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.
Instilled Items
Instilled items have been honed - via Shaping - towards a particular end.
There are three stages of Instillment: action, nuance, and restriction.
The first, and most basic, is the action. This is represented by a verb. CUT, DIG, KILL. This is the foundation of the item's nature, and guides its future growth.
The second, and more advanced, is the nuance. This is represented by an adverb. QUICKLY, STEALTHILY, STYLISHLY, MESSILY. This finesses how the item wants to perform the action.
The final, and most powerful, is the restriction. This is some kind of limitation about when the item is allowed to perform its action. By default, an item is 'ALWAYS' doing something. But you might want to restrict the kind of people it can effect (ONLY FOREST TOUCHED, ONLY PALADINS, ONLY MIN ISHTAR) or when it affects people (ONCE EVERY HOUR, AT MIDNIGHT, ON MY DEATH). It is understood that greater restrictions, tend to produce more powerful effects.
Each item can only have one kind of instillment (action, nuance, restriction).
Class Feature: Instillment (Downtime)
You can instill an item with an instillment that you know how to perform (action, nuance, or restriction).
Starting level Shapers know how to instill items with an action.
All instillments and their effects are subject to LARPO approval, though we encourage you to specify the kind of effect that you're looking for from your instillments.
Skills
Lv 1
Guidance
Once per encounter, nominate a weapon.
Gain an additional call with that weapon.
This call must be something provided by one of the Weapon Skills for the weapon in question.
Unity of Intent (Downtime)
Once per adventure, if an item does not have a designated user, you may give it one.
When being wielded by the intended individual, it gains the following ability:
If lost, your item will find its way back to you over the course of the next couple of encounters.
Optionally, you may perform this as a downtime action instead.
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 item's purpose is and may learn of significant acts that have been undertaken with it.
If the item was Shaped, you may learn something of the mindset of the Shaper(s) who worked it.
Other information is at GM discretion.
Forge of Intellect
You can create basic items in the field using shaping.
This requires two free hands.
This takes 60s of appropriate roleplay per item and appropriate materials.
Sense Intent
Twice per adventure, you may reach out with your mind to detect items shaped towards a particular end.
You may specify a particular purpose: ('items made to kill'; 'Items made to heal') or may specify a particular class of item ('doors'; 'walls'; 'roads').
Consult a GM. They will give you a sense of the direction and distance of the nearest such item that meets these criteria, and may supply additional information at their discretion.
Lv 2
Guidance
Once per encounter, nominate a weapon.
Gain an additional call with that weapon.
This call must be something provided by one of the Weapon Skills for the weapon in question.
Killing Intent
The form of a weapon is irrelevant to you - only that its purpose is to kill.
Consult a GM. This may take up to 30 minutes of concentration, depending on the target.
Inspiration
Twice per encounter, you may give an ally's weapon a: WOUND, STUN, STAGGER, REPEL or STASIS by melee.
Lv 4
Guidance
Once per encounter, nominate a weapon.
Gain an additional call with that weapon.
This call must be something provided by one of the Weapon Skills for the weapon in question.
Twist the Purpose
Pre-Req: Bend The Purpose; Nuance
Once per adventure, when using Bend the Purpose, you can exert your will even more on the item.
You can supply a surrogate Action and Nuance for the item.
The effect lasts for at least the entire adventure.
Any further than this has consequences at GM discretion.
Stronger Together
You and your party start each encounter with a RESIST.
Bonds of Experience
Once per adventure, you may call HEAL 3X 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 8X, where X is the number of instillments on items they wield.
Each of your allies gains a RESIST.
Each of your allies refreshes their weapon calls for this encounter.
HEAL 0.
You may use this ability even when unconscious or on your death count.
Lv 5
Restriction
You may instill items with a Restriction.
Architect
Pre-Req: Builder
Structures and complex items you build may be especially impressive, ambitious, beautiful or esoteric in their working. Towers that pierce the clouds, kinetic sculptures, breathtaking pieces of art.
This is achieved by making individual components of the building preternaturally good at what they do. For example - support columns that carry more weight than they should, or bearings that are completely frictionless.
Consult a LARPO with an idea and we'll let you know what's possible.
Tempered for Eternity
Items and structures which you make can only be destroyed by the concerted effort of a sentient entity who is specifically trying to destroy that target.
They will stand strong against the tides of time otherwise.