Hedgespun

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Hedgespun
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(Sublime Designs)
(Creating Hedgespun)
 
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{{Infobox Merit
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{{Infobox_Merit
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|Source=House Rule
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|Pages= 
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|Status=Allowed
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|Fixed=Yes
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|Type=Item
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|Restriction=Changeling
|Level1=1
|Level1=1
|Level2=2
|Level2=2
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|Level4=4
|Level4=4
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|Level5=5
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|Type=Changeling
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}}
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|Prerequisite=
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{{CHR|This is a custom [[Merits|Merit]] for the [[Changeling]] Venue, approved for play by [[User:CyledyrWyllt|CyledyrWyllt]].
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|Source=House Rule
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The Toxicity option is not allowed.}}
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|Restriction=Changeling
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|Pages=
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}}{{CHR|This is a custom [[Merits|Merit]] for the [[Changeling]] Venue, approved for play by [[User:CyledyrWyllt|CyledyrWyllt]]}}
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The Hedgespun Merit is considered separate from the [[Token]] Merit and may be purchased multiple times. We use modified Hedgespun rules from [[Rites of Spring]] (p. 138), so in addition to ''gaining ST approval'', a hedgespinner must possess the appropriate skills: [[Crafts Skill]] AND [[Occult Skill]] equal to the Merit Dots of the Hedgespun item being crafted, as well as the Merits [[Hollow]] OR [[Resources]] to successfully create the particular custom hedgespun they desire. Please note that the Merit Dots of the Hedgespun item cannot exceed the [[Wyrd]] Rating of the item's creator. Thus, Hedgespun items at the 4th and 5th dot level are exceedingly difficult to craft.
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The Hedgespun Merit is considered separate from the [[Token]] Merit and may be purchased multiple times. We use modified Hedgespun rules from [[Rites of Spring]] (p. 138), so in addition to ''gaining ST approval'', a hedgespinner must possess the appropriate skills ([[Crafts Skill]] & [[Occult Skill]]) and merits([[Hollow]] & [[Resources]]) to successfully create the particular custom hedgespun they desire. Please note that acquiring/crafting hedgespun always requires a scene and that changelings may never hedgespin anything with dots higher than their own [[Wyrd ]]ratings. Please keep in mind that even though it is possible to hedgespin four and five dot items, such wondrous craftsmanship is quite rare and exceedingly expensive.
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Furthermore, a scene (a glimpse if the creator is purchasing the Hedgespun merit for themselves) must be had before the Merit is purchased between the Hedgespun Item's commissioner and the Creator. This is to help inspire fun scenes that delve into the fantastical nature of the items themselves, and explore the Changelings' ability to craft with the stuff of dreams.  
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Intangible reagents are made a part of a Hedgespun item by existing in the proximity to the crafting process. If the recipe demands a cry of pain, then that anguished cry must be within earshot of the changeling Hedgespinning the item while she crafts it. If she herself must give something to the item, such as a whispered promise or a lusty gust of breath, she can do so while her hands work to ease the materials together.
Intangible reagents are made a part of a Hedgespun item by existing in the proximity to the crafting process. If the recipe demands a cry of pain, then that anguished cry must be within earshot of the changeling Hedgespinning the item while she crafts it. If she herself must give something to the item, such as a whispered promise or a lusty gust of breath, she can do so while her hands work to ease the materials together.
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* '''Dice Pool''': [[Wits]] or [[Strength]] + [[Crafts Skill]] + equipment
 
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* '''Action''': [[Extended]]: Extended (successes necessary are equal to three times the token dots desired; each roll is equal to one hour’s worth of crafting and each roll requires that one Glamour point be spent or the process must be temporarily halted until more Glamour can be put into the object).
 
