Smith

Overview: The Dwarves say (and surprisingly, many Kingdoms agree with them) that the gods themselves taught the mortals to take the bones of the earth and turn them into tools. Needed personages in any village or town, Smiths are skilled at the creation and the repair of weapons, armors and other devices. Good Smiths can achieve an artistic reputation in the industry, with their work fetching high prices in the market and with rivals always trying to oust them and discover their secrets. There are a few Smiths that discover how to imbue their creations with elemental or spiritual power, some even learn to bind souls (their own or the souls of unfortunate other folk) into their inventions. But such workings are the stuff of rumor and legend, say the majority of Smiths in Midworld, not the talk of an honest craftsman.

BASIC SMITH: A Character at first level who chooses Smith as a Profession may choose one of the following:

-Learn the Armor-smith skill.
-Learn the Normal Armor Formula

-Learn the Artificer skill
-Learn the first rank of Skullduggery

-Learn the Weapon-smith skill
-Learn the Normal Weapon Formula

 

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the

Teach skill. Alternatively, these can be learned during character creation.

 

10                    Armor-smith

10                    Artificer

10                    Weapon-smith

3                      Analyze Item

5                      Field-repair armor

5                      Field-repair weapons

10                    Great Strength

3                      Natural Craftsman

1                      Rumormonger

5                      Resilience

5                      Skullduggery

 

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

 

5                      Expert Armor-smith

5                      Expert Artificer

5                      Expert Weapon-smith

5                      Expert Skullduggery

10                    Armor Expertise

7                      Iron Fist

5                      Practiced Trapsmith

5                      Salvage Components

 

Erudite Skills: can be learned from select Non-player Characters only.

 

10                    Master Armor-smith

10                    Master Artificer

10                    Master Weapon-smith

5                      Master Skullduggery

10                    Maker’s Maul

10                    Master of Augments

10                    Runic Clothing

10                    Versatile Tinker

 


SKILL OVERVIEW:

Armor-Smith

Description: Armor-smiths are in the business of keeping their customers alive, making their presence in any town a welcome one. Through metal, leather and/or cloth, their product shields wearers from harm and even strengthens them. At this level of the skill, an Armor-smith can repair armors, create non-magical armors or augment armors with special qualities, allowing them to withstand certain magics and effects.

Usage:

  • This skill allows an Armor-smith to learn and use basic-level Armor Creation and Armor Augmentation formulae.
  • An Armor-smith in a workshop or Annie’s Inn can repair armor to its maximum capacity.
  • Outside of their workshop, an Armor-smith can field-repair armors as though they had the field-repair armor skill (see below).

Expert Armor-smith

Requires: Armor-smith skill

Description: Armor-smiths of this caliber become capable of strange and powerful works, necromantic breastplates of bone or glimmering crystal helms. Furthermore, their knowledge of armor creation has resulted in an improvement in how they wear armor – through technique or tinkering, they can bolster the protection granted to them by armor of their own making.

Usage: This skill allows an Armor-smith to learn and use complex-level Armor Creation and Armor Augmentation formulae.

 

When wearing Torso Armor of your own creation, it grants 5 extra AP. This stacks with the bonuses granted by the Armor Expertise skill, but not with itself (if you are wearing more than one piece of Torso Armor).

 

Master Armor-smith

Requires: Master Armor-smith skill

Description: Master Armor-smiths are well-respected and prized artisans in society. Sought out by titled and rich folk, their skills at the forge fetch high prices and save lives. At this skill level, an Armor-smith is a zephyr at repairing armor, capable of miracles even on the field of battle. Furthermore, they gain access to some armor abilities that require the knowledge of a true crafter of armor.

Usage: This skill allows an Armor-smith to learn and use erudite-level Armor Creation and Armor Augmentation formulae.

In addition, a Master Armor-smith takes only 60 seconds to field-repair an entire suit of armor.

Once per moon, you may invoke “Master Armor-smith” to completely repair an entire suit of armor to optimum capacity after 60 seconds of work.

Artificer
Description: While other Smiths focus on defense or offense, the task of the Artificer is in subtlety and utility. Those in gainful employment typically find themselves in the business of security. They either place locks and traps to deter intrusion or they are in charge of bypassing these obstacles.

 

Usage: This skill allows an Artificer to learn and use basic-level Device formulae.

