Artisan (26) (9 perks)
Architect's Eye (LOSS) (100CP)
Every structure has a purpose, a reason for being. When it comes to buildings you know exactly what to do and how to do it. This makes buildings stable, good looking, and comfortable buildings. This also extends to being able to know the who, what, when, where, and why of any non-weaponized structure. This expands the more you learn about other cultures, places, science, and technology. Eventually learn to build things to withstand black holes or places with non-euclidean geometry etc and not compromise your end goal [allowing something to survive in it]. This also lets you spot weak points, flaws, and exploits in design as well.
- Craftsman (Generic Builder) (100CP)
You have a talent for creating things requiring wood as well as selecting the best wood for the job at hand. Creation times are halved for each purchase of this knack and the results are always visually impressive if you so wish.
* Can be taken indefinitely for creation time modifiers
- Shaper (Age Of Wonders II) (100CP)
Stone is a tough servant, resisting most ways to work it by unskilled hands. Under your touch, however, it molds itself eagerly, as if it were unable to wait to become the new shapes you wish for it. You are a gifted artisan with the natural materials of the world, and can build fortifications, buildings, and other creations out of wood, stone, sand, and any other such materials with great ease. Indeed, under your touch the materials you work with seem to become greater, somehow - sand and clay toughen to match granite when building a wall, and a carved wooden blade seems to hold its edge like fine steel once you're finished with it.
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- Savant | Wonder Forging Genius (Generic Exalted) (300CP)
Savant (100CP)
You're a Savant! This means you've got an incredible insight in crafting all sorts of things, from meals, to clothes, to armor, to weapons, to magical devices, and all sorts of other things besides. Even if you've never done something before so long as it's a skill remotely 'craft like' in nature you'll be able to perform it at the level of a (mortal) master. This just represents innate talent, and if you actually focus on developing such skills the normal way you'll quickly outstrip even the best that a mortal craftsman could accomplish, able to make artwork that speaks to the soul (perhaps literally) or armor and weapons of surpassing quality that look like show-room pieces despite being suitable for combat and also being sturdy and reliable to a frankly unbelievable degree. Purchasing this will even make you substantially better than other Exalted craftsmen, assuming you put in the same amount of effort that they did.
Wonder Forging Genius (200CP)
Your crafting abilities need to be seen to be believed. From your hands pour forth miracles given form, works of art of peerless and breathtaking magnificence, works of culinary delight that would leave Emperors sullen at the thought that no other foods could compare, weapons that could last hundreds of years of constant use that would leave men feeling honored to have been slain by them, all these and more take shape under the guidance of your hands. You would be welcomed in any land and by any court for the sheer quality of your work, and you will quickly gain national, if not worldwide, fame for your creations if you bother to advertise them at all.
The least of your creations are superior to anything a mortal master might create, and even the simplest and least adorned of your works will be possessed of unmatched efficiency, resilience, and simple elegance.
Purchased with the Savant perk this is taken to an even grander height, leaving even the crafts of other Exalted looking as pale and shameful imitations by comparison, assuming you put forth the same effort they did in learning your base crafting abilities.
- Soft Physics (Generic Builder) (300CP)
You have a touch of madness in your soul, your creations often make physics cry. Or maybe you're some sort of comic book style super-genius, with a device or invention for seemingly every occasion? Regardless, the things you make have a lot more leeway in just what they can do, thanks to not necessarily needing to obey silly things like 'physical laws', 'thermodynamics', or similar. As with all Builder related powers just how far you can stretch this depends mostly on how skilled you are and how long you've been developing your abilities.
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- Mythic (Irish Mythology) (400CP)
Whether you call them gods or fairies, the Children of Danu are just so much more, in many ways. They drink more, eat more, laugh more, love more. This perk brings a similar sense of epicness to your life, improving to at least some degree all other perks as you fight harder, sing better, see deeper and craft better items.
More, it adds some more... abstract qualities. An ordinary warrior cannot batter a howling storm into submission, or punch someone so hard cows give virgin birth hundreds of miles away. But with this perk, you can. A humble smith cannot make a bow from the rainbow or catch a maiden's sigh and sharpen it to literally cut to a man's heart. With this, you can. It's a new and altogether more legendary way of seeing and interacting with the world.
- Experienced Eye (Final Fantasy IV) (200CP)
Spending so much time on experiments which tend to explode in your face (or the faces of your assistants) has given you a keen eye when it comes to potential. You just get how things work without needing to study it for long at all. Whether machine, or organic, you understand what it does, and how to dismantle it with ease.
- Non-Euclidean Mind (Generic Creepypasta) (400CP)
Unique insight into the nature of reality has given you the somewhat troubling ability to bend space, or at least build structures that bend space. You can build things like buildings that are much bigger on the inside than their exterior would suggest, tunnels and halls that cross continents, even a series of connected spaces that randomly move you between them whenever you enter a door. The limiting factor is that you'd need to spend the same amount of resources as constructing the actual structure would be, although thankfully you won't need to spend as much time; a bigger on the inside house would use the amount of materials that the bigger insides suggest, for example. In addition, your twisted mind helps protect from mind reading, as your mind is as labyrinthine as your creations.