Changeling/Hedgespinning

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Changeling - Hedgespinning
This exotic blade was wrought from a different fallen star.  The meteorite was a carbonaceous chondrite, so it's basically a lump of gravel glued into the shape of a sword.  A SPACE sword!

What is Hedgespinning?

Hedgespinning is the act of creating a wondrous and magical item from the materials found in the hedge. One must create the object within the hedge, by binding tangible and intangible ingredients together with a focused effort. One does not 'craft' the item in the traditional means by stitching, hammering, and gluing; instead a hedgespinner massages the ingredients together as an act of magic.

Every hedgespinning effort draws the spinner (and possibly his friends) into a story that inspires or infuses the creation, and this story must reach closure before the item can be created.

Hedgespun items are a kind of token, but different than most tokens a Changeling will encounter. Regular tokens require a mundane item to be left/lost in the hedge and over time it becomes infused with the magic of the fae. Tokens have powers that mimic changeling contracts, and require drawbacks and catches. Hedgespun items have none of these.

For the rules on crafting full tokens, please see the Token Making page.

The Rules:

The Hedgspinning rules on Fallcoast will attempt to follow the spirit of the book (Rites of Spring pg 138) with some slight modifications to the mechanics in order to ensure ease of play and a sense of fairness from a game wide standpoint. We have broken hedgespinning down into three phases to make it easier to comprehend. If you have questions that's OK, because hedgespinning is a little strange. Just give any of the Changeling Staff a shout and we will be happy to help you out. The most important thing to remember with hedgespun is the story.

NOTE: Remember, the custom Token User merit allows ensorcelled mortals to use Hedgespun without penalties.

Phase 1: Submit Hedgespinning +req to staff.

  • The first step in making any sort of hedgespun item is +requesting it to staff. You'll need to include the stats and the level of the item. To keep things simple, please ensure that you list both the starting stats, what you're spending your build points on, and the finished product, along with mask and mien. For ease, please use the format for submission that's at the bottom of the page.
  • Researching for a hedgespun recipe prior to the story & crafting is allowed by anyone who has the correct resources. It is totally optional, and does not need to be done. To research a hedgespinning recipe one must possess an occult spec in Hedgespinning or an archive with a spec in hedgespinning. A single roll is allowed to find/remember an old recipe. This roll may not be modified by mundane equipment such as computers. It may be modified by the bonus granted by applicable merits. This roll will act as an assistance roll on the final crafting attempt, granting a +1 modifier bonus to the crafting roll for every 2 successes gained on the research roll. The researcher does not need to be the same person as the crafter.
  • The roll for researching a recipe is Intelligence + Occult.

Phase 2: Story

  • Hedgespinning requires a certain number of scenes, and each must focus on the story, rather than the simple gathering of ingredients. Each ingredient used in the creation of an item should contribute to the story of the whole. These scenes must happen in the Hedge, must involve some element of risk and failure.
  • More, these scenes should be more than simply killing hedgebeasts. Hedgespun items are all about the story, after all.
  • These scenes should be part of a PrP that must be pre-approved by staff. All of the ingredients found in these scenes should be part of one, cohesive plot, though staff may allow a single ingredient obtained in other ways to be used in the creation of this item, so long as it is included in the plot.
  • I.E., you already have a briar wolf hide, and you're wanting to make it into a cloak that will give you a bonus to Stealth. So as part of the plot, perhaps you track down some hobs, who tell you about a pool of darkness. You do a good deed for the hobs, and they give you a map to the location, so you can dip the hide in the pool, to imbue it with the essence of darkness from the pool.
  • No matter what ingredients you may have previously collected, the amount of scenes needed to create a hedgespun item does not change. The exception being continuations of stories in which you obtained a previous ingredient. The story of the hedgespun must be a whole and complete thing. This means that it is not necessary to keep stockpiles of ingredients or document them in +notes.
  • Some examples of appropriate scenes for Hedgespinning PrPs are:
  • You do some research and find that among the things you need is an idol of a kind made by a local village of hobs. That tribe of hobs is having trouble, so you do a favor for them by tearing down a beacon which is attracting monsters to their village. They reward you with what you need; a black gold idol. But in tearing down the beacon, you also unleash something more dangerous and have to kill it to protect the hobs, a long sleeping 'god' of theirs (powerful hobgoblin). In defeating the creature, you luck out a bit, because you needed a bone from a powerful hedgebeast. In the end the story of the tiem, the tale of helping, of saving a tribe of hobs, comes together in the form of a dagger made of gold and bone. (Note that the story inst about 'killing a hobgoblin', but that it was wrapped up in a larger story arc)
  • You want a cloak made of bones. Rather than just using any old bones, you talk to Lost historians to discover the sites of some of the biggest, bloodiest battles. You have to avoid dangerous monsters, or perhaps kill them, in order to reach the battlefields, collecting a bone from each one to spin into your cloak.
  • You are in the hedge and you see something shiny snagged on a briar, a gleaming pendant. You reach to take it and as your hand closes around it, something grabs your wrist and hauls you off the trod, deep into the thorns. This is how it lures people, it's victims, into it's pantry. Do you run away? Fight it? You kill it and find other victims, still alive, locked in cages. Or maybe you are locked into a cage yourself. You now have a group of lost, hobs and humans to leave to safety. You become the leader of the revolt. In the end, you have your prize, and the tale that's wrapped around it.
  • You are a hoarder of esoteric items claimed from adventures and hunts. You are after the last ingredient you need, and you know you have it in your basement, so far this has all been so simple! Ahh there it is, right here in this velvet lined bo--  ?!!! Where is it?! It's been stolen! There, the calling card of 'El Chupanibrae', that thieving bastard! Suddenly this isn't so simple after all. Do you hunt that bastard down? Thereby discovering a plot in which he plans to undermine the efforts of the hedge wardens and start a Privateer slavery superhighway? Or do you cut your losses and get your motley and delve back into the hedge, to once again gather what you need? Hedgespun will /always/ drag you into something deeper than simple 'gathering materials and shoving an item together'
  • A lvl 1 or 2 creation requires a good justification or scene.
  • A lvl 3 creation requires a single scene.
  • A lvl 4 creation requires two scenes.
  • A lvl 5 creation requires three scenes.

