you are correct that he only crafts and that refinement was only taken for the extra item slots not the specialization element we just put spirit down cause it seemed to be the closest thing related to crafting.
oh and got the ritual on the cheap cause of Disability Super(natural) Power [-varies]
Description: You have a disability linked to a supernatural power. Maybe you're blind, but have skill with divination to compensate. Maybe you're inhumanly fast, but not as fast as your biopolarism can make your moods swing. Maybe you're able to move swiftly and silently in the shadows... because you're an albino who is harmed by the sunlight. Maybe you're superstrong... but seizures are a constant threat. Maybe you can shapeshift, but you always are missing that pinkie (or hand!), no matter whose or what appearance you're copying. And so forth.
Skills Affected: None—or any. Skills should be penalized or assigned based on the high concept. For example, a Deaf character should be required to have at least one rank in Scholarship, with the associated language of ASL, or a character with mobility problems should have a cap on their Athletics skill.
Musts: Must have a high concept that is related to both the disability and the power, for example BLIND PSYCHOMETRIC DETECTIVE.
Effects:
Supernatural Disability Power. You have a disability. This grants you a discount on one or more supernatural powers that are linked to it. The cost reduction to those powers is based on how intrusive and problematic the disability is. If the disability is ever cured, healed, or removed, the cost reduction goes away.
If the disability is severe, requiring special accommodation to function in modern society (blindness, serious mobility issues, etc), it's worth a +2.
If the disability threatens you medically (seizures, diseases requiring a strict drug regime, etc) its a +2.
If the disability is an issue that affects your quality of life but can be worked around without extreme cost/effect (missing/paralyzed limbs, deafness, issues requiring moderately expensive drug treatments, etc) its worth a +1.
Disabilities cannot reduce the total cost of linked powers below -1.
and the stunts
19th Century Tech, 20th Century Solutions (CMEast: Forum Post): You are able to make useful items, such as weapons, with non-electric, mechanical technology (clockwork, pneumatic power, etc). Items you create count as +4 higher on the Hexing Table (page YS : 258). very steampunk
"Do you like it? I made it myself": A weapon you made yourself, is a weapon you know really well. Pick melee or ranged. Use Craftsmanship to make attacks and manoeuvres with weapons of that type that you personally built from scratch. back you savages
i love the new improvements and will do a refit on his powers/stunts the next time my group gets together