### **Description** Stone endures. Those who master Masonry understand the permanence of their work—fortresses that defy siege, monuments that carry legacy, and sanctuaries that shelter the weary. Whether reinforcing walls during a siege or collapsing a tunnel to thwart pursuit, a skilled mason can shape stone as both shield and weapon. The _Pillars of Stone_ tree represents the knowledge and strength needed to work with stone. It spans the practical and the sacred, from quarrying building materials to crafting shrines that channel spiritual power. ### **Overview of Tiers and Progression** - **Tier 1 (Masonry 1+)**: Basic construction and hazard detection. - **Tier 2 (Masonry 2+)**: Reinforcement, trap-building, and efficiency in material gathering. - **Tier 3 (Masonry 3+)**: Siege-specific support, monuments, and controlled demolitions. - **Tier 4 (Masonry 4+)**: Legendary stonework and spiritual shrines. **Cost:** Each tier costs **Tier × 3 Marks**, spent from **Masonry or Might**. **Advancement:** Must unlock **Tier 1** before accessing later tiers. ### **Tier 1 Abilities** _(Masonry 1+)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | -------------------- | ----------- | ----------------------------------------------- | -------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- | | **Stonecraft** | **Passive** | Always on | — | Gain **+1 die** when building or repairing with stone. | | **Spot Instability** | **Effect** | Attaches to a Masonry roll inspecting stonework | — | Mark one die as **Effect**. If it succeeds, you identify a structural weakness. The next attempt to exploit that weakness gains **+1 success**. | | **Emergency Wall** | **Active** | 10 minutes downtime | **Might + Masonry** | Once per scene, create a temporary stone barricade from rubble or bricks, providing **+2 Cover** or blocking a narrow path. | ### **Tier 2 Abilities** _(Masonry 2+)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | ----------------------- | ----------- | --------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Fortify** | **Active** | 1 hour downtime | **Might + Masonry** | Reinforce a stone structure, granting it **+1 Soak die** against siege or environmental damage for 1 scene. | | **Stone Trap** | **Active** | 1–2 hours downtime per trap | **Might + Masonry** | Build a stone-based trap (falling block, trip-and-crush). Traps trigger automatically. Roll **Might + Masonry** when setting; their DR = **2 + your Masonry successes**. | | **Efficient Quarrying** | **Passive** | Always on | — | Gather usable stone at twice the normal rate when quarrying or reclaiming material. | ### **Tier 3 Abilities** _(Masonry 3+)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | -------------------- | ---------- | ---------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Siege Defense** | **Effect** | Attaches to a roll in a siege scene | — | Gain **+1 die** when repairing breaches or reinforcing walls during a siege. Mark a die as **Cooperative**; if it succeeds, allies gain **+1 die** to related actions that scene. | | **Monument Crafter** | **Active** | days or weeks, depending on the monument | **Might + Masonry** | Once per session, build a lasting monument that improves local NPC attitudes **by one step** toward your group. | | **Collapser** | **Active** | 2 hours downtime | **Might + Masonry** | Sabotage stonework so it collapses safely when triggered. Roll **Might + Masonry**; if successful, you may trigger the collapse later with a single action (or narratively). | ### **Tier 4 Abilities** _(Masonry 4+)_ | **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** | | ------------------------- | ---------- | ------------------------------------------------------- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **Master Mason** | **Meta** | Retroactive declaration (counts as 1 week prior effort) | **Mig | Once per session, declare that you reinforced a structure against a specific threat. Roll **Might + Masonry**; each success removes **1 die** from the threat’s attempt to breach or damage it. | | **Underground Architect** | **Active** | 1 week downtime (project-based) | Design and build subterranean structures (tunnels, vaults, hidden lairs) that remain stable for years. Allies gain **+2 dice** when hiding or defending in them. | | **Cleansing Shrine** | **Active** | 1 full day downtime **Spirit + Masonry** ** ** ** ** ** ** ** | Once per session, build a shrine of stone capable of removing **1 Corruption die** from each willing participant who visits. | >[!hint] **Design Notes** >- **Effect abilities** (Spot Instability, Siege Defense) latch onto existing Masonry rolls, adding tactical bonuses. > - All **Active abilities** declare downtime or encounter action costs, fitting combat and long-term projects. > - Tier 4 makes you a **legendary builder**, able to alter entire strongholds or sanctify places of stone.