* 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!
Josh on Twitter: @mataxes
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