gubble

“Gubble

Ability to pass things info between dream states or wakefulness”

On February 16, 2014, I tapped this weird note into my Notes app on my iPhone. It was some nonsense I had been musing as I lay half asleep.

Curious, I Googled “gubble” and discovered it was an old video game which I did not (consciously at least) remember at all. I couldn’t find any other real meaning for the word. On the other hand, ubble-gubble is claimed as a synonym for gibberish. Another related word is gabble.

Well, I guess I failed to gubble the meaning of what I was dreaming into my waking world, eh?

The default character idea for Oneira is a person who has physically passed into the dream world. As such, the passing of things/info into wakefulness could mean two entirely different things.

First, there is just the idea that they still sleep, and dream, even though they reside in the dream world. Like any normal person, much of that information is simply forgotten. Thus, the ability to pass knowledge from your dreaming self to your waking self would be just as useful to them as any of us.

However, in the process of dreaming, these individuals may move around the real in which they live. This may give them insight into the world in which they live in ways entirely unrestricted by space or conscious logic. If they can keep some of that upon awakening, then it might be applicable while awake. Honed to a razor skill, maybe the Oneira could even intentionally scout out areas of dream, and spy on enemies, or even target them with dream-fashioned changes.

Alternately, the Oneira might be interested in passing information to the real world. If you could interact with a terrestrial dreamer, and ensure they remember at least some part of the experience, then you can implant dream knowledge into the real world. For some Oneira, this might be the fulfillment of the simple desire to let their loved ones know where they have gone. Others have more sinister ideas, such as creating feedback loops, wherein their dream domains are strengthened by the minds of terrestrial dreamers.

The ultimate goal of some Oneira might be to transport objects or themselves from the dream world back to the terrestrial one. In the default setting, this is assumed to be something which no one knows how to do. If they knew this trick in the past, then the knowledge is lost. If anyone does know how to do it, they aren’t sharing. As creator of your flavor of the game, do what you will, but realize that the ability to go back to the real world changes everything. The Oneira are less tragic, and the real world of your stories is less believable. As far as we know, humans don’t really transport their bodies to and from other dimensions. Being able to escape to your home on Earth seems more like an end goal for most character.

Nonetheless, don’t be shy if that’s the game you want to run. Perhaps there is an entire cadre of trained agents who move back and forth at will. Maybe they can’t do it so easily, and they depend upon the vast resources of some shadowy agency whose electric matrices flicker the lights with every dimensional jump.

Hoodbanks

I had a dream about this, in real life, in 2014. ( I know the time frame because of an iPhone note I made at that time.) This is a game world translation of that.

Hoodbanks is a hotel, which only exists within other hotels. One might go to a Hilton or Marriott or other upper end hotel, and find a small reception desk, somewhat apart from the host hotel’s reception area, which is poorly lit, and possibly only lets one reception employee work at a time. The Hoodbanks reception area has a single row line of velvet rope, in a deep burgundy.

As far as the hotel within another hotel, I believe that I heard a story about the Four Seasons working in such a manner, so I should research that if this is something I expand.

In Oneira, the hotel takes on other aspects beyond what a real world hotel within a hotel could do. The rooms, although contained on only one or two floors of the host hotel, are impossibly luxurious. In my dream, I knocked on the room door and when it was opened there was a ballroom party inside of what was apparently a suite. Zsa Zsa Gabor, or possibly her sister Eva misidentified, was dancing with a dapper gentleman, looking as young and beautiful as her black and white photos.

The reception desk seemingly closes at some hours, though. When I came to it, it was mostly dark, and the burgundy theater ropes were there, and a single bronze colored sign said “HOODBANKS” with no other explanation. Because I was unable to check in, I was not allowed into the party whose wonders I saw through the briefly opened doors.

In a nod to logical security, I would imagine that you cannot even get to a Hoodbanks floor without a keycard. I don’t remember doing anything special to get there in my dream, but perhaps I had to sneak up a staircase or follow a snazzy couple too closely into a limited elevator.

If the Hoodbanks hotel has dream qualities, it begs the question of why? Is it run by a dreamer? Is it run by dream entities? Is it controlled by a family? If so, then presumably that family is the Hoodbanks. They might show up to various hotel locations on occasion, but their enterprise is presumably too big for them to monitor at all times. Some of them might even enjoy some sort of dreamworld celebrity a la Paris Hilton and her father’s hotels.

