Weaponsmith Talent List

Karma Ritual

Rank

This talent allows characters to replenish their store of Karma Points. Each time characters perform the ritual, they can purchase a number of Karma Points equal to their rank in Karma Ritual. Each ritual must be performed at dawn, takes 30 minutes to complete and can only be performed once per day.

Restore KARMA Points

Self

Permanent

YES

NO

NO

ALL

--

Forge Blade

WIL + Rank

With the Forge Blade talent, a Weaponsmith can permanently improve the Damage step of her melee weapon. To use this talent, the character must spend at least 1 week working on the weapon at a blacksmith's forge. At the end of that time, she makes a Forge Blade Test against the weapon's Spell Defense. If the test is successful, increase the weapon's damage step by +1. A character may use Forge Blade on a single weapon a number of times equal to her rank in Forge Blade. This limit includes failed uses of the talent on that weapon.

Legendary and thread weapons may be Forged. In the case of this type of weapon, the Forging increases the weapon's damage step above and beyond that normally associated with that weapon. Finally, only the Weaponsmith who Forges a weapon can gain the benefit of the Forging. A Forged weapon acts as a normal weapon that type for any other character who attempts to wield it.

(+) DAMAGE

Self

Permanent

YES

NO

NO

Weaponsmith

Weaponsmith

Melee Weapons

DEX + Rank

A character uses the Melee Weapons talent to hit a target using a hand-held weapon. The character makes a Melee Weapons Test against the Physical Defense of the target. A successful test means the attack hits the target.

Melee ATTACK

Self

1 Round

YES

NO

NO

Guard

Horror Stalker

Lancer

Liberator

Pathfinder

Pattern Knight

Sky Raider

Warrior

Weaponsmith

ALL Others as Optional Talent at Journeyman Level

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Steel Thought

Rank

The Steel Thought talent allows a character to increase her Mystic Armor. The character firms her resolve, figuratively forging her thoughts into tougher, more resilient patterns. The character adds a number to her Mystic Armor equal to her talent rank for the duration of the talent.

(+) MYSTIC Armor

Self

(Rank) Rounds

NO

NO

1

Weaponsmith

--

Durability

Rank

This talent increases the Death and Unconcsciousness Ratings of a character. For each rank in Durability which characters achieve, their Death Ratings are increased by an amount equal to their Toughness step at the time. The character's Unconsciousness Rating is also increased by an amount equal to its Toughness step - 1. If the character's Toughness step later increases, it will not change the Death Rating or Unconsciousness Rating increases which the character has already received; only those increases to come.

(+) DEATH & UNCON Rating

Touch

Permanent

NO

NO

NO

ALL

--

Curse Mastery

PER + Rank

This talent allows the Weaponsmith to detect the presence of curses and permanently nullify any curses on an object or place so that someone can handle the object, or enter the place, without suffering the effects of the curse. The character must use Curse Mastery on the object before touching it, or on the place before entering it. In addition, the Weaponsmith must be within 1 Hex of the object or place to use Curse Mastery, and she must remain within range during the entire duration of the talent or the effect ends. To use this talent, a Curse Mastery Test is made vs. the object', or place’s, Spell Defense. Success temporarily negates the curse for the duration of the talent. An Excellent Success permanently rids the object or place of a curse. Curse Mastery cannot be used to help a character already cursed by an object or place. A character may not attempt to remove the curse more than twice unless they first increase their talent rank. Such an increase grants the character two more tries at removing the curse at the new talent rank.

To detect the presence of curses on any objects or places within sight for the duration of the talent, the character makes a Curse Mastery Test and records the result. All curses on objects or places with Spell Defenses lower than the test result are detected. An Extraordinary success grants the Weaponsmith knowledge of the exact nature of the curse.

Manipulate CURSE

& DETECTION

Varies

(Rank) Rounds

YES

NO

1

Weaponsmith

--

Steel Lungs

TOU + Rank

A Weaponsmith with Steel Lungs is able to breathe in any kind of environment without suffering adverse effects. This immunity includes being able to breathe underwater and ignore the effects of magic such as Skunk Scent or Suffocation. The character makes a Steel Lungs test. The result is the number of rounds which the character is immune to these adverse conditions.

