How good an item is has little to do with the quality of the craftsmanship but rather with how well the item has been taught its purpose.
A farmer who uses their scythe everyday for twenty years will find that gradually it begins to scythe through the wheat with greater and greater ease whilst inheriting the tools of your forebears is seen as a great boon after the lifetime of accumulated intent.
There are those who are more in tune with the purpose imbued into items, who can instill purpose more quickly, bend the purpose of what they use, or even break it.
Those people are called Shapers.
Skills
Craft
Between adventures, you gain a basic item which you have made.
You cannot give an item more than 3 qualities in this way.
Killing Intent
The form of your weapon is irrelevant to you - only that its purpose is to kill.
If you have Use Weapon, Weapon Talent 1, or Weapon Talent 2, you gain the corresponding skill for every weapon.
Each encounter, you may only use the calls you gain from a single weapon.
Bend the purpose
Thrice per adventure you can force your will upon an item, temporarily causing it to act as another item it is not. For example: in a pinch you could tell a spoon it was a sword, or a bed it was a boat.
At the end of the encounter the dissonance catches up with the item - its purpose reverts and it breaks.
You may always use this ability to make a basic item count as a weapon.
For more ambitious uses of this effect, please see a GM / call a TIME FREEZE.
Bend the purpose 2
Once per adventure, when using 'bend the purpose', you can exert your will even more on the item.
The effect lasts for at least the entire adventure.
Any further than this has consequences at GM discretion.
Unmake
Once per encounter you can unmake that which was made, allowing you to call BREAK on any item you can see.
Against items of particular potency this may engender a psychic combat.
Unmake 2
Once per encounter you can unmake that which was made, allowing you to call BREAK on any item you can see.
Against items of particular potency this may engender a psychic combat.
Remake
One per encounter you may touch a broken item and remake it, returning it to its original form.
This can reverse multiple ranks of BREAK.
Alternatively this may be used to call a RENEW 4 to armour you are touching.
Remake 2
One per encounter you may touch a broken item and remake it, returning it to its original form.
This can reverse multiple ranks of BREAK.
Alternatively this may be used to call a RENEW 4 to armour you are touching.
Unbroken Will
Your equipment become an extension of your will.
Basic items you are using are IMMUNE to BREAK whilst in your possession.
Divine the Purpose
You can attempt to sense the history of any crafted item that you touch.
Once per encounter, by touching an item you can tell what the items purpose is and may learn of significant acts that have been undertaken with it.
Other information is at GM discretion.
Extension of Will
Items you wield become extensions of your will.
Twice per encounter you may apply a quality apply to one of the items you are wielding.
These fade at the end the encounter.
You may take an item above the 3 quality limit in this way.
Turn the Blade
Blades forged by human hands slide off your form.
Twice per encounter you may call DODGE to an effect delivered by an item.
Attunement
You may temporarily improve the equipment of your fellows.
Once per encounter you may apply a quality apply to one of the items your allies are wielding.
These fade at the end the encounter.
You may take an item above the 3 quality cap in this way.
Temporal Mastery
Once per encounter you may apply a quality apply to one of the items that either you OR allies are wielding. These fade at the end the encounter.
You may take an item above the 3 quality limit in this way.
Tempered for Eternity
Items which you make can only be destroyed by the concerted effort of a sentient entity.
They will stand strong against the tides of time otherwise.
Unity of Intent
Between adventures, if an item does not have a designated user, you may give it one.