It seems useful to let the dynastic family option be the default, because it gives flavor to a dreamer family.

What are the goals of such a family? Surely to preserve their connections to celebrity. Their wealth must be considerable, but some other industries must outclass them. Also, celebrity can be fleeting.

I could always make the founder of the chain be Kurt Hoodbanks, as a reference to Conrad Hilton. Perhaps Athena Hoodbanks rather than Paris? Nicole or Victory Hoodbanks as her sister?

As with most of the dreamer families, they would look for other dreamers as marrying material. This is still the best way to keep your bloodline’s power.

New Years Writing

Okay, so I have failed to keep this up in multiple years in the past, but I think it is time to try again.

Time to try, once again, to do a daily minimum word count of typing up my creative ideas.

I am hoping that I can focus a lot of this word count on my Oneira dream world game setting.

500 words per day seems like the stereotype goal that I should aim to achieve.

I am thinking that Google docs would be a good place to type it up, so I can update it from wherever. However, I feel like I should also download copies to my local desktop computer.

Things I might want to start with….

Dream harvesting, as Joe and I discussed.

FBI program, as reimagined to not be a physical transference. Instead, I could see it as highly trained individuals using sensory deprivation chambers to give them a stronger dreamer connection. Perhaps this strong dream connection lets them fake the whole “we are really coming here physically” angle. They don’t actually do so, but their impact is suitably hardcore enough that physically-there dreamers believe it.

It would be awesome if there were good terms for:

Physically-there dreamers

Earthbound-dreamers

Dream beings

I should do a real writeup of the naturally repairing aspect, which lets GMs allow stupid destructions to go by without consequence when desired. The net weight of the normal dreamers and their view of the scene keeps repairing it.

I feel like I am enabling some new-year expansions for Asaco, at least. I promised her a digital piano for Christmas, and gave her a symbolic ornament to represent this. On 12/31, we went to a local music store to see the pianos in person. We have already been researching them in person, and are still doing so post-visit to the music store. I hope she gets good use out of it.

I am still wondering whether I should spend some time writing up ideas for using different game systems to make the Oneira world. For example, Mage: The Ascension could be used to represent the dream powers, with a reskin of what magic really is. Instead of it being “reality warping” it can be “dream warping” since the world they players join is the place where dreams occur.

10-12-16 Oneira Ideas

Waking transition

As dreamers become more and more attuned to Oneira, they eventually slip into it entirely. For many, this occurs while sleeping, as their dreams entangle with the dreamworld. Some reach the point of transition while awake on Earth. The disappearance of such individuals is typically more dramatic than that of a sleeper. A waking candidate who is flying a plane might leave it to crash mysteriously into the sea without a pilot.

Sleeping transition

Moving to the dreamworld while sleeping is probably less of a shock. The sleeper wakes to discover the world is different, and may even forget enough of the ways of Earth to accept her new locale. As though waking from a dream, and shedding the fog of dream, she might come to disbelieve some of her past. It was all a dream. This is real.

For others, though, waking from a dream to find themselves still within a dream might become a sort of endless waking nightmare. They keep trying to escape the dream, and can only awaken again still trapped by it. Such unfortunates may go mad, and this can be dangerous to those around them when their dreams reflect that madness.

Displacement

The world is not decreasing in mass. (Or maybe it is, if that is a theme of your game.) This makes no sense if dreamers are occasionally disappearing to another dimensional space. Perhaps the fall of stardust, literally with meteoric showers, offsets their loss. Perhaps some like mass of matter from the dreamspace transfers to Earth to offset their displacement.

Arlo Gennadi

High concept aspect: Warden of Bad Things

Trouble aspect: Family expects unconditional loyalty

Phase 1 backstory: Fell in love with a fellow psychologist. She was attacked and driven insane by a nightmare. Arlo locked her up.

Phase 1 aspect: Even monsters can be cured

Phase 2 interaction: Arlo locked up Harri at the behest of the Gennadi, but Harri escaped. Arlo feels guilty because he doesn’t think Harri deserved it, and obvious bad karma came out of it. (a thing or multiple things escaped)

Phase 2 aspect: Feels like he owes Harri

Phase 3 interaction: The Gennadi family tried to marry Arlo’s sister off to Matthew. Arlo knew that she was in love with someone else, and convinced Matthew to dissuade the family. Matthew used his powers to terrify the sister, which Arlo didn’t approve, but it did the trick.

