Hedgespun

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Hedgespun
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Changelingwarning.png"Changeling" is not in the list of possible values (Item, Mental, Power, Physical, Retainer, Sanctuary, Setup, Social, Sway, Unknown) for this property.
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House Rule
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Venue Changeling
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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 Hedgespun Merit is considered separate from the Token Merit and may be purchased multiple times. We use the Hedgespinning 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. Even though it is possible to hedgespin four and five dot items, such wondrous craftsmanship is quite rare and exceedingly expensive.

Cost: 1 Glamour per roll

Dice Pool: Wits or Strength + Crafts + equipment Action: Extended: Each roll = 1 hour(successes required = 3 x Merit dots) Dramatic Failure: One of the ingredients is destroyed. Failure: The items just don’t come together. Success: The desired Hedgespun item now sits in the character’s hands. It may be used IC once the xp cost is paid. Exceptional Success: The character’s next Crafts roll is made at a +2 bonus. Suggested Modifiers: Intricate design (–3), distractions (–2), crafter has Clarity 8 to 10 (–1), ephemeral/intangible ingredient (–1) Character has Wyrd 6+ (+1), crafter possesses Contracts of Artifice (+1), crafter has Clarity 5 or below (+2) crafter is a Goblin Merchant (+3)

It is possible to create 0-Dot Hedgespun, which possess identical mechanics to their mundane equivalents despite being crafted of fantastical materials. These trinkets may be acquired with ST approval both at CharGen and during play at no xp cost.

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:

+1 equipment bonus to a particular type of roll(similar to a skill specialty). +1 to a [weapons]] Damage bonus +1 to a weapons Defense bonus +1 General [I]or [/I]Ballistic Armor bonus. This change is reflected by the Mask. +2 Initiative +2 Speed +1 Durability Reduce Durability of target by -1 Change 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.


Facts about HedgespunRDF feed
Character TypeChangeling  +
Merit Dots1  +, 2  +, 3  +, 4  +, and 5  +
Merit Typewarning.png"Changeling" is not in the list of possible values (Item, Mental, Power, Physical, Retainer, Sanctuary, Setup, Social, Sway, Unknown) for this property.
Page has default formThis property is a special property in this wiki.Merit Editor  +
ParentHouse Rule  +, and Hedge  +
SourceHouse Rule  +
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