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* '''Suggested Modifiers''': Crafter has [[Wyrd]] 6+ (+1), crafter possesses [[Contracts]] of [[Artifice]] or [[Forge Contracts]] (+1), crafter has [[Clarity]] 5 or below (+2) crafter is a [[Token Maker]] (+3)
 
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* '''Possible Penalties''': Intricate design (–3), distractions (–2), crafter has Clarity 8 to 10 (–1), ephemeral/intangible ingredient (–1)
 
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===Roll Results===
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If desired, a character can Roll to craft the item during the Item's scene, however it is not required. Such rolls would use regular Cafting rules, as explained under the [[Crafts Skill]] wiki entry. So, even if a character is using moonlight to forge a blade, the intended durability of the blade would still effect the rolls and successes needed, just as they would for a blade forged from regular steel.
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* '''Dramatic Failure''': One of the ingredients is destroyed.
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* '''Failure''': The items just don’t come together.
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* '''Success''': The desired Hedgespun item now sits in the character’s hands and may be used IC once the xp cost is paid.
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* '''Exceptional Success''': The character’s next [[Crafts Skill]] roll is made at a +2 bonus.
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Advanced modern mechanical items may not be viable as Hedgespun, due to their complexity. A modern crossbow would be fine but a car may not function as it should.
==Sublime Designs==
==Sublime Designs==
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It is also possible to create 0-Dot Hedgespun, which possess identical mechanics to their mundane equivalents despite being crafted from ephemeral ingredients and fantastical materials. These ''trinkets'' only require a single success to create and may be acquired with ST approval both at CharGen and during play at no xp cost.
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Every piece of hedgespun possesses mechanics that are identical to their mundane equivalent despite being crafted from ephemeral ingredients and fantastical materials. It is also possible to craft 0-Dot Hedgespun, which only require a single success to create and may be acquired with ST approval both at CharGen and during play at no xp cost. These exotic ''trinkets'' function exactly like their mundane counterparts and do not require activation, but may be upgraded with further hedgespinning(and xp).
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In addition to the mundane statistics possessed by all hedgespun equipment, each dot spent on the Hedgespun Merit adds one of the following benefits when it is activated with a [[Reflexive]] [[Action]] by ''either'' rolling [[Wyrd]] ''or'' spending one point of [[Glamour]]:
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In addition to the standard mundane statistics(and equipment bonuses) possessed by all hedgespun equipment, each dot spent on the Hedgespun Merit adds one of the following benefits when it is activated with a [[Reflexive]] [[Action]] by ''either'' rolling [[Wyrd]] ''or'' spending one point of [[Glamour]]:
* +1 equipment bonus to a particular type of roll(similar to a skill specialty).
* +1 equipment bonus to a particular type of roll(similar to a skill specialty).
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* +1 to a [[weapons]] Damage bonus.
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* +1 to a [[weapons|weapon's]] damage.
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* +1 to a [[weapons]] [[Defense]] bonus.
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* +1 to [[Defense]].
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* +1 General ''or'' Ballistic [[Armor]] bonus. This change is reflected by the [[Mask]].
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* +1 to general ''or'' ballistic [[Armor]]. This change is reflected by the [[Mask]].
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* +2 [[Initiative]]
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* +2 to [[Initiative]].
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* +2 [[Speed]]
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* +2 to [[Speed]].
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* +1 [[Durability]]
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* +1 to [[Durability]].
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* Reduce [[Durability]] of target by -1
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* Reduce [[Durability]] of target by -1.
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* Change base damage from [[Bashing]] to [[Lethal]]. This change is reflected by the [[Mask]].
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* Change [[weapons|weapon's]] base damage from [[Bashing]] to [[Lethal]]. This change is reflected by the [[Mask]].
When hedgespun is activated, it is "all or nothing". Changelings may not "pick and choose" which bonuses to activate. Although hedgespun must be activated like a [[Token]] by either calling upon one's [[Wyrd]] or spending a point of [[Glamour]], unlike a [[Token]], hedgespun possess neither a Drawback nor a Catch. Owners of hedgespun have also noticed the curious property that they activate automatically every single time they are taken into the hedge and refuses to deactivate until being returned to the mundane world.  
When hedgespun is activated, it is "all or nothing". Changelings may not "pick and choose" which bonuses to activate. Although hedgespun must be activated like a [[Token]] by either calling upon one's [[Wyrd]] or spending a point of [[Glamour]], unlike a [[Token]], hedgespun possess neither a Drawback nor a Catch. Owners of hedgespun have also noticed the curious property that they activate automatically every single time they are taken into the hedge and refuses to deactivate until being returned to the mundane world.  
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If two hedgespun worn by a changeling should have the same particular type of roll benefit, the stronger item's benefit subsumes the weaker. There is no stacking of benefits.
{{links|Hedge}}{{characteristics}}
{{links|Hedge}}{{characteristics}}

Latest revision as of 03:46, 12 June 2020

Allowed Item
House Rule.jpg
House Rule  
Level(s) ● (2XP)
●● (6XP)
●●● (12XP)
●●●● (20XP)
●●●●● (30XP)
Venue Changeling
Possessed By
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This is a Changeling House Rule This is a custom Merit for the Changeling Venue, approved for play by CyledyrWyllt.