Phase 3 aspect: Sucker for a love story

Skills:

Physique +2, Fight +1, Lore +2, Investigation +1, Notice +1, Contacts +3, Empathy +4, Resources +2, Provoke +1, Rapport +3

Stunts:

Gilded Cage (spends a Fate point to add an aspect to a single Zone which makes it harder for anybody to leave the zone, possibly an Empathy resist roll or possibly a flat resistance of 2);

Psychologist (standard Empathy stunt from page 109 of Fate Core);

Mental Contacts (spends a Fate point to initiate contact with somebody mentally, this puts awake folks into a daydream aspect state unless they refuse, allows brief communication including using Contacts skill with people who are otherwise inaccessible)

This particular stunt isn’t particularly powerful in a world where cell phones are commonplace. However, it is not useless, either.

Oneira 2-16-16

Familials

As noted previously, Familials are descended from Originals, the humans who come from the waking world. A person could hypothetically be of pure earthborn blood, but this is extremely rare, as it requires two Originals or pureblooded to mate. Such may occur from time to time, but becomes even less likely over generations. Nearly all Familials also descend from dreamborn people, too. Familials are the most common sort of the Oneira.

To be an Oneira, a Familial must be more than 50% earth descent. This can be a tiny fraction over half, though, so more than one Familial has been born of an Original and somebody with a scant trace of real world heritage. Originals are rare, and only occasionally come through into the dream world. Regardless, this has been happening for thousands of years, perhaps even millions, and there are many inhabitants of the dream realm with earth blood.

Over the ages, Oneira found one another, and learned much of their own kind. Some determined that stronger concentration of earth blood led to the birth of Oneira, while weaker blood did not. This led to the intentional forming of bloodlines of the dream-empowered in a manner not unlike classic nobility striving to keep their power intact by marriages of convenience.

Some families are particularly old and powerful, such as the XX (make up name) Dynasty of Middle Kingdom China and the XX (make up name) whose descendants still reside in Egypt. Other familials are the children of a single household boasting two relatively strongly blooded familials, or perhaps even an Original and her thin-blooded husband.

Sample family:

The Gennadi of Gelsostrada

In 1896, Stefano Gennadi traveled from his home in Italy hoping to join the thousands of immigrants entering America. During his medical exam on Ellis Island, he was turned away. Back home, in Italy, he was ashamed, but he would hungrily consume the stories of the ritornati, those men who came back to Italy after a few years. His dream of America consumed him, and one afternoon he awoke from a wine-fed nap to find himself on the patio of a small restaurant in New York. Stefano was confused, but discovered that this was a dream from which he would never awaken. With little to guide him but stories, he set out to make a name for himself in the City That Never Sleeps. Accidentally discovered tricks of Oneira dreaming bolstered his forays into criminal racketeering, gambling, and prostitution rings. He married a stunning woman who gift him with many dreamer children.

Calling the Gennadi a Mafia family is like calling Detroit the Motor City. It may have been true in the past, but the world has changed. The underworld of the dream realm still experienced the diaspora of the Mafia into places like Las Vegas, but the continuing influx of dreams of the mob, often flamed by ridiculous Hollywood imagery, left a chaotic environment where the family has had to fight to survive long after most real world old school mobsters have “gone legit” to some degree or other.

Stefano no longer lives, but his family tries to keep his dreams alive. The Gelsostrada estate lies in the suburbs of New York City nowadays, but its children still flex muscle amongst the Gambino wannabes of the city streets.

Phantasms

Phantasms are beings created via the dreams of real world dreamers or those of the Oneira. Many exist only for a short time, spawned within the scope of a single dream, and lost to time as the dream world moves on to other dreams. Such beings may suddenly disappear when the dreamer awakes, but more often fade in some manner that makes sense. An abandoned phantasm might last long enough to round a corner, and be gone. Another might return to its logical home, never to be seen again. Some endure in various ways:

Recurring

A dreamer may have similar dreams, and thereby recreate a phantasm that has faded away. This is fairly common.

You might even kill such a dream entity, only to discover it has returned the following evening. There is debate among Oneira scholars as to what effect this has upon the psyche of the dreamer who spawned the dream.