Each rank of the Artificer skill counts as a rank of Skullduggery for the purposes of disarming traps and opening locks. Also, you may set up traps: a process that requires a trap that was already made as well as 60 counted seconds of work (“Setting 1, Setting 2…Setting 60”). You may bypass Traps that you have created and recover unexpended Traps of your own making.

Furthermore, this skill allows you to bring an expended Trap card to Staff and exchange it for a minor component or a basic component if it is greater than a basic Trap.

Expert Artificer

Requires: Artificer skill

Description: Expert Artificers gain access to stronger locks and a greater variety of traps. and Learned in the mechanical arts, these Smiths can also study the workings of a lock and trap to determine the riskiness of disarming them — a trick that most thieves and burglars find incredibly useful.

Usage: This skill allows an Artificer to learn and use complex-level Device formulae.

While dealing with a lock, trap or any other Device, you are able to determine its complexity after 1 minute of Study (whispered: “Studying 1, Studying 2…Studying 60”). This also allows you to determine if this is a unique or special device.
Master Artificer

Requires: Expert Artificer skill

Description: Artificers who have reached this level of mastery in their craft are capable of the strongest locks and the deadliest traps. Furthermore, only Master Artificers can create wonders such as the prized Adamantine Golemic Arm, a prosthetic invented by the Golemic Advancements Guild in the Iron Kingdom.

Lastly, a Master Artificer can create a special device called the Variable Runic Apparatus — a unique item that attunes itself to its maker and expires within the same month. This Apparatus allows its user to turn ghost-like, blast enemies with stormy fury or even shoot bolts of electric death.

Usage: This skill allows an Artificer to learn and use erudite-level Device formulae.

Furthermore, a Master Artificer (and only a Master Artificer) can create a Variable Runic Apparatus. This special formula requires a phys-rep (a runed Cube, Pyramid or Diamond; at least 6 inches x 6 inches x 6 inches) and three basic components (Metal, Shadow and Lightning). The Master Artificer can have only one Apparatus at a time and it requires reconstruction every Moon.

Once per Period, while holding an Apparatus he created, a Master Artificer (and only a Master Artificer) can perform one of the following:

“Storm Flux” — Whirlwind 20 Lightning

“Ether Step” — Count “Minimal 1, Minimal 2… Minimal 10”. You can’t attack or run, but you may walk.

“Repulsion Blast” — Whirlwind Knockback 20

A Master Artificer holding the Apparatus with an Adamantine Golemic Arm may use this function instead:

“Arcing Bolt” — Melee Weapon or Spell packet; Chain 5 (10 Lightning)

 

Weapon-smith
Description: By itself, the Weapon-smith skill simply grants the ability to create the most basic of arms and augment weaponry with elemental power. However, the why of weapon-crafting is often just as important as the how. The protector of a small frontier town, the underground supporter of a revolution or a war-monger looking for profit – all of these are weapon-smiths, producers of weaponry for those looking for protection and those looking to kill. Some weapon-smiths give no thought to who uses the tools that they create while others spend countless, guilt-ridden nights dreaming about the havoc that they helped cause.

Usage:

  • This skill allows a Smith to learn and use basic-level Weapon Creation and Weapon Augmentation formulae.
  • After 1 minute of role-playing the task, a Weapon-smith in a workshop or Annie’s Inn can repair weapons to their optimum strength.
  • A Weapon-smith is also considered to have the Field-repair Weapon skill.

Expert Weapon-smith

Requires: Weapon-smith skill

Description: This skill represents a great leap in a weapon-smith’s ability. Expert Weapon-smiths are capable not only of greater augmentation ability and multi-tasking field-repairs, but also of the crafting of strange and exotic weapons: blades forged of magical bones, rune-covered hammers and shadow-shaped crossbows.

Usage: This skill allows a Weapon-smith to learn and use complex-level Weapon Creation and Weapon Augmentation formulae.

When field-repairing weapons, you may do so to two weapons at a time.

Master Weapon-smith

Requires: Expert Weapon-smith skill

Description: Master Weapon-smiths have reached the height of their craft. Greatly prized for their artisanry, they are capable of creating powerful and expensive weaponry, some of which require occult material (e.g. Mortal Souls). Their skill also allows them to make the full use of certain special weapons that require only the adept touch of a weapons-worker to reach their true potential.

