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.
Class Feature: Creation
Between adventures, you gain a basic item which you have made.
Skills
Lv 1
Instill the purpose
At the end of the adventure, you instill an item you have used with greater purpose.
Each encounter, you may only use the calls you gain from a single weapon.
Bend the Purpose
3 times 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.
You cannot give an item more than 3 qualities in this way.
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 or an ally are wielding.
These fade at the end the encounter.
You may take an item above the 3 quality limit in this way.
Lv 4
Bend the Purpose
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.
Exceed the Bounds of Knowledge
Once per adventure, with the collaboration of someone that has access to a per encounter call, you may teach an item with 3 permanent qualities this call as a 4th permanent quality.
Consult with a GM. Teaching more powerful abilities may not always be successful.
Hunger for Knowledge
Pre-Req: Thirst for Knowledge
Once per encounter, you can grant an ally an additional weapon specialisation on one of their weapons.
Bonds of Experience
Once per adventure, you may call HEAL X on yourself, where X is the number of qualities on items you wield.
You may use this ability even when unconscious or bleeding out.
Call to Power
Once per adventure, Call a TIME FREEZE.
Each of your allies HEAL X, where X is the number of qualities on items they wield.
Each of your allies gains a RESIST.
Each of your allies refreshes their weapon calls for this encounter.
You may use this ability even when unconscious or on your death count.
Extension of Will
Items you wield become extensions of your will.
Twice per encounter you may apply a quality to one of the items you or an ally are wielding.
These fade at the end the encounter.
You may take an item above the 3 quality limit in this way.
Lv 5
Architect
Pre-Req: Builder
Structures and complex items you build may be especially impressive, ambitious, beautiful or esoteric in their working, pushing the very limits of what is possible.
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