Immortals

Some dreams last for a very long time, perhaps even achieving immortality. Most are products of the Oneira, but some real world dreamers spark visions which manage to exist beyond the lifetimes of their creators’ dreams. The Oneira are not immortal, although stories claim that some have achieved that state – certainly at the price of becoming a phantasm rather than a dreamer.  Dreams of a certain caliber, however, might remain forever, or perhaps only so long as mankind exists. Some may have started as recurring phantasms, whose presence somehow became part of the bedrock of human consciousness. Others may be fonts of dream energy so powerful that they will take centuries to burn away.

Copyright Conrad Hubbard

Oneira – Pitch

“Who is your dream character?”

“Real people in a dream world”

Imagine the world where our dreams and nightmares are real. Imagine living there.

The Small/Personal Setting

Whatever we come up with as wanting to play, as a group. This could be anything from a spy story to a dungeon crawl to a super hero game. However I am hoping for something that reflects well upon my idea for the Big Setting.

The Big Setting

There is a place where our dreams and nightmares take on a life of their own. What would it be like to slip into that world?

There is a place, another world or dimension, where the dreams of mankind shape the world. Those dreams are alive. They bear children, and they form societies which collect the lore of visioncraft.

However, in this realm,  the dreams of a dream are nothing but dreams. The dreams of those who come from Earth, however, are often real.

There is a realm somewhere wherein the dreams of mankind on Earth manifest. They shape the world forever. The people who were given rise by dream go on to have children. If they are cut, they bleed. If they are cut down, they die.

The reason for this is some strange attunement to the dreamstate of people who reside on Earth.

On rare occasion, humans from Earth (wakers) slip into this new world. Those who do so are called many things… outlanders, origine’s, etc. They have varyingly limited ability to dream and shape the world that they now inhabit.

Oneira – An Intro

Throughout history, people have occasionally disappeared without a trace. These are the stories of where they went, and what they created.

Somewhere, there is a place which resonates with the dreams of Earth. It has been called Oneira, Fiddler’s Green, Alcheringa, and innumerable other names. We do not know this  place, yet we frequently touch it with our unconsciousness. When we sleep or drift deep into reverie, we add shape to it.

It is there that the truly missing go. Somehow they become so attuned to the essence of the dreamtime that their bodies slip into that world.

Yet, they still dream, and when they rouse, they live amongst the architectures of our imagination and theirs. They wake to a world of fantasies and nightmares, some of their own doing.


Oneira (just a working name) is a place that is given shape by human dreams. Mostly. Perhaps animals also impact it. It might be another dimension. A world in another universe. Whatever it is, it is attuned to our dream process.

Some people also become attuned to it, and in the process of doing so, they slip out of our world into this world. These people physically enter a world which is otherwise shaped by our dreams.

Because they originate in our world, though, they can still affect the dreamtime. When they sleep, their dreams manipulate the world around them. When they wake, the aftereffects of this are still there to some degree or other.

This is a talent which can take some time to master. An inexperienced dreamer may have little more effect than somebody still back on Earth. A master dreamer might turn his nightmares into weapons or his fantasies into miracles.


A conceit of this setting is that the bulk of our dreams are pretty mundane. Thus the world where this takes place is largely normal. However, those who can master the art of using their dreams to manipulate the world around them can gain strange powers or cause interesting alterations to the world.

Also, the inconsistencies between dreams are naturally handled. Obama is President, for most people. But you might enter a bar where Truman is still President, and a World War II soldier just returned home dances with the sweetheart of his youth. Gravity is still the rule of law. But you might find that you can fly. Your fantasy sex partner is married. But maybe some dream clone of them is waiting for you in your bedroom when you awake.


Typically, a dreamer stores up dream energy while sleeping, and this lets him perform interesting deeds while awake. Sometimes, however, he instead enacts permanent changes on the world through dreams. This might be done through the equivalent of “experience” found in other games, but spent simply by dreaming.


Character types

Originals

These are people who came directly from the real world. How long ago is up to the individual story, but it is a useful group for people who want to be new to the setting. It is also a useful group for the surprise upset type character.

Familials

These are people descended from Originals. Playing one probably requires more knowledge of the setting, but also probably makes it easier to be deeply embedded in the setting. My current idea is that they have to be at least 50% real-world descent, whatever path that requires.

Phantasms

These are the results of dreamers. They might be weak. They might be powerful. Whatever the case, they revolve around dreamers in some way.


