52 lines
6.9 KiB
Markdown
52 lines
6.9 KiB
Markdown
### **Description**
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Weaving is more than textile craft. In skilled hands, fabric becomes armor, concealment, signal, and spell. Weavers create everything from sails that drive ships to banners that rally armies, and sometimes—if their hands are steady and their heart focused—garments that whisper warding words.
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The _Threads of Fate_ tree represents mastery over textiles, rope, and patternwork—where the mundane meets the magical, and every stitch holds purpose.
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### **Overview of Tiers and Progression**
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- **Tier 1 (Weaving 1+)**: Basic repairs, utility substitution, and binding with rope or cloth.
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- **Tier 2 (Weaving 2+)**: Fortify gear, create camouflage, and improve textile output.
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- **Tier 3 (Weaving 3+)**: Craft traps, tactical banners, and impression-boosting clothing.
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- **Tier 4 (Weaving 4+)**: Integrate magic, ward spaces, and declare monumental fabric works.
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**Cost:** Each tier costs **Tier × 3 Marks**, spent from **Weaving or related Craft skills (Survival, Occultism)**.
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**Advancement:** Must unlock **Tier 1** before accessing later tiers.
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### **Tier 1 Abilities** _(Weaving 1+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| --------------------- | ----------- | --------------------------------------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| **Patchwork Fix** | **Active** | 10 minutes downtime or 1 Action (scene) | **Wit + Weaving** | Once per scene, repair torn clothing or basic gear to avoid penalties from disrepair (e.g., stealth, weather, movement, social). |
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| **Quick Bind** | **Effect** | Attaches to a binding or trap attempt | **Might + Weaving** | Mark a die as **Persistent**. On success, bind a target’s limbs or trap them in cloth/rope. You may later cash in the Persistent die to gain **+1 success** to reinforce or maintain the restraint. |
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| **Thread of Insight** | **Passive** | Always on | — | You may roll **Wit + Weaving** in place of **Survival or Crafting** when making basic gear like tents, nets, or clothing. |
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### **Tier 2 Abilities** _(Weaving 2+)_
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|**Name**|**Type**|**Action/Duration**|**Roll (if active)**|**Description**|
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|---|---|---|---|---|
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|**Reinforced Gear**|**Active**|30 minutes downtime|**Wit + Weaving**|Fortify a textile item (cloak, sail, rope). For one scene, it gains **+1 Soak die** against tearing, fire, or environmental wear.|
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|**Camouflage Net**|**Active**|1 hour downtime|**Wit + Weaving**|Prepare fabric covers or ghillie-style netting. Allies gain **+1 die to Stealth** while within or beneath the concealed area.|
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|**Efficient Loom**|**Passive**|Always on|—|You produce **2× as much usable fabric** in the same crafting time. Applies to cloth-based gear, sails, or large textile works.|
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### **Tier 3 Abilities** _(Weaving 3+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| ------------------- | ---------- | -------------------------------- | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
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| **Trap Threads** | **Effect** | Attaches to a trap creation roll | **Wit + Weaving** | Mark one die as **Effect**. On success, create a tripwire, snare, or tangle trap using fabric or cord. If triggered, the target must succeed a **Might or Agility check** or become **Immobilized** for one round. |
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| **Tactical Banner** | **Active** | 2 hours downtime | **Wit + Weaving** | Create a woven banner or signal cloth. Allies rallying beneath it gain **+1 die** to morale-related rolls (Command, resist fear, regaining composure). Effect lasts for 1 scene. |
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| **Fine Attire** | **Active** | 1 day downtime | **Wit + Weaving** | Craft visually striking clothing. While worn, the wearer gains **+1 die** to Social rolls during first impressions or formal encounters. |
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### **Tier 4 Abilities** _(Weaving 4+)_
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| **Name** | **Type** | **Action/Duration** | **Roll (if active)** | **Description** |
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| ------------------- | ---------- | ------------------------------------------------ | -------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| **Enchanted Weave** | **Active** | 1 day downtime per item | **Wit + Weaving** | You may integrate minor magical effects into a crafted garment (warmth, waterproofing, soft light, minor resistance). These last **for one scene** or until the garment is damaged. |
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| **Ward Threads** | **Active** | 1 hour downtime (ritual preparation) | **Wit + Weaving** | You may sew protective glyphs or warding stitches into a structure’s fabric (e.g. tent, canopy, banners). Allies inside gain **+1 die** to **Spirit rolls** while within the space. |
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| **Grand Canopy** | **Meta** | Retroactive declaration (counts as 1 day’s work) | **Wit + Weaving** | Once per session, declare that you’ve woven a large-scale textile feature (festival tent, sail rigging, field veil, bannered courtyard). It provides narrative cover, social effect, or movement bonus per GM discretion. |
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>[!hint] **Design Notes**
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> - **Effect abilities** (Quick Bind, Trap Threads) leverage Weaving's hidden tactical power—binding, snaring, and enhancing the battlefield.
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> - Utility rolls are substituted cleanly via **Thread of Insight** rather than bending core rules.
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>- Tier 4 shifts Weaving into **subtle magic**, **spiritual shielding**, and **narrative-scale textile works**—not just artisanry.
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