• Weaponsmiths!

  • We will avoid the weeds of Forge Weapon

  • Dan’s first character was a Weaponsmith.

  • Fills the narrative niche of craftsman or smith, and makes it a playable role.

  • Crafting systems can be a thing.

  • Downtime and a brief aside on Josh’s campaign calendar.

  • Karma Ritual

  • Half-Magic Ability

  • Free Talent: Craftsman

  • Novice Tier Discipline Talents

  • A historical retrospective on Weapon History

  • Social character, community leader or respected individual.

  • Novice Talent Options

  • Support and defense are important concepts.

  • Solid, dependable, resilient.

  • Journeyman Abilities and Discipline Talents

  • Forge Armor as a counter to Forge Weapon

  • Spot Armor Flaw (and Josh gets it wrong at first)

  • Journeyman Talent Options

  • Continuing the themes of defense, support, and social ability.

  • Weaponsmiths are likely to be one of the most common adepts normal folk will interact with.

  • The way a Weaponsmith’s social ability manifests would be different from a Troubadour or other social character.

  • Perception, Charisma and Willpower are important. Dexterity for more combat angled Weaponsmiths.

  • Depending on group make-up, can be good front man or party face, or a second to the group leader.

  • GMs, if there is a Weaponsmith player character, make sure you allow for downtime!

  • Once again: Defense and support.

  • Subtle and long-term power, not flashy.

  • A sidebar about role overlap and how optional talents allow play areas to be covered.

  • And we didn’t even get into enchanting!

Email: edsgpodcast@gmail.com

Twitter: @EarthdawnG

Josh on Twitter: @mataxes

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