Copyright Conrad Hubbard

Lunar Shapeshifting

In Exalted, Lunars are meant to be shapeshifters, but it always seems like the system doesn’t quite figure out what to do with that. The Tell kept it from being a perfect disguise, without Charms, but it still feels like a giant collection of Charms thrown onto the character for free, right off the bat. Just for being a starting character Lunar, one can fly, breathe water, generate any number of poisons, see in the dark, use sonar, disguise themselves from most targets, gain immense strength, fit into small places, resist heat or cold or lack of water, gain fangs or claws or horns, etc. And that is just the mundane animal kingdom. No, really, Etc!

Possibly an interesting system to investigate might be one where Lunars cannot shapechange into things which give them superhuman powers or disguise who they are without related Charms/knacks/whatever. Thus, a Lunar might not take on the form of a bird that can fly until she has a power that lets her fly – the learning of that power unlocks the flying capability of shapeshifting.

This could be done in a couple of different ways. You could let Lunars gain shapes of birds, etc, but be unable to actually fly without the required Charm. This would let them gather forms when the opportunity presented itself, and let them use them immediately, without giving the character the superhuman powers of every shape in and out of Creation. In a sense, it would also mimic the Tell situation a bit more. You can take these forms, but you cannot use them to their full ability. However, it might lend itself to some weirdness. Why is that fish drowning? Oh, it must be a Lunar who doesn’t actually have the water-breathing Charm.

Alternately, a Lunar might simple be unable to gain a new form at all if the form has abilities which they have not unlocked via some Charm/knack/whatever. A Lunar who does not have the flying power unlocked might be unable to gain the form of any bird that can fly. This isn’t as simple as it appears, however. Many animals, for example, can do multiple things that are beyond human ability. The Storyteller and players may not even know about some of these at the time when a form is initially approved.

My favorite aspect of the 2nd edition Exalted “knack” system was just that it eliminated the need to repeat the phrase “this Charm cannot be learned by Eclipse or Moonshadow” Caste Exalts. That could just as easily be accomplished by a Keyword, though. A keyword such as “Lunar-Only” or “Natural” or whatever could mean “you cannot get this Charm unless you are a Lunar” and that would eliminate much of what I think was gained by Knacks.

There is one other side effect of Knacks, though, and that is the fact you can give Lunars a number of them separately from their Charm count. This may be a good thing or a bad thing, depending on your view of it. If you want the possibility of Lunars who are just not as good at shapechanging as other Lunars, and can spend their time learning other Charms, then Knacks somewhat limit this. Sure you can stop learning more of them in the future if you want, but you are stuck spending some of your “starting” powers on them. If you want the possibility of Lunars who intentionally focus on other things Lunars can do, then you maximize this by merging Knacks and Charms into the same power list. If you want Lunars to always have some baseline of shapeshifting that they are required to take, then you possibly maximize this by having a category of shapeshifting powers set aside, such as Knacks does.

From a viewpoint of trying to examine the total Lunar package, though, it might be easier to merge Knacks into Charms. If you can readily see where Lunars get access to flight, while you are writing up other Charms, then you might have an easier time painting the quicksilver image of their power trees. It would also potentially let certain shapeshifting powers be tied to other abilities. For example, possibly before being able to shift into the form of a god, you might need the ability to sense spirits in their dematerialized form. To fully use the form of a god, you might need the ability to dematerialize. Alternately, being able to dematerialize at all might be a Charm which had a god/elemental form Charm as a prerequisite.

Craft Approaches

Like most of you, I have yet to see the rules for 3rd edition Exalted. I was hoping I would get to playtest them, but so far an opportunity to do so hasn’t materialized. [EDIT: I got copies of the files after I wrote this blog post.] Meanwhile, I have been wondering about them, and trying to guess how they will work. One of the mechanics of the game has been that of crafting. Because it affects the creation of so many things by players and NPCs, and because I have always had one or two crafter types in my gaming groups, I am curious to see how the new rules play.

The Onyx Path schedule says that some aspects of new game are still being rewritten. Realistically, I am potentially wasting my time on a topic which will soon be resolved in some manner which will be relatively immutable for whatever period lies between the launch of 3rd edition and a hypothetical future 4th edition. However, I am still guessing about it, and figured I would share some of those guesses, along with thoughts about their consequences. If none of them are even close to correct, then maybe something here will nonetheless be useful to somebody making house rules adjustments to the game.

Craft as First

There is the chance that the writers could revert to a system mirroring the first edition of Exalted. In those rules, the Craft Ability had to be taken once for each craft which the character meant to perform. Thus you had Craft(weaponsmithing), Craft(carpentry), and so forth. The d20/OGL system does a similar thing with its crafts.

