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Metalsmith
You are known by the smell of molten metal and the jingle of tin. You are not a mere merchant, but an artisan of fire and metal.
- Rations (3 uses)
- Torch (3 uses)
- Pincers
- Gloves (petty)
- Hammer (d6)
What is your trade?
- You build small contraptions for local guilds (and don’t ask too many questions). Take an extra 40sp and a wanted poster with your face on it. Given time and materials, you can open almost any door or vault.
- You deal in home goods and tools, hawking your wares to townspeople across the lands. Take an extra 20sp and 1 extra language point.
- You were a military smelter, before peace destroyed your livelihood. Replace the hammer with a smelting hammer (d10, bulky) and a tin helm (1 Armor). Given time and adequate materials, you can repair armor.
- You sell rare and quality items to monasteries and nobles alike. Take a Spyglass, a Necklace (petty) worth 20sp, and a Scroll of Mirrorwalk (petty). Mirrorwalk: A mirror becomes a gateway to another mirror that you looked into today.
- You offer protection as a service, quietly watching for threats as money exchanges hands. You carry a Long Sword (d10, bulky).
- You scavenge raw tin and iron from battlefields, pulling teeth from still-twitching corpses. Start with a Donkey (4 slots), a Crossbow (d8 damage, bulky), Crossbow bolts (Ud8), and a Saw (d6).
What never fails to get you out of trouble?
- Fire eggs. Six small pellets made of sea salt, wood, and crockery-dust. They explode at low heat (d8, blast) but dissipate quickly.
- Black tar. Versatile: both sticky and highly flammable. 3 uses.
- Spiked boots. Cracks heads (d8) as easily as it does ice and muck. Travel is also a bit slower, but easier.
- Tinker’s paste. Seals shut any fist-sized opening. 3 uses.
- Fireworks. A dazzling, albeit dangerous display. Enough explosive material to blow off a finger or three. 3 uses.
- Miner’s grease. Great for dislodging gems, tools, or limbs from a tight space. Highly explosive. 3 uses.
From Cairn 2e CC-BY-SA 4.0.