Metallurge
- Race: Any.
- Sex: Both.
Metal wants to usurp. It is metal that let men dishonor the bear, sever sinew, cut stone.
Metal wants to conquer. Perfect metal, whose lustrous gold & silver draw men to its side & whose copper & tin gave them weapons to fight — whose steel made them gods.
The earth, fire, sea & sky revile the wound that metal is. A hated alien hive imprinted in its mountains, an interdimensional scar from a prior history — lead in the water. But it whispers, it calls, & it grants men power.
Metal is a goddess. The metallurge is simply its priest. They are competent but mad blacksmiths. They are swordsmen granted too much time in plate-metal shells. Cobblers & craftsmen whose veins run with mercury. A metallurge has been touched by a legionary mind, has succumbed to the interests of their lustrous god. Their will blends with their tools’. They will find a way to become complete.
Tradition Feature
- Metallurge: Metal has a soul. You know it when you feel it. Perfect immortality can be found in lustrous gold, flowing mercury, unbreakable adamantine. You love heat, craftsmanship, armor, the blade, metals of all sorts; you despise the natural world, its flora & fauna & waters & biological life.
- You are Resistant to Fire Damage. You can ignore small flames & brief exposures (i.e. reaching into fireplaces & brushing aside torch-flames).
- Given at least a minute, you can warp, twist, extrude, or reshape small metal objects with gentle, steady pressure.
- You cannot swim. You sink like a lead brick.
Backgrounds
| 1d6 | I was (a)… |
|---|---|
| 1 | Blacksmith who (1d6: 1–2 welded a rival’s doors shut / 3–4 burned a village for its nails / 5–6 deserted an army to keep a forge) |
| 2 | Mad mercury-poisoned immortality-seeker |
| 3 | Counterfeiter so talented I destabilized a local economy |
| 4 | Melted down a Lord’s priceless heirloom & remade it “correctly” |
| 5 | Prospector until the iron talked back |
| 6 | Wandering scrap-collector, feeling buried metal through bare feet |
Spells
- Flamethrower: Spray a [Dice] × 10’ long 90° cone down with a blast of fire. Everything inside ignites & takes [Sum] + [Dice] Fire Damage.
- Repair: Repair a single touched piece of mundane equipment (possessing no special capabilities) from any condition of malfunction. Takes 3 − [Dice] hours to cast. At 3+ SD, the spell is instant. At 4+ SD, magical & supernatural damage can be corrected.
- Immortal Adamantine: Willing target within 30’ transforms into an immortal, indestructible, unmoving adamantine statue for [Sum] Rounds or for the duration of the caster’s concentration.
- Copperwire: Summon an unspooling bolt of phantom copper. It can be kept & stored for [Dice] days. When a spell is cast at you or at a target within your line-of-sight, you may have it whip out like a snake to counter it. Subtract your [Sum] & [Dice] from the targeted spell’s [Sum] & [Dice]; in addition, add [Dice] additional SD to the enemy caster’s pool, but only for the sake of counting doubles & Mishaps.
- Welding: Up to [Dice] × 2 objects are welded together at the points where they touch with a material strength equal to the weakest substance involved. Creatures may Save to negate. The spell lasts for [Sum] Rounds if at least creature is involved, or [Sum] hours if one isn’t. At 4+ SD, the effect is permanent.
- Leaden Weight: Target entity within 60’ becomes heavy, gaining up to [Sum] × [Sum] Weight in stone (#) for [Sum] Rounds. This is treated as extra carried Weight for creatures.
- Iron Edge: Target metal weapons you’re touching gain a +[Dice] × [Dice] Physical Damage bonus for [Dice] hours.
- Silver Mirror: Target mirror that you touch expels your mirror image, silvery & reflective as if made of chrome. It is almost exactly like you, but devoid of its own intent; it will obey your every command to the spirit, as it shares yours, but is otherwise its own being. It vanishes in [Dice] × [Dice] hours, or when struck with a weapon. At 4+ SD, the silver clone is permanent until verbally dismissed by you. You can only have one silver clone at a time.
- Mercurial Form: Your limbs become shape-shifting mercury for [Sum] Rounds. You can form natural weapons that deal [Dice] × [Dice] Physical Damage. For each SD, you may also choose an additional effect:
- You can shapeshift into any soft liquid metal form & move like a slime.
- Add an additional [Dice] Poison Damage to every natural weapon strike.
- Your body can form functional simple solid tools, such as mattocks, hooks, clamps, levers, & lock-pocks.
- Golden Lust: Target golden object within your line-of-sight becomes desirable for [Dice] × 10 minutes. Anyone who sees it must Save with a −[Dice] penalty or become obsessed & attempt to obtain it by whatever means are possible & necessary — whether that be manic backstabbing, subterfuge, or wildly one-sided offers varies based on the victim’s intelligence.
- The Seed Bismuth: A fractal & brittle bismuth outcropping of at most [Dice] × 5 cubic feet grows out of a point on solid stone within 120’, sprouting into a desired cubic shape. Creatures can also be targeted; if [Sum] is equal to or greater than their current HP, they immediately & painfully bloom into a twisted bismuth statue, killing them instantly.
- Fireball: Choose a point within 120’. A fireball of [Dice] × 5’ spherical radius erupts, dealing [Sum] Fire Damage to everything within the area. If a fireball is used in a constrained space (where at least half of its normal volume is solid matter), the radius is doubled. A fireball can float frozen in place for up to [Dice] hours instead, detonating only under a condition specified by the caster, when time runs up, or when any Damage would be dealt to it.