There is a certain sense to this system. The skills one masters when carving a wooden desk are not all applicable to forging a steel blade from raw iron. This aspect appeals to those of us who find it hard to believe that a talented shoemaker is also a talented gem cutter. The system also fits a worldview where different people spend their time producing different goods, such as most of us probably expect in the real world and in a typical imaginary setting that is nonetheless shaped by our ideas of the real world.

The downside of such a system is that there are seemingly endless skills for a player to choose. Game systems are likely to only give a player some number of limited points to apply to such things, and every additional skill in the game is another which the player might not possess. As the number of skills grows, the competency of the characters diminishes.

Craft as Second

Potentially the writers might keep some version of the second edition Exalted rules. In those rules, there were a limited number of Craft skills, lumped together in categories. We had Craft(Wood), Craft(Earth), etc. The core book presented only five of these, but more were added with subsequent publications.

This approach gets past the explosion of skills method, by explicitly limiting them to a set number. If there are only 5 or 12 crafting skills from which to choose, and everything falls under one of those, then the player can be assured that with enough effort she will be able to craft whatever she wants. In the Exalted system, this means that a crafter has to spend more points to be a master of all crafts than a warrior spends on Melee, but at least it can be done.

The downside to this approach seems to be the categorization of the crafts themselves. How exactly DO you lump together every single crafting activity that real and fictional man can do into a small number of skills? Does it seem weird for gem cutting to be Craft(Air) and building an Air Manse to be Craft(Earth)? Do herbal medicines fall under Craft(Water) or Craft(Wood)? Which Craft do I use to make a lightning ballista, or a destiny, or a zombie? In the end the authors didn’t seem satisfied with the answers, and new crafts kept being introduced to the game. Some crafts even muddied the waters by requiring other crafts or even non-Craft skills as prerequisites.

Craft as Prerequisites

On the other hand, maybe they were on to something with that prerequisite train of thought. What if every Craft skill has some prerequisite? Can a swordsmith really craft a good blade with no concept of how to wield one? Could a tailor make beautiful clothing with no sense of fashion? Would a gardener really possess no knowledge of the wild?

You could have each Craft require some related prerequisite. Possibly a craft that lets you make weapons requires you to have Melee. Or maybe there is a Craft(Weapons) Ability which can only be used to manufacture those weapons for which you possess some degree of skill. Imagine that a swordsmith might have Craft(Weapons) 2, Melee 1. A bowyer might have Craft(Weapons) 2, Archery 1. A master weaponsmith might boast Craft(Weapons) 5, Archery 1, Melee 1, Thrown 1.

Presumably the limited number of possible prerequisites would also push you towards a limited number of Craft skills. This would cash in on the strength of a limited number of skills, allowing Exalted to be fairly omni-skilled with some investment. It would also appeal to a sense of believability.

The difficulty for such a system probably lies in the prerequisites themselves. What is the prerequisite for making armor? Does this suggest a new skill? Also, you still have the issues of Second. How many Craft skills should there be? And what falls under each of them? Additionally, where do the prerequisites stop? If it exists, should Craft(Genesis) 5 really require Medicine 5, Occult 5, AND Lore 5? When the second edition system already required Lore to repair magitech, was it not redundant to require Lore to raise your Craft(Magitech)?

Craft as Melee

Another approach I could see being taken is the treatment of the Craft Ability as a singular universally applicable crafting skill. In Exalted, if you have the Melee Ability, then you can use it with virtually any handheld weapon that strikes, slashes, or stabs without leaving your grasp. Previously, the Martial Arts Ability has covered some weapons that would seem to fit the Melee Ability. Regardless, the player of a character with Melee has long expected to pick up any one of an incredible array of weapons and use them with equal skill.

This could be the model for Craft, too. Perhaps a single Craft Ability would be used for any roll involving a character’s crafting skill. Certainly one advantage to this is that it would mirror the way skills are done in the rest of the game. You don’t have to take Melee(sword) to use swords, or Archery(crossbow) to use a crossbow. With this model, you wouldn’t need a special Craft to craft anything. All of it would be packaged up in one neat bow.

For some, this might go too far. Even weaponry is actually divided into a handful of skills: Archery, Thrown, Martial Arts, and Melee. Should the diversity of crafting be less than that of weaponry? Does it make sense that the tailor could just as easily make swords or sailing ships?

