay figurine can walk across a table to trigger a pressure plate. The item must stay within 10 meters of you.
Cost: 9
You have remarkably fine motor skills, granting +2 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clock-work). This bonus doesn’t apply to IQ-based tasks or large-scale DX-based tasks, nor does it apply to combat-related die rolls of any kind.
Cost: 4 points.
Cost to Activate: 2 mana
You spend a moment to expend 2 mana and infuse a chunk of wood weighing up to 5 kg with the divine power of Shyrztikalā, making the material mailable to your hands as though it were clay. Make an IQ check, if you succeed you are able to manipulate the infused wood for as long as you maintain concentration on the object. You can make crude changes with no further checks, altering the shape, covering a hole, or opening one easily enough. If you want to make the wood into something new, molding it with your hands as though molding clay into a more refined object you make a Carpentry skill check to see how it turns out.
Cost: 4 points.
Cost to Activate: 2 mana
You spend a moment to expend 2 mana and infuse a slab of stone weighing up to 5 kg with the divine power of Shyrztikalā, making the material mailable to your hands as though it were clay. Make an IQ check, if you succeed you are able to manipulate the infused wood for as long as you maintain concentration on the object. You can make crude changes with no further checks, altering the shape, covering a hole, or opening one easily enough. If you want to make the wood into something new, molding it with your hands as though molding clay into a more refined object you make a Masonory skill check to see how it turns out.
Cost: 4 points.
Cost to Activate: 2 mana
You spend a moment to expend 2 mana and infuse a chunk of wood weighing up to 5 kg with the divine power of Shyrztikalā, making the material mailable to your hands as though it were clay. Make an IQ check, if you succeed you are able to manipulate the infused wood for as long as you maintain concentration on the object. You can make crude changes with no further checks, altering the shape, covering a hole, or opening one easily enough. If you want to make the wood into something new, molding it with your hands as though molding clay into a more refined object you make a Blacksmithing skill check to see how it turns out.