So I'm beating the Crafts into a shape I'm halfway satisfied with. It was essential that they adhere to a structure that's simple to understand and work with without being either too limiting or overly generous. To this end I divided them into three categories: Dictums, which effect the physical world. Or more precisely how the rules which govern it apply to you. For instance you can't break the rule of gravity but you -may- convince it that down is the last place your feet fell or to treat you as being lighter than it ought to. You can't make yourself any faster but you -could- move the same speed over a shorter period of time. etc. Veers, which extend their reach through the Nearafter, bestowing properties from the other side onto the user. I have to hash out what those may be a bit more for this to be worthwhile (I'm on it as we speak) As an example of this going both ways Poltergeists use Veers to interact with physical objects. Vetala are a special case worth mentioning, in that they're able to reach -both- ways, bestowing themselves with mundane or otherworldly properties. Kens, which are essential to observing, understanding, sensing, speaking with or otherwise doing anything short of smacking the forces of the Wider world (Read: Where the dead go) Kens can be very powerful for the insight they provide. Crafts won't let you: *Overcome any of the universal vulnerabilities (Sunlight/Destruction of the Head or Heart etc) *Directly effect anything other than yourself (So no fireballs or magic missiles) *Will them on and off. They're 24/7 commitments. Here's a little flavor text I jotted down (I'd go more in depth but it went from late night to early morning and I need to find a pillow stat) Dictums - The Waking world is one of law and matter sharply defined by interactions between the two. Whilst you cannot exempt yourself from the prevailing rules which govern the world around you it is through the use of Dictums one might skew the manner in which they apply. Veers - The Nearafter is not so much a border or barrier between this world and the next as it is an amalgamation of the two. It is through this ill defined gulf that denizens from one realm pass into the other and the cycle of life and death, collapse and expansion continues. So too is it through the use of Veers that one might draw against this current and impose upon the mundane the otherworldly or otherworldly the mundane. Kens - The Wider world is intense and formless, a place of power and echos. It is a madness unmolested by time which all things, Gods, men and Greater-thans pass into. It obliterates and renews, forging new life from old. Kens are essential to orienteering this alien dreamscape and girding against its strange perils.