BREATHE Anywhere

Self

Varies

YES

NO

1

Weaponsmith

--

Astral Hammer

Rank

This talent allows a Weaponsmith to create a magical Hammer out of astral energy and make Mystic attacks against her foes with it. The Weaponsmith may attack any target within range by making an Attack Test. The Attack step is determined by adding the character's Astral Hammer rank to her Dexterity step. If successful, the character determines her Damage step by adding her talent rank to her Willpower step. Mystic Armor protects against Astral Hammer damage.

Ranged ATTACK (Individual)

(Rank) x 2 Hexes

1 Round

YES

NO

1

Weaponsmith

Weaponsmith

Threadweaving

PER + Rank

Characters use Thread Weaving talent to create and weave magical threads. Characters can only have a number of threads active equal to their Thread Weaving Rank. The process of weaving a thread is described in the Earthdawn Companion. This talent also gives characters a limited version of the Astral Sense talent. The astral sight provided by Thread Weaving allows characters only enough vision to see threads and patterns.

Manipulate THREADS

Varies

Varies

YES

NO

NO

ALL

--

Exploding Coals

WIL + Rank

A Weaponsmith uses Exploding Coals to dissuade opponents from moving into a certain area. The Weaponsmith first magically treats live coals drawn from a fire. At any given time, a character may not have more Coals in existence than a number equal to the character's talent rank. Creating one Coal takes 10 minutes. Once created, these Coals will remain magical for a year and a day but are inert and cool until the Weaponsmith activates them. To activate the Coals the character seeds the earth with them. This seeding process may be accomplished simply by throwing the Coals on top of the ground, or the character may also choose to bury them just below the surface. If thrown, the Weaponsmith must make a Dexterity Test vs. the range in hexes to successfully throw a Coal where she wants it. If the test is failed, determine the Coals final resting place using the scatter rules. No more than two Coals may be thrown each round.

Once seeded, the Coals will explode when any figure enters the hex where a Coal is located. If the Coal is thrown onto an already occupied hex, it explodes as soon as it touches the earth. No more than one unexploded Coal may be placed in a hex at one time or all Coals in the hex will become inert once again. Make an Exploding Coals test for each Coal which explodes. The result is the damage which the figure in the hex with the Coal takes. Physical Armor protects. A Coal located further away from the Weaponsmith than the talent range will not explode regardless of the presence of a figure in the same hex.

Ranged ATTACK (Area)

(Rank) x 2 Hexes

Varies

YES

NO

NO

Weaponsmith

--

Temper Self

Rank

The Temper Self talent allows a Weaponsmith to toughen herself and become more resistant to physical attacks. The character draws icy ether from astral space and rolls the chilling substance over herself. This ritual requires 30 minutes of intense concentration. At the completion of this ritual, the character increases her Death Rating, Wound Threshold and Unconsciousness Ratings by a number equal to the character's talent rank.

(+) DEATH and UNCON Ratings and WOUND Threshold

Self

(Rank) Hours

YES

NO

NO

Weaponsmith

--

Haggle

CHA + Rank

This talent allows a Weaponsmith to drive a bargain when buying or selling. A character makes a Haggle Test against the target's Social Defense. If she is successful the price rises or falls by 5 percent of the cost in favor of the character. Merchants or customers with the Haggle Talent (or skill) can also make a Haggle Test; a successful result could adjust the price in their favor. The character may continue to make additional Haggle Tests for the same deal as long as continues to achieve successes in each subsequent test. As soon as he fails a Haggle Test, he can no longer bargain for this transaction. The maximum number of Haggle Tests a character can make for any transaction is equal to his Haggle rank.