Usage: This skill allows a Weapon-smith to learn/use Erudite Weapon Formulae, Components and a Workshop to create Erudite Weapons.

Once per Period, you may invoke “Master Weapon-smith” to negate a Sunder attempt on a Weapon or Shield that you carry.

Furthermore, Field-Repairing two weapons at the same time only takes 60 seconds.

Analyze Item
Description: Those who possess this skill gain the ability to study an item in their hand and determine its special qualities and properties.  Most items that are found by adventurers or looted from villains need to have their properties discovered and relayed by anyone with this skill (or by someone who knows what those abilities are) in order to be used at their full potential.

 

Usage: After role-playing at least one minute of research at the Athenaeum, you may use this skill to discover the properties of an item you just found.

 

Using this skill will not automatically reveal all of an item’s properties – some Properties are only revealed under special circumstances, such as an astrological event or the touch of a specific type of person.

 

Special Requirements: Library or Annie’s Inn

 

Armor Expertise
Requires: Armor Proficiency skill and Master Armor-Smith skill

Description: A skill normally learned by warriors, Master Armor-smiths can also learn how to wear armor more defensively. For these craftsmen, it is more like a second skin and they can reflexively move to wield it more efficiently than others. Each blow they take and each strike they receive – to these they react and allow them to strike where the mail is the thickest and the plate is the hardest.

Usage: Whenever you are wearing Torso Armor of any kind, that armor piece grants you 5 more Armor Points (AP) than normal. If you are wearing armor on your Torso, Head, both Legs and both Arms, (i.e. a full suit of armor) this Skill grants an additional 10 AP to your Torso instead of 5 AP.

If you are wearing multiple pieces of Torso armor, this Skill only grants its benefits to the strongest one.


Field-Repair Armor

Description: Armor protects its wielder from injury, from steel and even from burning flame. However, when armor is beaten and severely damaged, it can no longer provide the necessary protection of its design. When a Smith and workshop are unavailable, many learn how to jury-rig and improvise repairs upon their armor; breathing life back to its damaged form and allowing it to continue its vital task.

Those with this skill will usually find a safe spot to perform this task, either doing this hidden from enemies or behind an established perimeter or battle-line of allies. Creating a place of safety is especially important for those who wish to repair their own armor because of the necessary liabilities it creates for them.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (“Field-repair 1, Field-repair 2…Field-repair 100″) while simulating repair procedures and mending methods on up to 6 armor pieces. A breastplate or a mail hauberk is considered 1 armor piece while a pair of gauntlets is considered to be two armor pieces. Therefore, you can repair an entire suit of armor while doing this (a helm, two gauntlets, two greaves and a torso piece).

When an armor piece is successfully Field-repaired, the AP it grants is restored to half the maximum amount. This means if you repair a Breastplate that normally grants 20 AP, using this skill will bring it to 10 AP no matter what it was before. If you use this skill on an armor piece that has been Hardened through advanced Smithing techniques, it is instead restored to its maximum AP.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

You do not need a workshop or the Inn to use this skill but you cannot Field-repair any armor that is being worn.

Special Note: In order to restore an armor piece to its maximum potential, you need an Armorsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

 

Field-Repair Weapon

Description: Woe to he who wields a broken weapon, for it is of little use in attacking anything. Woe to he who wields a broken shield, for it is more liability than protector.

For those in the thick of combat and far away from the workshop, the Field-repair weapon skill exists to restore some utility to an otherwise useless weapon or shield. While the improvised mending and repair-work that this skill applies does not completely restore a shield or a weapon to optimum utility, the result is more than enough to allow its wielder to snatch victory from woe’s grasp.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (saying “Field-repair 1, Field-repair 2…Field-repair 100″) while simulating repair procedures and mending methods on a single weapon or shield.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

When a weapon is successfully Field-repaired, it inflicts its normal damage minus 1. It contrast, a broken weapon used to attack will never inflict more than 1 point of damage.

You do not need a workshop or the Inn to use this skill; you can Field-repair a weapon while in the middle of a battle-field, so long as you are not disturbed or distracted.

Special Note: In order to restore a weapon to its maximum potential, you need a Weaponsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

Natural Craftsman
Using your Crafting skills do not count as strenuous activity. This means that you can be counted as resting while performing these skills.