The Toxicity option is not allowed.



The Hedgespun Merit is considered separate from the Token Merit and may be purchased multiple times. We use modified Hedgespun rules from Rites of Spring (p. 138), so in addition to gaining ST approval, a hedgespinner must possess the appropriate skills: Crafts Skill AND Occult Skill equal to the Merit Dots of the Hedgespun item being crafted, as well as the Merits Hollow OR Resources to successfully create the particular custom hedgespun they desire. Please note that the Merit Dots of the Hedgespun item cannot exceed the Wyrd Rating of the item's creator. Thus, Hedgespun items at the 4th and 5th dot level are exceedingly difficult to craft.

Furthermore, a scene (a glimpse if the creator is purchasing the Hedgespun merit for themselves) must be had before the Merit is purchased between the Hedgespun Item's commissioner and the Creator. This is to help inspire fun scenes that delve into the fantastical nature of the items themselves, and explore the Changelings' ability to craft with the stuff of dreams.


Creating Hedgespun

The act and art of Hedgespinning is an intuitive thing for many, the pushing and pulling of elements together, weaving and warping items so that they come together in a new and unusual way.

Note that a character must be in the Hedge while creating a Hedgespun item. The items will stubbornly refuse to yield if manipulated outside the Thorns. However, once crafted successfully, the Hedgespun item can be taken and used outside the Hedge(though all Hedgespun’s genuine mien is concealed beneath the Mask).

Intangible reagents are made a part of a Hedgespun item by existing in the proximity to the crafting process. If the recipe demands a cry of pain, then that anguished cry must be within earshot of the changeling Hedgespinning the item while she crafts it. If she herself must give something to the item, such as a whispered promise or a lusty gust of breath, she can do so while her hands work to ease the materials together.

If desired, a character can Roll to craft the item during the Item's scene, however it is not required. Such rolls would use regular Cafting rules, as explained under the Crafts Skill wiki entry. So, even if a character is using moonlight to forge a blade, the intended durability of the blade would still effect the rolls and successes needed, just as they would for a blade forged from regular steel.

Advanced modern mechanical items may not be viable as Hedgespun, due to their complexity. A modern crossbow would be fine but a car may not function as it should.

Sublime Designs

Every piece of hedgespun possesses mechanics that are identical to their mundane equivalent despite being crafted from ephemeral ingredients and fantastical materials. It is also possible to craft 0-Dot Hedgespun, which only require a single success to create and may be acquired with ST approval both at CharGen and during play at no xp cost. These exotic trinkets function exactly like their mundane counterparts and do not require activation, but may be upgraded with further hedgespinning(and xp).

In addition to the standard mundane statistics(and equipment bonuses) possessed by all hedgespun equipment, each dot spent on the Hedgespun Merit adds one of the following benefits when it is activated with a Reflexive Action by either rolling Wyrd or spending one point of Glamour:

When hedgespun is activated, it is "all or nothing". Changelings may not "pick and choose" which bonuses to activate. Although hedgespun must be activated like a Token by either calling upon one's Wyrd or spending a point of Glamour, unlike a Token, hedgespun possess neither a Drawback nor a Catch. Owners of hedgespun have also noticed the curious property that they activate automatically every single time they are taken into the hedge and refuses to deactivate until being returned to the mundane world.

If two hedgespun worn by a changeling should have the same particular type of roll benefit, the stronger item's benefit subsumes the weaker. There is no stacking of benefits.


Facts about HedgespunRDF feed
Character TypeChangeling  +
Merit Dots1  +, 2  +, 3  +, 4  +, and 5  +
Merit TypeItem  +
Page has default formMerit Editor  +
ParentHouse Rule  +, and Hedge  +
PermissionAllowed  +
SourceHouse Rule  +
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