Weapon-Smith Knacks

Earthdawn Cavern Knacks

Knack: DoneRank: 4
Talent: HaggleCost: 150
Discipline: WeaponsmithStrain: 2

In a heated bargaining contest, the Weaponsmith may wish to set the price. If for example the Weaponsmith is being haggled against, the weaponsmith may declare 'done' to prevent the price being reduced any further (eg., "this is the absolute lowest I will go").
To perform this knack the Smith makes a Haggle roll Vs the Social Defense of his target. Only an average success is needed to set the deal then and there.

Knack: Weapon ChatterRank: 4
Talent: Weapon HistoryCost: 100
Discipline: WeaponsmithStrain: 5

The Smith hold the weapon in a trance like state,in front of a burning fire or forge, muttering under his breath. After ten minutes have passed, the Smith holds the weapon before him and triggers one of its powers (randomly). This may show one of the weapons properties if applicable.
A Weapon History test is made Vs the Spell Defense of the weapon. A good success or better is needed to trigger the magic off. Success only sets a power off, not necessarily telling the Smith anything.

Knack: Last BlowsRank: 5
Talent: Weapon HistoryCost: 100
Discipline: WeaponsmithStrain: 5

Last Blows (Weapon History - R5) 100lp, 5 strain. The Smith concentrates for a brief moment, cleansing himself of the days deeds, before holding the weapon to be examined. When the weapon is touched, the last seconds spent in use, are replayed to the Smith telepathically. This may hint at the weapons magical properties.
To perform this knack a Weapon History roll is made Vs the Spell Defense of previous wielder. This intimate knowledge may also be used to give the Smith a 'half magic' step bonus to the final Weapon History test, after the seven nights of study.

Knack: Forge SeekerRank: 7
Talent: Weapon HistoryCost: 75
Discipline: WeaponsmithStrain: 0

After the final Weapon History test is made, the Smith concentrates further on the weapon, examining its craftsmanship. A second test is then made. If a good success is made, the smith gains the intimate knowledge of where the weapon was crafted.
The Weapon History roll is made again, in exactly the same manner as the first. A good success indicates that the Smith 'sees' the place where it was crafted, and has a feeling as to how to get there. As the Smith gets closer to the forge, or place of craft, the feeling gets stronger. GM's must use thier imagination and wisdom to make sure this knack is used properly.

Knack: Glimmer CoatingRank: 5
Talent: Forge BladeCost: 75
Discipline: WeaponsmithStrain: 0

The Smith soaks the weapon in a cauldron of bubbling metal and crushed crystals, to coat it with a shimmering surface. This increases the apparent value of weapons.
A Forge Blade test is made Vs the weapons current damage step. For each success level achieved, the weapon increases its apparent value by 5%. This may be used on a weapon, a number of times equal to the Smiths rank in Forge Blade.

Knack: Fearsome BladeRank: 5
Talent: Forge BladeCost: 100
Discipline: WeaponsmithStrain: 0

Smith may forge a blade to appear more dangerous than it actually is. When blades are displayed openly in social situations, they may distract people from issues, giving the Smith interaction step bonuses, equal to the total improvements used in this way.
A Forge Blade test is made Vs the weapons current damage step. A good success or better is needed. May be improve in this way, a number of times equal to the Smiths rank in Forge Blade.

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