KING

Crafting Trees

Crafting, Alchemy, Engineering.

3 trees5 advancements + 1 ultimate1 skill point each, 2 for the ultimate

Crafting

Tools, Repair, Materials, Field Work

  1. 1

    Field Repairs 1 pt

    You fix what breaks on the road.

    Core: Repair simple damage to weapons, armor, and tools with basic supplies. Lash together temporary fixes that hold for days. Identify why something broke and how to prevent it.

    Advantage: Complex repairs without a workshop, fixing items mid-combat (1 minute), using improvised materials, reinforcing weak points permanently.

  2. 2

    Tool Making 1 pt

    You make what the job requires.

    Core: Craft basic tools for any trade given materials and time. Turn scrap into functional improvised tools. Your tools don't break during normal use.

    Advantage: Specialized tools without training in that trade, tools that last twice as long, improvised tools nearly as good as proper ones, disguised tools.

  3. 3

    Material Assessment 1 pt

    You know good materials from garbage.

    Core: Identify material quality on sight (cheap iron versus good steel). Estimate value of raw materials. Spot flawed or weakened materials before they fail.

    Advantage: Identifying rare materials, knowing exact provenance and age, spotting magical materials, finding hidden value in scrap.

  4. 4

    Improvisation 1 pt

    You make do with what you have.

    Core: Craft functional items from scrap and salvage. Work without a proper workshop. Create temporary solutions that hold long enough to matter.

    Advantage: Working under pressure, crafting in the field during short rests, using completely improvised materials, jury-rigged solutions that last.

  5. 5

    Masterwork 1 pt

    Your best work approaches perfection.

    Core: Create items noticeably superior to standard work. Sharper edges that hold longer. Better balance. Cleaner lines. Work that draws the eye.

    Advantage: Flawless function (edges last months without sharpening), items that feel right in the hand, work that approaches art, repairs that are stronger than the original.

  6. 6

    Ultimate: Master Crafter 2 pts

    Prerequisite: 3+ other Crafter advancements

    Your work defies normal limitations.

    Core: Create items that last generations. Repair items others call impossible. Work any material you can identify. Craft in the field what others need workshops for.

    Advantage: Legendary-quality work from scrap, repairing artifacts, inventing new techniques, work that rivals the ancients.

TOTAL: 7 points

Alchemy

Compounds, Reactions, Substances

  1. 1

    Substance Knowledge 1 pt

    You know what things are made of.

    Core: Identify common substances by sight and smell. Know obvious dangers (this is poisonous, this is flammable). Recognize common compounds.

    Advantage: Rare/magical substances, subtle dangers, identifying specific compounds, determining what created something.

  2. 2

    Basic Compounds 1 pt

    You make useful things from simple ingredients.

    Core: Create simple useful compounds with time and materials. basic acids, simple smoke bombs, glue, solvents.

    Advantage: Faster creation (1 hour), stronger compounds (acid eats locks in 10 min), reliable flash powder, field creation.

  3. 3

    Reactions 1 pt

    You understand how substances interact.

    Core: Predict obvious reactions (acid + metal = bad). Safely mix common compounds. Create simple timers.

    Advantage: Complex reaction prediction, delayed triggers (1 round to 1 hour), safely neutralizing dangerous compounds.

  4. 4

    Extraction 1 pt

    You get the good stuff out.

    Core: Extract obvious useful compounds from plants and animals with time and basic equipment. Basic purification.

    Advantage: Maximum extraction, concentrating for potency, purifying heavily contaminated materials, extracting from minerals.

  5. 5

    Preservation 1 pt

    You keep things from rotting.

    Core: Preserve organic materials for weeks. Create basic protective coatings. Keep compounds stable for transport.

    Advantage: Indefinite preservation, waterproofing/rustproofing/fireproofing, stabilizing volatile compounds.

  6. 6

    Ultimate: Grand Alchemist 2 pts

    Prerequisite: 3+ other Alchemy advancements

    You push alchemy to its limits.

    Core: Create compounds from substitute ingredients. Work with dangerous substances safely. Analyze and reproduce any compound.

    Advantage: Creating from minimal ingredients, handling substances that kill on contact, inventing new compounds.

TOTAL: 7 points

Engineering

Mechanisms, Structures, Siege Equipment

  1. 1

    Mechanical Understanding 1 pt

    You see how machines work.

    Core: Understand simple mechanical devices by observation. Identify obvious failures. Operate common unfamiliar machines.

    Advantage: Complex mechanisms, subtle failures, operating ancient/foreign machines, understanding at a glance.

  2. 2

    Structural Analysis 1 pt

    You read buildings like blueprints.

    Core: Identify obvious load-bearing elements. Spot major structural weaknesses. Estimate if a damaged structure is immediately dangerous.

    Advantage: Hidden spaces, subtle weak points, precise collapse timing, identifying hidden rooms.

  3. 3

    Construction 1 pt

    You build things that last.

    Core: Oversee basic construction competently. Build simple structures that don't leak or settle. Create basic temporary structures.

    Advantage: Complex designs (bridges, fortifications), structures that last generations, temporary builds in half time.

  4. 4

    Siege Craft 1 pt

    You understand how walls fall.

    Core: Understand basic siege equipment operation. Know obvious weak points in fortifications. Estimate siege duration roughly.

    Advantage: Designing siege engines, identifying subtle weak points, precise siege planning, field repairs.

  5. 5

    Complex Mechanisms 1 pt

    You create devices that do things.

    Core: Build functional locks and simple traps. Create basic mechanical timers. Design obvious secret compartments.

    Advantage: Complex traps, reliable clockwork, hidden doors that blend seamlessly, mechanical puzzles.

  6. 6

    Ultimate: War Engineer 2 pts

    Prerequisite: 3+ other Engineering advancements

    You reshape battlefields.

    Core: Design fortifications with interlocking defenses. Identify any structure's point of failure. Build field-repairable siege equipment.

    Advantage: Perfect defensive works, breaching "impregnable" fortresses, revolutionary siege designs.

TOTAL: 7 points

All skill trees