Regarding the Enchanter
I see some problems with the enchanted items.
Please don't take this the wrong way but it seems to me that you have either somehow fundamentally misunderstood the Enchanted items rules, or are intentionally ignoring them.
I'll comment on the items you made for him, and give some suggestions on how to fix them, if possible. If you wan't any more help, let me know.
Pocketknife: 2 times per session, adds +2 to Craftsmanship
- This item is not possible as such. But you can get a similar effect: have it create an aspect and tag it. That means a 3 shift Maneuver to get the aspect, and trading one shift for another use. The Aspect would be fragile, and so would have to be tagged immediately or it would go away again.
-> Takes up 1 Enchanted Item Slot
WD-50: Potion. 2 units of Strength 2 lubricant; applies temporary aspect of “Lubricated and Loosened” to object.
- Building this one would be the same as with the pocketknife. 3 Shift Maneuver, creating a fragile Aspect. Trading 1 shift of power for another use. Again, the Aspect would only be around for 1 exchange.
-> Takes up 1 Enchanted Item Slot
Duct-Tape: Potion-treated duct-tape. 4 units of Strength 2 duct tape, two slots.
- I assume Duct Tape would be a Block. So, 2 shifts to get to Block:2, trading 2 more shifts to get more uses and we are at Block:2/3 uses. If we add another slot for uses we get to 5 uses. you could shuffle around shifts to get to 4 uses, but would end up with a Block:3. The Block would be around for 1 exchange for each use.
In any case, you don't get to Block:2 /4 Uses.
-> Takes up 1 (Block:2/3 times) or 2 (Block:2/5 times) Enchanted Item Slots
Hammer: Enhanced to have always on Weapon:3
There is no such thing as an "always on" item. Enchanted items always have uses. With Craftsmanship at +4 A Weapon:3 item would have 2 uses, by trading one shift of strength for a second use.
-> Takes up 1 Enchanted Item Slot (Weapon:3/2 uses)
Toolbelt: Always on, grants +1 bonus to Might for carrying limits.
Again: there is no "always on". Items have uses. Also, items do not add to existing skills, they can either replace a skill roll completely, or add aspects that can be tagged.
-> this item is simply impossible... no slots used *g*
Goggles: Grants the Sight for 1 exchange 4 times per session; the metaphor is material related.
granting powers is sorta complicated, and takes fate points to do. I'd propose to change this item into providing a magical Lore assessment. Item Power would then define the shift strength of the assessment.
Goggles: +4 Lore Assessment, 1 time per session.
-> The original version is simply not possible, the new version would take up 1 Slot.