Weaponsmith Discipline

From DivNull RPG
Jump to: navigation, search

The Weaponsmith is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d8
Favored Stats: str, int
Load: 12
HP: 8+Constitution

Look

Gaze: assessing, determined, kind
Appearance: glistening, grimy, grim
Accoutrement: elaborate, minimal, practical
Body: burly, chiseled, weathered

Species

Dwarf: When you improve armor, on a hit you make an additional choice.

Elf: When you study an item, you make an additional choice, even on a miss.

Human: You gain an additional forge specialty.

Obsidimen (+1 armor; only wear living armor): When you prepare materials, make an additional choice.

Ork: When you improve weapons, on a hit you make an additional choice.

Troll: When you are physically in your home Forge, take +1 ongoing.

T’Skrang: When you work on an item while using your tail to assist, reduce the amount of time it takes by 15%.

Windling (astral sight): Take +1 ongoing to order an apprentice assiting you with crafting, ritual, or research. You may also spend karma when they do their thing.

Flags

Select 2 flags.

Starting Moves

The Forge

You belong to one of many weaponsmiths guilds known as a Forge. Apprenticeship in this Forge has colored your skills, based on the steading containing it (choose one):

☐ Village: take +1 when preparing materials or during social interactions in any village.
☐ Town: take +1 when performing any task involving true elements or any rolls involving money.
☐ City: take +1 when spouting lore about weapons, armor and smithing. You also gain easier access to prepared and rare materials when working in your own forge.
☐ Kaer: take +1 when reusing, dismantling or recycling anything or any task involving defense against the horrors.
Either through need, circumstance, or tradition, each Forge specializes. When you forge, examine, attack with, defend with, or discuss your forge’s specialties, take +1. Choose one specialty:

☐ bows
☐ crossbows
☐ daggers
☐ swords
☐ axes
☐ hammers
☐ maces
☐ flails
☐ polearms
☐ rapiers
☐ whips
☐ shields
☐ leather armor
☐ chainmail
☐ scale mail
☐ plate armor

Solidarity

When you enter a steading , you may count on hospitality from the local Forge(s). Forges extend this courtesy to each other, allowing visiting weaponsmiths to use their facilities, often in exchange for a little work or training. Steadings without a forge always need smiths, so tend to be even more hospitable.

Prepare Materials

When you purify, refine, distill, smelt, filter or otherwise process a raw material into a more suitable form, roll+ INT . On a 12+ choose three. On a 10–11 choose two. On a 7–9 choose one. On a miss , the material may be ruined. If the process consumes a kernel of a true element, improve the result by one step.

  • the process takes half the time
  • the process yields more output than usual
  • the result is particularly suitable: take +1 forward using it
  • the result is higher quality than usual: sell for twice the coin
  • the process provides insight to an unrelated matter

Field Testing

Add the following to the hack and slash list:

  • You spy something notable about the target’s weapons, armor or gear, the GM will tell you what.

Expressions of Travail

When you create art with rune carving or wood carving , take +1. If you use the result as part of a greeting ritual, take +1 forward to perform work for the recipient.

Talents

You may weave threads into talents, if you meet their requirements:

☐ Discerning Eye

When you go to buy a special, exotic, or magical item , you may roll + INT instead of + CHA .

☐☐☐ Sounding Anvil

When you improve or create a mundane item in a forge or workshop, create art using + STR , making the resulting choices. In addition, on a hit choose a benefit from the list below. On 3– , in addition to whatever else happens, the item becomes unusable. Improving a weapon or shield normally takes a few days; armor a little longer. Creating a weapon, once the materials are ready, normally takes a few weeks; armor a few weeks per point. Any benefit gained from prior forging is lost. Benefits include:

  • +1 damage
  • +1 piercing
  • −1 weight
  • add precise
  • add messy
  • add stun
  • add dangerous
  • add an additional range
  • add 50 coins to the cost
  • remove clumsy , but only for a specific wearer

Second thread (requires circle 4): When choosing a benefit, make an additional choice. You may also improve magical or living weapons.