(+) CHA Test Effectiveness

Self

1 Round

YES

NO

NO

Weaponsmith

--

Spot Armor Flaw

PER + Rank

A Weaponsmith using Spot Armor Flaw can identify flaws in an opponent's armor. The character makes a Spot Armor Flaw Test against the target's Spell Defense, or against the Spell Defense of the target's armor, whichever is higher. If the test is successful, the character sees chinks in his opponent's armor. Add a step bonus equal to the character's rank in Spot Armor Flaw to all Attack Tests the character makes against that opponent.

(+) ATTACK Test Effectiveness

Self

Varies

NO

NO

NO

Weaponsmith

Weaponsmith

Circle of Astral Armor

WIL + Rank + 3

A Weaponsmith can increase her own Spell Defense as well as the Spell Defenses of those near her by creating a Circle of Astral Armor. The Weaponsmith is able to create the circle by forming the mystic astral ether around her into a swirling mist of protective magic. When created the Circle is centered on the Weaponsmith, extends outwards 1 hex all around her, and moves with the character. While the Circle is active, all characters within the Circle replace their normal Spell Defense with the results of the Circle of Astral Armor Test; regardless of whether or not this number is lower than their original Spell Defense.

(+) Spell DEFENSE

Self

(Rank) Rounds

YES

NO

3

Weaponsmith

Weaponsmith

Wound Shield

TOU + Rank

When a Weaponsmith places a Wound Shield on herself, she is able to temporarily avoid taking Wounds. The character makes a Wound Shield Test to determine the number of rounds the Shield will remain in place. Until it expires, the Wound Shield can absorb a number of Wounds equal to the character's talent rank. If it does so before the talent duration expires, the Shield disappears.

Ignore WOUNDS

Self

Varies

YES

NO

1

Weaponsmith

--

Repair

WIL + Rank

A Weaponsmith can use this talent to mend damage to inanimate objects. To perform a Repair, the character must have access to a fire and must have be in possession of 80 percent of the object to be repaired. The character makes a Repair Test vs. the object's Spell Defense. If successful, the object is as good as new, even if some of the pieces were missing. Magical objects which are broken can be Repaired, but their magical properties are gone forever.

Manipulate MATTER

Touch

Permanent

YES

YES

NO

Weaponsmith

--

Warp Missile

PER + Rank

The Warp Missile talent allows a Weaponsmith to reduce the effectiveness of an opponent's missile weapon. The character makes a Warp Missile Test against the Spell Defense of the missile weapon or the wielder, whichever is higher. If the test is successful, reduce the Damage step of all missiles fired by the weapon by the character's talent rank. A weapon can only be affected by one Warp Missile talent at a time.

(-) Opponent's DAMAGE

(Rank) Hexes

(Rank) Rounds

YES

NO

1

Weaponsmith

--

Forge Armor

WIL + Rank

With the Forge Armor talent, a Weaponsmith can permanently improve the Armor bonus of her armor and/or shield. To use this talent, the character must spend at least 1 month working on the armor or shield at a blacksmith's forge. At the end of that time, she makes a Forge Armor Test against the shield's, or armor's, Spell Defense. If the test is successful, increase the armor' or shield's Armor bonus by +1. A character may use Forge Armor on a single suit of armor or shield a number of times equal to her rank in Forge Armor. This limit includes failed uses of the talent on that armor or shield. In addition, the armor' or shield's Armor bonus cannot be increased by more than its original damage step. Thus, the maximum Armor bonus of a suit of ring mail due to Forging is 12, while that of a body shield would be 10.

Legendary and thread armor and/or shields may be Forged. In the case of this type of armor and shield, the Forging adds an Armor bonus above and beyond that normally provided by the armor/shield. Finally, only the Weaponsmith who Forges a suit of armor or a shield can gain the benefit of the Forging. A Forged suit of armor or a shield acts as a normal shield or suit of armor of that type for any other character who chooses to wear/carry it.

