Earthdawn Revisited - Weaponsmith

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Weaponsmith:

 * Pre-requisites: Repair D8 and Occult D6
 * Benefits:
 * Arcane Background: Weaponsmith
 * Mr Fix-it - +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one quarter the time with a raise
 * You may select 2 Weaponsmith Adept edges from the list below:

Weaponsmith Edges:


 * Weapon History: If you examine a mundane item for a few minutes you can learn details about its origin or construction. Or if you examine a pattern item for a few hours, you can learn the threads needed to awaken its full potential. Each thread takes the form of a question and answering that question becomes a mini-quest that grants an experience that can only be used to awaken the item.
 * Craft Splendid item: For 1,000 silver marks, a rare component and with a period of downtime you can create a Splendid item. Splendid items can then be intentionally invested with an experience to become magical. (A matching pair of hammers, a matched sword and shield or a pair of boots are considered one item, but lose their magical properties if wielded alone.) At the conclusion of the process you must give the item a name which becomes the items true name.
 * Sense Magic (Passive ability to detect magic items and spells, this is always on and you can roll notice to spot a magical item within line of sight.)
 * Iron Soul (+4 to resist any fear or mind-affecting powers)
 * Crack-mending touch: You can roll repair (with penalties depending on the amount of damage and complexity of the item) to instantly restore any non-magical item that is small enough to carry to its original state. This can restore things such as; burnt documents, cracked shields, torn paintings and melted armour)
 * Summon the loyal Steel: You can apply your makers mark to up to 3 items that you own. These items can then be summoned instantly to hand from any distance. Though if it was over a mile away it instead take a few turns or minutes to arrive.
 * Summon the Steel Skin: You can apply your makers mark to a single set of armour (which can be made of multiple pieces). This set of armour can be instantly donned from any distance. Though if it was over a mile away it instead take a few turns or minutes to arrive.
 * Animate Weapon (Once a day makes a weapon that you crafted fight on its own for the duration of a fight)
 * Shattering strike: (You can make a called shot against a rigid item, weapon or piece of armour that is smaller than size 0. If you hit it, You make a damage roll resisted by the wielders strength (or 4 for a normal unattended item). Splendid items or materials that would be unusually resistant to shattering can get +2 to this.
 * Expose armour flaw: Once per fight you can make a notice roll at -2. On a success, halve the penalty for anybody to make called shots to bypass that targets armour for the rest of the fight as you point out flaws, weak joints or other vulnerabilities.
 * Improve Item: Each morning you can spend time sharpening, strengthening or oiling an item to enhance its abilities. Either increase any skill roll made using the item by 1, increase the damage dealt by 1 or add 1 to the armour rating of a suit of armour. This ability can be used on two items which must be chosen at the start of the day.
 * The Master Needs No tools: You no longer suffer any penalty for a lack of equipment. If you have equipment then get +1 to the relevant craft rolls.
 * Sudden Smith (You can craft something far faster than normal. Lower the time needed by one step on this chart: Seconds > Minutes > Hours > Days > Weeks > Months > Years). So a castle that might normally take 10 years to build could be done within 10 months, whilst drawing a sketch that would take about 30 minutes, would instead take 30 seconds.)

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