Third thread (requires circle 6): You may also improve magical , living or implanted armor. Also add the following benefits to the list:

  • add living
  • add ignores armor
  • add forceful
  • remove reload
  • +1 armor

☐☐ Stand the Heat

When you take damage from heat or fire , adjust it by −1d8.

Second thread (requires circle 6): Ignore damage from heat or fire.

☐☐ Item History

When you spend several hours studying an item , the GM will tell you if the item is cursed, then you roll+ INT . On a hit you gain insight into the item’s past and nature. Choose two. On a 10+ choose two more and take +1 forward to study the item further. You may spend one karma to gain an additional choice.

  • Discover the item’s basic abilities (that is, abilities that may be used without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn the item’s name.
  • Discover the question that must be answered to gain the next key to the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Identify the style of the item's maker to the point that you would recognize it in other items.
  • If the item is cursed, discover what the curse will do.
  • If the item is cursed, discover how to abate the curse.
  • Avoid the effects of the item’s curse, if any.
  • Studying the item takes half the time.

Second thread (requires circle 6): You need only examine the item for several minutes or so before rolling.

☐☐ Versatility

Select a second forge specialty.

Second thread (requires circle 6): Select a third forge specialty.

☐ Locate Material

When you discern realities , add the following question to the list:

  • Is there a concentration of a particular material nearby?

☐ Forge Sense

When you are in your forge , you may use the Astral Sight move. If you do, use + INT in place of + STR for any roll related to forging.

☐ Immutable Hands

When you handle true elements , you may prevent them from reacting until you need them to using sheer will alone.

☐ Infusion

Tell the GM you would like to infuse a mundane weapon or armor with magic to give it one rank and an appropriate magical ability associated with that rank. Such enchantment is always possible, but the GM will give you one or more (possibly all) of these conditions to fulfill:

  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • The ability may function a bit differently than you propose.
  • It’s going to take days/weeks/months.
  • You must get help from.
  • You must perform the work in a certain place.
  • You must perform the work with specific tools.

☐ Locate Weakness

When you discern realities looking for flaws or weaknesses in a plan , item, location or creature, you may roll INT instead of WIS . You also add the following question to the list of choices:

  • What is the weakest point?

☐ Salvage

When you aid an elementalist in a ritual of unmaking , add:

  • the ritual salvages all kernels of true elements in the item
  • the ritual salvages 10-100 coins worth of raw materials.

☐ Temper

When you spend several minutes drawing ornate symbols on a willing subject (including yourself) then weave a thread into those symbols, the subject gains temporary HP equal to your circle. Damage applies to these HP first.

☐ Traveling Smithy

As long as you have basic smithing tools, fire, and raw materials, you can create a makeshift forge or workshop anywhere. Using a makeshift forge or workshop takes twice as long, however.

☐ Forging the Heartblade

When you commit yourself to the long process of forging your heartblade consult with the GM about what will be required and what the weapon will be able to do when completed.

Gear

basic smithing tools (1 weight)
appropriate artisan tools (1 weight)
dungeon rations (uses: 5, ration, 1 weight)
10 coins

Choose your defenses:

☐ chainmail or leather (1 armor, worn, 1 weight)
☐ bare skin (0 armor, living)
☐ scale mail (2 armor, worn, clumsy, 3 weight)

Choose two weapons:

☐ crossbow (near, +1 damage, reload, 3 weight), bundle of bolts (ammo: 3, 1 weight)☐ dagger or gauntlets (hand, 1 weight)
☐ rapier (close, precise, 1 weight)
☐ short sword, axe, or warhammer (close, 1 weight)
☐ long sword, battle axe or flail (close, +1 damage, 2 weight)
☐ raid spear (reach, 1 weight)
☐ maul or greataxe (close, two-handed, messy, 3 weight)

Choose two:

☐ adventuring gear (uses: 5, 2 weight)
☐ 2 healing potions
☐ shield (+1 armor, 2 weight)
☐ antitoxin, poultices and herbs (uses: 2, slow, 1 weight)☐ simple mount of appropriate size (beast, mount)
☐ 15 coins