(+) ARMOR

Touch

Permanent

YES

NO

NO

Weaponsmith

Weaponsmith

Soften Blade

WIL + Rank

The Soften Blade talent allows a Weaponsmith to reduce the effectiveness of an opponent's melee weapon. The character makes a Soften Blade Test against the Spell Defense of the weapon or the wielder, whichever is higher. If the test is successful, reduce the Damage step of the weapon by the character's talent rank. A weapon can only be affected by one Soften Blade talent at a time.

(-) Opponent's DAMAGE

(Rank) Hexes

(Rank) Rounds

YES

NO

1

Weaponsmith

--

Defense

DEX + Rank

The Defense talent can be used to increase the character's Physical Defense. The character makes a Defense Test vs. her current, adjusted (e.g., by magical items, etc.) Physical Defense. A success increases the character's Physical Defense by her talent rank.

(+) Physical DEFENSE

Self

(Rank) Minutes

YES

NO

2

Liberator

Ranger

Sky Raider

Weaponsmith

--

Forge Golem

WIL + Rank

With this talent a Weaponsmith can create a animate helper from a mixture of common raw materials (e.g., clay, straw, rope, etc.). To Forge a Golem, the character must spend 2 full months at a blacksmith's forge working full time on the project. At the end of this period, the Weaponsmith makes one Forge Golem Test vs. the Golem's Spell Defense. If successful, the Golem becomes animated for a number of years equal to the Weaponsmith's talent rank at the time. If the test fails, the Golem cannot be animated and the Weaponsmith must start over again. When created the Golem is 8 feet tall and weighs 1,000 pounds. The Golem's statistics are as follows:

                DEX: 4                    STR: 15                   TOU: 12

                PER: 4                     WIL: 8                     CHA: 4

                Initiative: 6                            Physical Defense: 10

                Number of Attacks:              2              Spell Defense: 12

                Attack: 12                                              Social Defense: 8

                                Damage: 20           Armor: 12

                Number of Spells: NA          Mystic Armor: 4

                Spellcasting: NA                   Knockdown: 12

                                Effect: NA               Recovery Tests: NA

                Death Rating: 75                   Combat Movement: 8 hexes

                Wound Threshold:                20           Full Movement: 16 hexes

                Unconsciousness Rating: NA

Once animated, the Golem will follow the Weaponsmith's spoken instructions with complete obedience. The Golem may only be destroyed physically; attempts to Dispel it are ineffective. A damaged Golem can only be repaired with the Repair talent. A Weaponsmith may only have a number of Golems animate at any one time equal to her rank in Forge Golem.

Manipulate MATTER

Touch

(Rank) Years

YES

YES

NO

Weaponsmith

--

First Ring of Perfection

Rank

First Ring of Perfection increases the effectiveness of other talents. First Ring of Perfection cannot be used on talents that take less than 1 minute to use. A player must declare that she will use First Ring of Perfection before using the other talent. To use this talent, the character makes a First Ring of Perfection Test against his Spell Defense. If the test is successful, he adds his rank to the result of any single die rolled in the Talent Test. If the die result plus the rank of First Ring of Perfection is equal to or higher than the die's normal maximum, the character gains a bonus die. If the character chooses to add a Karma Point to his use of First Ring of Perfection, add the results of the Karma die to the final result of the Talent Test die roll.

(+) TALENT Test Effectiveness

Self

1 Round

NO

NO

NO

Weaponsmith

Weaponsmith

Spirit Strike

WIL + Rank

This talent allows a character in Physical Space to strike an opponent in Astral Space. The character must first be able to detect the presence of his Astral opponent with Astral Sight or Threadweaving talent. The character makes a Spirit Strike Attack Test vs. the opponent's Spell Defense. If successful, the weapon hits the target and does normal damage. The opponent's Physical Armor Rating protects. Defensive talents like Avoid Blow and Riposte cannot be used against Spirit Strike.

Attack ASTRAL Opponent

Self

1 Round

YES

NO

1

Archer

Beastmaster

Guard

Liberator

Lancer

Pathfinder

Pattern Knight

Purifier

Ranger

Sky Raider

Swordmaster

Warrior

Weaponsmith

--

Denotes a COMBAT related talent