Korrin, God of Fire, Forge and Hearth
Clave, God of Smiths and Engineers, and his brother Korrin, God of Fire, Forge and Hearth, are two sides of the same coin. They often collaborate to create powerful artifacts.
Korrin is the god of elemental fire, the family hearth, the smelting of metals and the blacksmith's forge. He is one of the patron gods of the sky-city of Ironclave, and taught the Ironmen the secret of Claved Iron
Edges
Smelter's Touch
Requirements: Novice, Vigor d6+, Repair d6+
Effects: The character can smelt metal with their bare hands, reducing the time required to smelt ore by half. They also gain +2 Toughness against heat and fire damage.
Master Smith
Requirements: Seasoned, Smarts d8+, Repair d8+
Effects: The character gains a +2 bonus to all metalcrafting and repair rolls. Additionally, metal items made by this character are considered masterwork, granting them +1 to relevant rolls or durability.
Hearthflame
Requirements: Seasoned, Fighting d8+
Effects: The character can imbue their weapon with fire, adding +2 damage and a chance to ignite the target (Vigor roll to avoid catching fire).
Forge's Blessing
Requirements: Veteran, Spirit d8+, Repair d8+
Effects: Once per day, the character can call upon Korrin's blessing to imbue a crafted item with magical properties. The item gains a +1 bonus to its primary function (e.g., +1 to attack rolls for weapons, +1 to Armor for armor).
Abilities
Metal Mastery
Description: The follower has an innate understanding of metals and their ores, allowing them to work with them effortlessly.
Effects: The character can identify any magical or non-magical metal and its properties with a simple touch. They also gain a +2 bonus to all rolls involving the use or manipulation of metal.
Molten Craft
Description: The follower can shape and mold metal as if it were clay.
Effects: The character can manipulate metal with their hands, allowing them to reshape or repair metal objects without the need for tools. This ability can be used to create simple metal items or repair damaged ones in a fraction of the usual time.
Claved Iron Adept
Description: The follower knows the secrets of claved iron, allowing them to produce and craft it.
Effects: The character can smelt claved iron and craft magical or non-magical items with it.
Powers
Hearth's Warmth
Rank: Novice
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: A warm, comforting glow.
Effects: Heals allies within a Medium Burst Template for 1 wound, or removes one level of Fatigue, fright or other negative condition (GM's call).
Forge Fire
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 5 (1/round)
Trappings: The target item glows with an intense, fiery heat.
Effects: The character can heat metal to extreme temperatures, allowing them to smelt ore, forge weapons, or repair metal items with incredible speed. The heated item can also deal 2d6 fire damage if used as a weapon.
Korrin's Touch
Rank: Veteran
Power Points: 5
Range: Touch
Duration: Permanent (until dispelled)
Trappings: The item glows with a faint, otherworldly light.
Effects: The character can infuse an item with Korrin's essence, granting it +2 to its primary function (e.g., +2 to attack rolls for weapons, +2 to Armor for armor). The infused item also gains resistance to magical effects, providing a +2 bonus to resist dispelling or other magical interference.
Korrin is the god of elemental fire, the family hearth, the smelting of metals and the blacksmith's forge. He is one of the patron gods of the sky-city of Ironclave, and taught the Ironmen the secret of Claved Iron
Edges
Smelter's Touch
Requirements: Novice, Vigor d6+, Repair d6+
Effects: The character can smelt metal with their bare hands, reducing the time required to smelt ore by half. They also gain +2 Toughness against heat and fire damage.
Master Smith
Requirements: Seasoned, Smarts d8+, Repair d8+
Effects: The character gains a +2 bonus to all metalcrafting and repair rolls. Additionally, metal items made by this character are considered masterwork, granting them +1 to relevant rolls or durability.
Hearthflame
Requirements: Seasoned, Fighting d8+
Effects: The character can imbue their weapon with fire, adding +2 damage and a chance to ignite the target (Vigor roll to avoid catching fire).
Forge's Blessing
Requirements: Veteran, Spirit d8+, Repair d8+
Effects: Once per day, the character can call upon Korrin's blessing to imbue a crafted item with magical properties. The item gains a +1 bonus to its primary function (e.g., +1 to attack rolls for weapons, +1 to Armor for armor).
Abilities
Metal Mastery
Description: The follower has an innate understanding of metals and their ores, allowing them to work with them effortlessly.
Effects: The character can identify any magical or non-magical metal and its properties with a simple touch. They also gain a +2 bonus to all rolls involving the use or manipulation of metal.
Molten Craft
Description: The follower can shape and mold metal as if it were clay.
Effects: The character can manipulate metal with their hands, allowing them to reshape or repair metal objects without the need for tools. This ability can be used to create simple metal items or repair damaged ones in a fraction of the usual time.
Claved Iron Adept
Description: The follower knows the secrets of claved iron, allowing them to produce and craft it.
Effects: The character can smelt claved iron and craft magical or non-magical items with it.
Powers
Hearth's Warmth
Rank: Novice
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: A warm, comforting glow.
Effects: Heals allies within a Medium Burst Template for 1 wound, or removes one level of Fatigue, fright or other negative condition (GM's call).
Forge Fire
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 5 (1/round)
Trappings: The target item glows with an intense, fiery heat.
Effects: The character can heat metal to extreme temperatures, allowing them to smelt ore, forge weapons, or repair metal items with incredible speed. The heated item can also deal 2d6 fire damage if used as a weapon.
Korrin's Touch
Rank: Veteran
Power Points: 5
Range: Touch
Duration: Permanent (until dispelled)
Trappings: The item glows with a faint, otherworldly light.
Effects: The character can infuse an item with Korrin's essence, granting it +2 to its primary function (e.g., +2 to attack rolls for weapons, +2 to Armor for armor). The infused item also gains resistance to magical effects, providing a +2 bonus to resist dispelling or other magical interference.
Domain: Fire, Hearth, Forge, Creation
Powers: Elemental Manipulation (Fire), Smite, Armor
Edges: Artisan, McGyver, Mr. Fix It
Trappings: Flames, smelting, metal, forge, hearth
Powers: Elemental Manipulation (Fire), Smite, Armor
Edges: Artisan, McGyver, Mr. Fix It
Trappings: Flames, smelting, metal, forge, hearth
Children
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