"The
Master Smith"
God of Fire,
Craft, and Craftsmanship
"Lay me on an anvil, Master Smith. Beat me and hammer me into a
steel spike that thou might have use for me."
-- Oranian Prayer for Guidance and
Strength
Priests of Oranus often
travel the world, searching out new inventions in far-away places.
When not on the road, the priests of the Master Smith often
support themselves by crafting and selling high-quality
manufactured goods, like swords, bells, armor, lenses,
leathergoods, furniture and so on (the common population of
Taranche tends to believe that he is the "blacksmith's god", but
in truth he supports all of the tradecrafts). They also
invest in and support promising young craftsmen just starting
out in their trade.
The Church of Oranus
is charged with making the theoretical real; the Master Smith's
priests are responsible for all of the notable technological
innovations over the past several thousand years. Stored
in the locked vaults of Oranus' temples are inventions ahead of
their time, created by priests of the Master Smith but forbidden
by the god to be released for the now.
Oranus is also seen
as the god of fire; in this, his domain is fire as a tool rather
than as a rampaging force.
Also Known As: Friming (Chayk),
Uverass (Khazak)
Dogma:
Question and challenge the unknown with new ideas and new
invention. If its worth doing, its worth doing well.
Trust the worker and not the worker's tools. Patience is
the virtue of the wise craftsman. Hard work never hurt
anyone. Effort is its own reward.
Symbol:
A hammer striking an anvil.
Holy Days:
The first day of every month.
Allies:
Metilius, Lampronus, Nemetorius, Rabirius
Foes:
Desticius
Colors:
Black and Red, Silver, Gold, or Brown
Sacred Animal:
The bull.
Sacrifice:
Any tool specifically made by the priest himself for the
specific purpose of sacrifice.
Weapons
Permitted: Priests of Oranus are permitted to use any
weapon, provided they created it themselves. They tend to
favor the hammer.
Armor
Permitted: Priests of Oranus are permitted to wear any
armor, provided they created it themselves. They are not
permitted to use shields.
Priests of
Oranus
Priest of
Oranus Package (35 Points): Each priest of Oranus is
required to take this package. The number in parentheses
is the point cost of the item.
- Strength +2 (2)
- Constitution +2 (4)
- Armorsmith (3)
- Craftsman: 20 Points
of Craft-Related Professional Skills, Knowledge Skills, and
Artistic Skills, as Chosen by the Player (20)
- Credential: Right to Marry (1)
- Heat Resistant: Life
Support (Safe Environment: Intense Heat) (2)
- Inventor (3)
- Knowledge Skill: Doctrine of the Church of Oranus 11 or
less (2)
- Power Skill: Faith (3)
- Professional Skill: Priest of Oranus (3)
- Professional Skill: Appraiser (3)
- Professional Skill: One Crafts Trade of the Player's
Choice (3)
- Power of Oranus: Spell
Multipower. See below for Details (28)
-
True Strike: Combat Skill
Level: +4 with Hand-to-Hand Combat (20 Active Points) - Non-Persistant (-¼),
8 Charges (-½), Gestures (-¼)(10)
- Weaponsmith (Muscle Powered Hand-to-Hand Weapons)(2)
- Weapon Familiarity: Warhammer (1)
- Psychological Limitation: Devotion to Oranus and His
Purposes (-25)
- Social Limitation: Subject to Church Edicts (-20)
Priest Spells Granted
Base Spell
Multipower: The base spell multipower acquired in the
Priest of Oranus package is as follows. The package also
gives the player 5 extra points with which to purchase spell
slots (and the player may feel free to spend further points on
spell slots, if he so chooses):
Cost |
|
Power |
END |
14 |
|
Power of
Oranus: Multipower (40) - Only Divine Magic (-1/2),
8 Charges (-1/2), Must Pray and Meditate for One Hour to Gain
the Day’s Charges (-1/2), Only Usable While in Good Standing
With Oranus's Faith (-1/4) |
N/A |
1 |
u |
Affect
Normal Fires I: Aid
Normal Fire 4d6 (40 Active Points) - Incantations (-¼), Gestures
(-¼) |
4 |
1 |
u |
Affect
Normal Fires II:
Suppress Normal Fire 4d6 (20 Active Points) - Incantations (-¼),
Gestures (-¼) |
2 |
1 |
u |
Bastion: Force Wall (6
PD/6 ED, 4" Long, 2" Tall)(40 Active Points) -
Gestures (-¼), Incantations (-¼) |
4 |
1 |
u |
Bless:
Combat Skill Level: +1 with All Combat - Selective Area of
Effect (3" Radius; +1½)(20 Active Points); Concentration
(Startup, 0 DCV; -¼), Gestures (-¼), Incantations
(-¼), Effect Lasts for One Hour (-0) |
2 |
1 |
u |
Detect
Magic: Detect Magic (Discriminatory,
Ranged), +10 to Perception Roll (30 Active Points) - Concentration (Throughout, 0 DCV;
-1), Delayed Phase (-¼), Incantations (-¼), Gestures (-¼), Nonpersistent
(-¼) |
3 |
1 |
u |
Flaming Weapon: Hand Killing
Attack 1d6, Affects ED - Useable by One Other (+½), Ranged (+½)(30
Active Points); Linked to Affected Weapon (-½),
Concentration
(Startup, 0 DCV; -¼), Gestures (-¼), Incantations (-¼), Effect
Ceases When a Successful Hit is Made (-¼) |
3 |
1 |
u |
Holy Armor: Armor
(+5 PD/+5 ED) - Useable by One Other (+¼)(19 Active Points);
Concentration (Startup, 0 DCV; -¼), Gestures (-¼),
Incantations (-¼), Effect Lasts 1 Hour (-0) |
2 |
1 |
u |
Identify: Detect
Properties of Item 11 or less (Discriminatory, Analyze)(20 Active
Points) - Extra Time
(One Hour; -2½), Gestures (-¼), Incantations (-¼), Non-Persistent
(-¼), Concentration (Throughout, 0 DCV; -½), OAF: Object to be
Identified (-1) |
2 |
1 |
u |
Plume of Fire:
Ranged Killing Attack 1d6 - Area Of Effect (4" Cone; +1) (30
Active Points); 1 Charge (-2), Gestures (-1/4), Requires
Both Hands (-1/4), No Range (-1/2), Concentration (½ DCV;
-¼) |
3 |
This
site is best viewed using the
Magic
Cards font. |