See the Legacies – The Ancient book for all fluff.
Doctrine
Parentage: Moros, Adamantine Arrow, Free Council, or Seers of the Throne
Prerequisites: Prime 2, Matter 2, Craft 3
Initiation: The tutor forges a furnace of stone and clay using no magic, and only tools he himself has forged. A hollow in the furnace contains a cup of the tutor’s blood and as much tass as he can accumulate. The initiate climbs into the furnace carrying a nail of Siderite.
While the tutor fires the furnace with Supernal flames, which causes pain but no harm, the initiate will drive the Siderite nail through a wrist and let his blood fall through the Supernal fire to pool with his tutor’s. He then meditates and starts to craft his soul, absorbing as much Tass as he can.
The tutor then breaks open the furnace, and as the initiate steps out, the tutor hits him with a Platonic Form of a hammer, created in the image of the initiate’s soul. He is then “hammered” into form, and then jumps into a waiting bath of cold water to cool. This consumes the Siderite nail and tass, and while the initiate, now a full member, cools, the tutor destroys the furnace so it may never be used for a lesser purpose.
Similar processes are used for learning the later Attainments. But read the book to get them...Forge Masters are fucking metal.
Magic:
Ruling: Prime
Yantras: Succeed on a Crafts roll relevant to the spell (+2), spend a short moment preparing all of your tools for the spell (+1), spend time preparing the subject to receive your spell (+2), exhaust yourself in your devotion to your Willworking (+1, +2 if this imposes a negative Condition).
Oblations: Smelting your own metal from ore you dug yourself. Using that metal to make a tool or weapon for a client, in one day. Forging a small item and quench it in blood. Melting down scrap metal to make something both useful and beautiful. Repairing a weapon or armor that was damaged in battle so it’s as good as new.
Attainments:
First Attainment The Evaluation
Pre-Requisite: Initiation
The first ability a Forge Master leans it the ability to detect the Supernal power hidden within phenomenal
matter. As an instant Action, the Forge Master can ask a number of questions about a visible enhanced item,
imbued item, or artifact equal to his dots in Prime. These questions must be related to its nature as a
Magical item, and can extend to the capacity of the Mage who crafted it, if one did. If the subject is not such
an item, the Forge Master is aware of that fact.
Supernal Vision, limited to “items”, and as such granted the twin benefits of sensory range, and ‘who made it’-questioning, as a Forge Master is more likely than most to be able to detect the workmanship of another.
Optional Arcanum: Matter 1
In addition to the Supernal elements of the subject, with a closer, physical inspection the Forge Master is
also capable of determining the subject’s exact chemical composition, weight and density, as well as all
other physical aspects of a subject, such as its durability, conductivity, etc.
Discern Composition, reach into Instant Casting. Got to use touch-range for this one, nothing to exchange for the each bonus here.
Second Attainment: The Master’s Hand
Pre-Requisite: Prime 2, Matter 2, Craft 4
The knowing hand of a master craftsman can work away slight imperfections in a tool, enhancing its
performance. A knife becomes sharper, a gun better balanced, a car handles better, a hairpin can even
become a better lockpick.
With a scene’s worth of maintenance, the Forge Master can enhance a physical object, bringing it close to its Supernal ideal. For a period equal to the Mage’s dots in the lower of Prime or Matter on the Advanced Duration table, the modified object grants the 8-again trick to all dice rolls for which it is used. This extends to the use of Tools as Yantras in spells, and the activation rolls for Imbued Items.
Find the Balance and As Above, So Below, with one free reach into Advanced Duration, then I limited it to physical items which can be worked on in order to get another free Reach to turn it into 8-agains.
Third Attainment: Primal Tempering
Pre-Requisite: Prime 3, Craft 5
As a Powersmith rises in master, he can strengthen the power of will and purpose in any man-made object
to make it realer than real, capable of cutting through the skein of creation. Such items become physically
“real” to all manner of Ephemeral being, including Ghosts, Spirits, Goetia, Strix, and even so-called “Angels”.
To use this Attainment, the Powersmith must work on the subject item for a scene, empowering its reality
with his own force of will and his Awakened soul.
Such effects last for a duration equal to the Powersmith’s dots in Prime on the Advanced Duration Table, and can affect objects of up to size 5. However, this is capable of functioning on “parts” of a greater whole. Such as the bumper of a car for example.
Ephemeral Enchantment, reach into advanced duration.
Optional Arcanum: Matter 3
In addition to enhancing the item’s capacity to affect all levels of reality, the Mage may also refine its
physical effect, increasing the item bonus (or damage for weapons) of a Tempered item by 2, or 3 with
Matter 4. This can only increase such item’s bonus or damage to a maximum of 5, and lasts for the same
duration as the main element of the Attainment.
Simple boost to Weapon Bonus.
Fourth Attainment: Supernal Refinement
Pre-Requisite: Prime 4, Matter 4, Craft 6
Base, fallen matter is a worthy material, however Forge Masters practice with one with far more power,
Perfected Materials. In a scene-long process of refinement and imbuing, the Power Smith may refine a metal
into its purified form. This permanently transforms an amount of metal of up to size 5 into its Perfected
state. Having Forged this material himself using his very soul, should the Forge Master then attempt to use
the Imbue Item attainment on it, he gains the 8-again trick to his dice pool.
Hone the Perfected Form, with the original +2 Reach option, reintroduced because this is an Attainment which can break the rules a little bit. Added in the 8-again to give Prime something at this dot-level, and an excellent shot at a free relinquishment of an Imbued Item is pretty well for a 4th Attainment.
Fifth Attainment: Primal Forge
Pre-Requisite: Prime 5, Craft 7
At the apex of the Legacy’s power, a Forge Master no longer needs a forge. He has so internalized the power
of toolmaking that he can conjure weapons, armor or simple mechanical devices from pure Mana or tass. As
an Instant Action, the Powersmith can generate a physical object of size 5 or less, and has a number of
points to divide between increasing its item bonus, its durability, or its uses. This creation lasts for a single
day, before dissipating back into nothingness. In addition, any uses of the item gain the 8-again trick.
If the Powersmith takes a scene to activate this attainment, he can also imbue this item with Primal Tempering, however in addition it can be specified as a specific “Bane” of an Ephemeral entity. No matter its capacity, this item only requires 1 Mana to create, and only contains one mana, and this point cannot be extracted at any time, it is stretched too thin by the Mage’s own soul to be recovered.
Optional Arcanum: Matter 5
Having forged the tass-skeleton for his creation, a Powersmith who is also a Master of Matter can now gird it
in the rigidity and power of his craft. The creation is treated as if it is treated as if it is any specified perfected
material, or alloy thereof. This means that any use of Mana to which that perfected material could be put, is
accessible by a use of one “use” of this Attainment. The alloy Sophis channels scavenged mana directly into
the body of its wielder, rather than storing it in itself.
Based on Platonic Form, with Reach into Instant Casting, Advanced Duration, and 8-agains for tools. Primary factor is Potency, granting 5 points to split between enhancing item bonus, durability, and “uses” which is originally Mana capacity. However as Attainments decrease mana costs to a minimum of one, I decided that this would transform “capacity” into how far you can stretch that singular point of Mana.
Modification with Primal Tempering should turn this powerful Tass-sword into something capable of killing all manner of nasty creature. Especially as I added on the “bane” element for free. The Optional effect is the icing on the cake, allowing a Master of the Legacy to access any Perfected Metal or Alloy at any time, for the cost of a single point of Mana. The creator can for example create Thaumium Amulets containing 6 free universal Clashes of Will against any unconsenting spell for their bearers, at the bargain price of 1 Mana each.