ptu smith or whatever

SMITH
[Class][+Attack][+Defense]
Rank 1 Prerequisites: Novice Focus, Novice Athletics
Rank 2 Prerequisites: Expert Focus, Expert Athletics
Extended Action
Rank 1: You may Design a blueprint for Weapons for 1500P, Headgear and Shields for 1000P, or Armour for 3000P. You may Produce any item you have a blueprint for at the cost of the blueprint (or the cost stated in the Blueprint).
Rank 2: You may Design a blueprint for Footwear for 850P, or Accessories for 1000P.

Item Type Design
Weapon 1-Handed, +1DB, Melee or Range 4. Choose the Weapon Type*. For 500P more, you make the design 2-Handed: increase the AC and DB by +1 and, if ranged, make the range 4 - 12.
Shields DR2. Choose Physical or Special.
Headgear DR2. Choose Physical or Special.
Armour DR3. Choose Physical or Special.
Footwear Choose a movement capability: the item grants +2 to it (if the wearer already has it). Or choose one of the following capabilities: Icestep, Naturewalk, Wallclimber. The item grants it.
Accessories Choose a move you know: the item grants the wearer use of that Move at one Frequency one higher than normal. (At-Will goes to EOT, EOT goes to Battle, Battle goes to Center, Center breaks after one use)

Note: You may take Smith up to two times. You must be around a fire to Produce items from a blueprint.
You can name your items whatever you wish.
*See Appendix

Artisan of War
[+Attack][+Defense]
Prerequisites: Smith
Free Action
Trigger: You Design an item.
Effect: You can spend 700P to enhance the blueprint. You may enhance a blueprint up to two times, but can only choose one enhancement from a category. For each enhancement, add 200P to the item's production cost.

Item Type Effect
Weapon Increase crit range by 1; Choose a second weapon type: the item can deal either type.
Shields Add one of these effects: "Static, Effect: The wearer is treated as if they had the Sticky Hold ability." or "Static, Effect: The wearer is treated as if they had the Klutz ability."
Headgear Add one of these effects: "Static, Effect: The wearer is treated as if they had the Ugly ability." or "Static, Effect: The wearer is treated as if they had the Soundproof ability."
Armour Add one of these effects: "Static, Effect: The wearer is treated as if they had the Absorb Force ability." or "Static, Effect: The wearer is treated as if they had the Big Pecks ability."
Any +2 to a Combat Manoeuvre (this can be spread across two); +2 to resist a Combat Manoeuvre; Choose a skill: this item grants +2 to rolls.

Cutting Edge in Smithing
[+Attack][+Defense]
Prerequisites: Smith
Free Action
Trigger: You Produce an item.
Effect: You can spend 600P: the item is now 'Tempered'. It gains an effect according to their type, as below.

Item Type Effect
Weapon +1DB, +1AC. Melee weapons grant 'Reach' while wielded, Ranged weapons gain Push 1.
Shields +2DR, or affects Physical and Special.
Headgear +1DR, or affects Physical and Special.
Armour +2DR, or affects Physical and Special.
Footwear +1 to the item's capability (Overland, if none).
Accessories Add a second move at two Frequencies higher than normal.

My Body Is The Anvil!
[+Attack][+Defense]
Prerequisites: Smith, Artisan of War or Cutting Edge in Smithing
1 AP — Free Action
Trigger: You Produce an item.
Effect: Expend a Move you know. The item gains the 'Volatile' keyword and changes as follows:

Item Type Effect
Weapon Gain the type of that Move.
Shields Gain +2DR. The item now only resists Moves of that Type.
Headgear Gain +2DR. The item now only resists Moves of that Type.
Armour Gain +3DR. The item now only resists Moves of that Type.
Footwear Add this effect: "At-Will — Trigger: You are targeted for an attack, Effect: You are treated as having +1 Evasion. Your accuracy cannot go past +6 because of this effect."
Accessories Add this effect: "Daily — Trigger: You are targeted for an attack, Effect: Change your type to <Move's Type> until the end of your next turn."

Note: Items with the 'Volatile' keyword are unpredictable, and have a chance to break. At the end of each battle in which it was used, roll 1d20. At 10 or lower, the item breaks.

My Soul Is The Hammer!
[+Attack][+Defense]
Prerequisites: Smith, My Body Is The Anvil!
1 AP — Free Action
Trigger: You Produce an item.
Effect: Expend a Move you know. The item gains the 'Volatile' keyword and changes as follows:

Item Type Effect
Weapon Add this effect: "Center — Trigger: You attack with this weapon, Effect: Use <Move> on the same target."
Shields Add this effect: "Battle — Trigger: You are hit by a Move with Type <Move's Type>, Effect: Reduce your damage taken by 1d8. Deal that amount as irreducible damage to your attacker, or you may perform a combat manouevre."
Headgear Add this effect: "At-Will — Trigger: You make an attack of Type <Move's Type>, Effect: You are treated as having +1 Accuracy. Your accuracy cannot go past +9 because of this effect."
Armour Add this effect: "Battle — Trigger: You are hit by a Move of Type <Move's Type>, Effect: The holder gains their level temporary HP."
Footwear Add this effect: "Battle — Trigger: You are targetted by a Move of Type <Move's Type>, Effect: You may Shift 1."
Accessories Add this effect: "Battle — Trigger: You are hit by a Move with Type <Move's Type>. Effect: You may use this item. The item breaks immediately."

Allied Alloy
[+Attack][+Defense]
Prerequisites: Smith, My Soul Is The Hammer!
Static
Effect: When using Smith feats, a trainer or pokemon can expend a Move in your place.

Rome In A Day
[+Attack][+Defense]
Prerequisites: Smith, Expert Focus and Expert Athletics
1 AP — Full Action
Produce an item from a blueprint.

Circle of Knife
[+Attack][+Defense]
Prerequisites: Smith, 3 Smith Feats
Target: An item you have the blueprint for.
Standard Action
Effect: Take apart the item. The next copy you create has no Production cost (pay feat costs as normal).

That Sword - I Know It!
[+Attack][+Defense]
Prerequisites: Smith, 4 Smith Feats, Master Focus
Target: One weapon you see.
Daily/5 — Swift Action
Effect: You create a perfect mental Blueprint of that weapon for 0P (the Blueprint keeps any Tempering, moves, or effects attached to it even if you cannot otherwise add that effect). The cost of Producing that weapon is set by your GM. You lose the Blueprint after using it.

Appendix
Weapons have 3 damage types, each having an effect on critical hit:
Bludgeoning Lower any of the target's combat stages by 1 stage.
Piercing Ignore any changes to the target's defense stat (such as DR or combat stages).
Slashing Deal 1 additional injury.
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