.Transmuter: The character can easily process Apothecary ingredients such that any Healing, Offense, or Other Material can be used for any Apothecary Project (Healing ingredients for an Offense project, etc); this ability to transmute ingredients also allows the Apothecary to generate two free Apothecary ingredients when crafting items in downtime. These items do not carry over from game to game and are lost if not used. Additionally, by spending a single Downtime Action, the Apothecary can transmute ingredients for a Crafting Project that someone else is working on (this does not count as a Project and does not return downtime results). This Knack may also have some application during Freestyle Science attempts or in other marshaled situations. It does NOT apply to the Advanced Apothecary ability, however.
Empowered: The character may use any type of Material for any Craft project (Apothecary or otherwise!), as long as that project doesn’t require an especially unusual type of Material. This benefit can be applied when transmuting ingredients for another character.
1) The current knack language states I can use a dt action to transmute for other characters, but I am directed to note it in the same spot as auxiliary crafting on the actual DT form. This may be clarified elsewhere in DT language and I am just bad at finding it, but which one should I go with?
2) Based on the empowered text, I assume that the regular knack lets me swap, say, weapon for armor smithing material for another crafter? Or is it only for other apothecary items?
3) Are runecrafting items considered an 'especially unusual type of material'? If not, and if transmuting works for other crafting, would that be a valid target for basic-knack transmutation for another character?