Craft as Linguistics

The Linguistics Ability inspires another approach. In short, that skill gives one language per point, although we are basically told that each of these “languages” might really be a massive language group that dominates a huge portion of Creation. Mechanically, the Craft version of this would mean that for each point in the Craft Ability, the character would get another craft. There are a couple of different ways to implement this.

Potentially there are at least as many crafts as there are languages, including every tribal language imaginable. Craft 4 might mean Craft 4(Weaponsmithing, Carpentry, Gardening,Tailor), for example, with the character getting her full rating in each. In such a system, the character could be good at crafting a number of different things, but not everything. However, her rating would apply equally to all of the things she knew how to craft.

Alternately, there could be a limited number of crafts—perhaps 10 in total—which cover every possible endeavor. Craft 4 might be Craft 4(Air, Fire, Necromancy, Magitech), or something of the sort. Again, the character would have 4 Craft dice to apply to any of the sub-skills she chose. By limiting the total number of possible crafts to 10, you would allow a hypothetical Craft 10 character to be skilled with all of them.

Assuming one’s Craft Ability cannot rise beyond a certain point (say Essence 5 limiting you to Craft 5), the disadvantage of this system is that a character still cannot gain even minimal skill in every craft without exceeding the barrier. If the skills are vast in number, this disadvantage is even greater.

Craft as Linguistics plus Dialects

Another variation that might be considered is that presented by the model of Linguistics and dialects. In second edition Exalted, each dialect of a language could be taken as a specialty, and these specialties were only limited in number by the number of dialects that exist. To translate this to crafting, one would take dots in the Craft skill, and could take any number of specialties in actual crafts. Thus one might have have Craft 2(weaponsmithing, carpentry, gardening, gem cutting, cobbler, shipwright), and be able to roll 2 Craft dice for any of those. Presumably one specialty would be included with even a single dot of Craft, as with a “native” tongue and Linguistics. In the previous example, let’s imagine it is weaponsmithing, and the other crafts are bought with specialties. Importantly, though, a character would receive one such specialty for free upon gaining his first dot in Craft.

Such a system should still allow for regular specialization, in order to preserve the dice mechanics of the game. Dreams of the First Age suggested Linguistics specialties for characters, which actually added dice. Thus, this model would allow specialties to get a craft and specialties that grant dice to specific actions. A character might have Craft 2(weaponsmithing, carpentry, shipwright +2), or in another format Craft 2[weaponsmithing, carpentry, shipwright](Shipwright+2).

Further variation is found in deciding how many “dialects” Craft has. If there were just 5, then with 5 specializations a character would be able to do anything. If there were one specialization for every possible craft a character might want, then there is no limit to the XP that must be spent to gain them.

Craft as Occult

In second edition Exalted, characters could gain thaumaturgical powers by way of Occult specialties. Each dot of specialties provided some degree of thaumaturgy, along with some number of rituals. This could translate into some sort of craft system as well.

One simple model might be that a character has one Craft skill but can only use it in ways that are covered by his specialties. Craft(Weaponsmithing+1) might allow one to use his Craft rating for any normal weaponsmithing. Craft(Weaponsmithing+2) might allow exceptional crafts, with mechanical bonuses. Craft(Weaponsmithing+3) might allow the crafting of Artifact weapons.

Alternately, it might be even closer to the Occult model. Perhaps Craft(Weapons+1) gives one the ability to some limited number of various weapons (possibly even some minor magic ones such as talisman weapons), while Craft(Weapons+2) allows for creation a limited number of minor Artifact weapons, and Craft(Weapons+3) allows for creation of a limited number of major Artifact weapons. In each case, the actual Craft dots would be the default number of dice that Craft adds to the action.

Potentially knowing how to make specific items such as a grand goremaul or dire lance would be the equivalent of Occult “rituals” and could be purchased individually or received in limited numbers as part of a specialty’s mastery. Potentially, a Craft 5 master might ONLY possess the Craft Daiklave ritual, for example. It can be difficult to decide how many “rituals” should be included in a single normal specialty dot.

This model is very adjustable, but it also lacks simplicity. Its system could be very specific, with exact requirements for various crafting projects. Particularly, Artifacts might be the product of very specialized craftsmen, which might be fitting. However, the person who attempts to gain generic Craft mastery is probably doomed to failure.