Usage: When applying Augmentations to a Weapon or Armor, the process only takes 1 minute instead of 10 minutes.

Similarly, while resting in Annie’s Inn or performing a Ritual — you may use the Weapon-smith, Armor-smith or Artificer skills to craft or repair items. Using these skills does not count as strenuous activity.

 

Great Strength
Description: Innate ability and/or intense training have given fruit to this: a prodigious amount of strength that has its uses on and off the field of battle. When you strike, your weapon shivers with the force of your blows. Tasks that would take the strength of two or three people are trivial chores for you.

Some who gain this skill do so through sheer muscle. However, a few who gain this skill do so through a melding of will and flesh that makes one’s strength beyond the norm. Although these two methods differ greatly, the result is the same: sheer destructive prowess.

Usage: The Great Strength skill grants the following benefits.

–          All of your normal melee attacks deal one more point of damage.

–          Also, you can perform a feat of strength once every minute by saying “Great Strength” and then performing the action.

–          While performing a feat of Strength, you may not perform any other action such as casting a spell or attacking and you need to have at least one hand free.

–          Feats of Strength include (but are not limited to):

o        throwing an object or a helpless creature (such as an ally’s body) up to 10 paces away.

o        carrying one heavy object (such as a body) for 60 paces at a slow walk.

o        breaking free of a Snare or a Grapple effect; you incur 10 damage in the process.

o        After a 10-second loud and vocal count (“Breaking 1, Breaking 2…Breaking 10″), you can break an basic Lock.

Iron Fist
Requires: Master Weapon-smith skill

Description: A warrior without his weapon is like a magic-user without his voice – utterly defenseless and utterly useless. To counter this, the Iron Fist skill gives you a death grip-like grasp of your weapon, preventing you from losing it from those who would disarm you through spell or feats.

Usage: Whenever you are the target of a Disarm effect, you may respond with “Iron Fist” and retain your weapon or shield. “Iron Fist” does not help you when you drop your weapon through a mishap or when your opponent disarms you without using game-rules, Feats or Spells.

Using this Skill does not cost any SP.

Maker’s Maul

Requires: Master Weapon-smith skill

Description: For many Weapon-smiths, the hammer is not merely a tool — it is a partner in the creation of art and the formation of power. Smiths with this skill have taken that thinking to its extreme, achieving a strength with the hammer beyond the norm.

Usage: While wielding a one-handed (not bastard) Mace or Hammer of your own making, you inflict one more point of damage than normal.

This bonus to damage does not stack with the Dwarven Racial, Maker’s Mark.

Master of Augments

Requires: Master Armor-smith, Master Artificer or Master Weapon-smith skill

Description: Masters of Augments have honed their talents on the field to a fine point, able to recharge the wondrous powers of armors and weaponry with practiced ease. This skill is best taken by Smiths who take to the field of battle with the intention of using augmented arms and armor or bolstering the augmentations of others.

Usage: When a Weapon or Armor allows a field-repair to recharge a property, you only require 30 seconds instead of 100 to do so (if that is your only purpose). Master Armor-smiths may only use this skill on Armors and Master Weapon-smiths may only use this skill on Weapons (and Shields). Master Artificers can use this on either.

Furthermore, when you use the “Once per Period” or “Once per Hour” property of an augmentation of your creation, it inflicts 5 more Elemental damage than normal.

Practiced Trap-smith

Requires: Expert Artificer skill

Description: Artificers that are experts in the field of security or intrusion are capable of tricks beyond the ken of most burglars or smiths. With this skill, an Artificer can reset their own traps and minimize the cost of maintain their own web of traps. In the hands of a Master Artificer, this skill can bypass a Trap instead of disarming it — a gift for those in pursuit of the craftsman.

Usage: If a Trap (Basic or Complex only) of your own make has been expended, bring it to Staff and expend a Minor or a Basic Component (any of the types used in creating it) to reset it.

Furthermore, if you are a Master Artificer, you may choose to bypass a Trap instead of disarming it. Perform the actions required for disarming but say “Bypass Trap” after the disarming count. While it is within arm’s reach of you, you may suspend its functions for a 60 second count, allowing yourself and any of your allies to move beyond it.

 

Resilience
Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.

Usage: Pain effects with a duration (such as Stun, Daze or Cripple Limb)only affect you for half the duration, rounding up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.

Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need.

Runic Clothing

Requires: Master Armor-smith skill

Description: For some Armor-smiths, the craft is not always about metal and leather. Oftentimes, they just want to focus on the versatility and beauty of cloth. These Smiths have found a way to place protective runes on their own person that magnify the power of protective spells that have been cast upon them.

Usage: When you are affected by a Shielding Spell that grants AP, you increase its protective capacity by 10 AP while you are wearing Runic Clothing. This has a similar effect on the Totemic Guardian skill (and its upgrades).

Physical Representation Requirements: A long strip of cloth, marked with protective runes, as a sash, belt or scarf. The Runes must be displayed.

Salvage Component
Description: Smiths with this skill have mastered the ability to take apart Arms, Armor and Devices with precision, salvaging a single Elemental Component in the process. This skill is typically used by Smiths who find items they have no use for; they destroy these useless items but retrieve a precious component that can be used for other products.

Usage: After 5 minutes of role-play at a Workshop or Annie’s Inn, you may use this skill to destroy a Weapon, Armor or Device and retrieve 1 elemental component that was used in its creation. Typically, it is the lowest tier of component that was used to craft it. This can also be used to remove an Augmentation on a Weapon or an Armor.

With the help of a Scholar with the appropriate skill, you may attempt to scribe the Formula of the Item you destroyed. This only works with Basic, Complex and Erudite Items (not Archonic, Divine, Necrotic, etc).

Requires: Workshop or Annie’s Inn

 

Skullduggery
Description: This skill represents training in lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps (which is the Smith profession). As one of the prime acquisition skills, Skullduggery allows you to pick a basic lock or disarm a basic trap after 30 seconds. Mainly used by thieves and burglars, this skill is of great use to adventurers who enter tombs and other complexes that are protected by traps.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Skullduggery 1, Skullduggery 2…Skullduggery 60″. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

If the target of this skill is a basic lock, it is opened without need for a key. If it is a complex or erudite lock, then it remains locked.

If the target of this skill is a basic trap, it is disarmed and can be activated to no effect. If the target of this skill is a complex or erudite trap, then you may trigger it and it affects you.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Expert Skullduggery

Requires: Skullduggery skill

Description: This skill represents training in advanced lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps. With this skill, a character can now trick complex locks into opening and harmlessly disarm complex traps.

Furthermore, this skill lowers the amount of time needed to pick a basic lock or disarm a basic trap.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Expert Skullduggery 1, Expert Skullduggery 2… Expert Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

 

The results of this skill usage are as follows:

–          Basic lock: Opened and only requires a 30 second count instead of 60 seconds.

–          Complex lock: Opened

–          Erudite lock: No effect

–          Basic trap: Disarmed and only requires 30 second count instead of 60 seconds

–          Complex trap: Disarmed

–          Erudite trap: Activates as though you triggered it.

 

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

 

Master Skullduggery

Requires: Expert Skullduggery skill

Description: After many years of experience and after countless hours of blood and toil, you have perfected the necessary techniques that allow you to pick the greatest of locks and disarm the most conniving of traps.

Also, you can use this skill to disarm certain magical wards. However, doing this is a dangerous process because of the volatile magical energies unleashed by disarming it – thereby requiring some outside assistance in the form of medical aid.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Master Skullduggery 1, Master Skullduggery 2… Master Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

–          Basic or Complex lock: Opened and only requires a 30 second count instead of 60 seconds.

–          Erudite lock: Opened

–          Basic or Complex trap: Disarmed and only requires 30 second count instead of 60 seconds

–          Erudite trap: Disarmed and harmless.

 

To use this skill to disarm a Magical Ward, you must count to 60 seconds as above; afterwards, you and every character within 5 steps of the ward will then take 100 points of damage that cannot be avoided with a Feat, Item or Spell.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Versatile Tinker

Requires: Master Artificer skill

Description: Because of their craft’s nature, Artificers are often forced to keep an open mind and embrace versatility in their art. Artificers who embrace this philosophy typically learn how to augment arms and armor with elemental ability. This knowledge in elemental augmentation also allows a canny Artificer to attune Talismans, just as an Alchemist is able to do.

Usage: You are now able to learn and use Armor and Weapon augmentation Ciphers (Basic or Complex only). This skill also allows you to attune Talismans as though you were an Alchemist.