7.4 KiB
7.4 KiB
Description
Smiths are the backbone of civilizations at war and peace. They create the tools, weapons, and armor that shape history, from the humble nail to the legendary blade. The greatest smiths see not just the metal before them, but the lives it will change in the hands of its wielder.
The Forge & Fire tree represents the art and craft of shaping metal into enduring works. As you grow in mastery, you learn not only to repair and create, but also to destroy with precision.
Overview of Tiers and Progression
- Tier 1 (Smithing 1+): Basic repairs, identifying flaws, and improvising simple tools.
- Tier 2 (Smithing 2+): Enhancements, faster repairs, and improvising serviceable weapons.
- Tier 3 (Smithing 3+): Master-quality equipment, siege support, and signature creations.
- Tier 4 (Smithing 4+): Legendary work capable of defining battles or entire campaigns.
Cost: Each tier costs Tier × 3 Marks, spent from Smithing or Might.
Advancement: Must unlock Tier 1 before accessing later tiers.
Tier 1 Abilities (Smithing 1+)
| Name | Type | Action/Duration | Roll (if active) | Description |
|---|---|---|---|---|
| Basic Forge | Active | 1 hour downtime | Might + Smithing | You may repair damaged weapons and armor during downtime. Each success repairs one level of damage. |
| Spot Flaws | Effect | Attaches to a Smithing roll examining gear | Focus + Smithing | Mark a die as Effect. If the marked die succeeds, you identify a weak point; the item’s user suffers –1 die when using it until repaired when using it against you. |
| Field Tools | Active | 1 Action (encounter) | Wit + Smithing | Once per scene, declare you have a basic metal tool (spike, hook, wedge, nails) on hand. Tools can remove one obstacle or grant +1 die to a relevant roll. |
Tier 2 Abilities (Smithing 2+)
| Name | Type | Action/Duration | Roll (if active) | Description |
|---|---|---|---|---|
| Temporary Tempering | Active | 2 hours downtime | Might + Smithing | Enhance a weapon or armor piece. The item grants +1 die to its user until it takes 1 Injury (weapon breaks, armor is compromised). |
| Improvised Weapon | Effect | Attaches to a Smithing roll forging from scrap | Might + Smithing | You may forge a temporary weapon from scrap. Mark one die as Risky. If it succeeds, the weapon functions normally for one scene; if it fails, the weapon breaks on first use. |
| Efficient Repair | Passive | Always on | — | All repairs you make take half the usual time. |
Tier 3 Abilities (Smithing 3+)
| Name | Type | Action/Duration | Roll (if active) | Description |
|---|---|---|---|---|
| Master Artisan | Passive | Always on | — | Weapons and armor you craft are superior: armor gains +1 Soak die, and weapons deal +1 Injury on successful hits. |
| Siege Engineer | Effect | Attaches to a Smithing roll during siege construction | Might + Smithing | You may assist in building or reinforcing siege engines. Gain +1 die to the roll and mark one die as Cooperative; if it succeeds, allies gain +1 die to their next related action that scene. |
| Signature Piece | Active | 1 day downtime | Might + Smithing | Craft a personalized item with a unique minor bonus (e.g., +1 die for a specific action, improved durability). Details are agreed with the GM. |
Tier 4 Abilities (Smithing 4+)
| Name | Type | Action/Duration | Roll (if active) | Description |
|---|---|---|---|---|
| Masterwork Creation | Meta | Retroactive declaration (counts as 1 week of prior effort) | Might + Smithing | Once per session, declare you have crafted an exceptional weapon, armor, or item. It grants +2 dice to its user for one scene. |
| Weaponbreaker | Effect | Attaches to an attack roll targeting an enemy’s weapon or shield | — | Once per scene, mark one die as Powerful. If it succeeds, you destroy or cripple the enemy’s weapon or shield. |
| Legendary Forge | Active | Project-based (weeks to months) | Might + Smithing | You may create permanent artifacts of legend during downtime. These items can carry narrative weight and unique mechanical bonuses, at the GM’s discretion. |
[!hint] Design Notes
- Effect abilities (Spot Flaws, Improvised Weapon, Weaponbreaker, Siege Engineer) latch onto existing Smithing or combat rolls, enhancing flexibility.
- Tier 3+ abilities clearly shift you into campaign-impacting creations and siege-level engineering, not just field utility.
- Tier 4’s Legendary Forge is designed for long-term projects and narrative hooks, complementing Masterwork Creation’s session-level power.