Difference between revisions of "FrivYeti/HeroicJourneyman"

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#REDIRECT [[FrivYeti/HeroicExalts]]
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Back to [[FrivYeti/HeroicExalts | The Heroic Exalted]]
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The Journeyman: Craftsmen and merchants, the Journeyman takes most after the Great Maker. He works to improve the physical world, making it a place that people are more likely to enjoy residing in, solving problems with hard effort and  long hours, rather than trying to rely on people to help themselves.
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Creation: Journeymen are most often drawn from skilled experts, be they farmers, blacksmiths, merchants or alchemists. They are those who work to fix the world, and who use their skills for the betterment of others. A doctor who doesn't charge to help the poor, a farmer who tries to help his village thrive, and the like can become Journeymen.
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Anima: The Journeyman is skilled in the art of repair and construction. When they call upon their anima, they can work long hours easily and quickly. This costs 10 motes, and makes the journeyman a figure of excellence; the time for all extended tasks that would take no more than a day are halved. This power lasts for one task.
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Associations: The element of wood, the Terrestrial Exalted, the direction of the North, and the colour brown.
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Charms:
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[[/HeroicArtifact | Artifact Charms]] <br>
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[[/HeroicManse | Manse Charms]] <br>
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[[/HeroicResources | Resources Charms]]

Revision as of 05:01, 8 February 2006

Back to The Heroic Exalted


The Journeyman: Craftsmen and merchants, the Journeyman takes most after the Great Maker. He works to improve the physical world, making it a place that people are more likely to enjoy residing in, solving problems with hard effort and long hours, rather than trying to rely on people to help themselves.

Creation: Journeymen are most often drawn from skilled experts, be they farmers, blacksmiths, merchants or alchemists. They are those who work to fix the world, and who use their skills for the betterment of others. A doctor who doesn't charge to help the poor, a farmer who tries to help his village thrive, and the like can become Journeymen.

Anima: The Journeyman is skilled in the art of repair and construction. When they call upon their anima, they can work long hours easily and quickly. This costs 10 motes, and makes the journeyman a figure of excellence; the time for all extended tasks that would take no more than a day are halved. This power lasts for one task.

Associations: The element of wood, the Terrestrial Exalted, the direction of the North, and the colour brown.

Charms:

Artifact Charms
Manse Charms
Resources Charms