Phase 3: Spinning roll & XP Spend

  • This is an Extended roll of wits or strength + crafts.
  • You may use a crafts specialty in hedgespinning to add +1 to this roll.
  • You must spend 1 glamour per roll.
  • Target number is 3x the number of merit dots of the final item.
  • The number of times you can roll is capped at your hedgespinning stat pool. (That is, the Attribute+Skill and hedgespinning specialties you're using to roll such as wits+crafts+speciality1+specialty2, up to the maximum of 3 stackable specialties per the GMC HRs. So if you had wits 4 and crafts 3 and +1 from specialty your roll cap would be 8. Other bonuses such as environmental or clarity based as well as equipment aid you, but do not affect the roll cap.) Patient does affect the number of rolls available.
  • Each roll takes 1 hour of work. Brownie's Boon and Good Time Management may affect this.
  • You may spend willpower on these rolls.
  • XP must be spent at the time of crafting to create a hedgespun item.
  • If the crafting rolls fail, then no XP is spent. The glamour spent however is NOT returned and must be regained or harvested on the crafter's own time. Failure also does not ruin the materials involved.
  • The XP cost follows the standard merit cost but PC creation of an item (as opposed to gaining an existing item via plot) reduces the cost by 1xp per level (i.e., a 5-dot PC crafted item would be 25xp instead of 30).
  • If the creation is intended for someone other than the spinner, then either party may spend the xp.

Potential Modifiers

Research Roll Mods
  • Distractions while researching (-1)
  • Inadequate research material (-1)
  • Character possesses the Archive merit in Hedgespinning (+ Archive <Hedgespinning> rating)
  • Character possesses Encyclopedic Knowledge (+2)
  • Item is from (or is similar to) an item featured in a well-known story (+2)
  • Item has been made previously from a recipe, and the recipe is being re-used (+3)
Spinning Roll Mods
  • Recipe demands an intricate design (–3)
  • Distractions (–2)
  • The character has Clarity 8 to 10 (–1)
  • Each ephemeral or intangible ingredient included in the recipe (–1)
  • Character has Wyrd 6+ (+1)
  • Any kind of tool such as a hammer or awl (+1)
  • Character features Contracts of Artifce at any dots (+1)
  • Character has Clarity 5 or below (+2)

Automatons (Work In Progress)

Automatons start at with 1 int, wits, dex and strength and 0 for all skills. They start as Size 1-3. They cannot have Wits or Int above 3. No skill can exceed 5. Automaton dot spending works much like Hollows, multiple people can purchase merit points in the one automaton and the total merit points an automaton can have may exceed five. Hedgespun Automaton require 1 Glamour per week to stay active. If they do not receive it, they fall inert, unable to move or act until they are fed 1 glamour. In the event of disputes of ownership; whoever feeds them the 1 Glamour last has Control of the automaton until the next feeding. Automatons do not have access to the Wyrd or Contracts. Below is a list of possible purchases, it is incomplete and open to additions.

Attributes (0-3 dots):

  • 0 dot: Int: 1 Wits: 1 Dex: 1 Str: 1 Stam
  • 1 dot: Int: 1 Wits: 1 Dex: 1 Str: 1 Stam +6 attribute points
  • 2 dot: Int: 1 Wits: 1 Dex: 1 Str: 1 Stam +12 attribute points
  • 3 dot: Int: 1 Wits: 1 Dex: 1 Str: 1 Stam + 18 attribute points

Skills (0-3 dots):

  • 0 dot: no points allocated to skills
  • 1 dot: 8 skill points
  • 2 dot: 16 skill points
  • 3 dot: 24 skill points

Size: Each dot increases size by 1

Melee Weapon (1-3): Adds 1L melee weapon. This may be stacked up to 3.

Flight (1 dot): Adds flight at speed 12

Toxic (1 dot): Adds 2 toxicity to existing melee weapon. This may be stacked.

Merits:

  • Tireless wanderer (1-dot): This automaton travels through marsh and deserts the same as it travels through glade and meadow. Speed penalties for rough terrain do not apply.
  • Breathless machine (2-dot): The automaton functions beneath the waves better than it functions above water. 9-again to athletics rolls made underwater.
  • Sentry’s eyes (1-dot): +2 to rolls to detect enemies or ambush
  • Thirsty Heart (1-dot): Changeling may feed the machine their blood in place of glamour (1L).

Additional merits may be requested to staff for consideration and added to the above list.

0-dot Automata: Like 0-dot Hedgespun a PrP is not required to create a 0-dot Automata. These automata are for aesthetic use only and provide no tangible bonus. Examples being a comb that crawls to its master’s hand or tea-pot that pours its owner drinks. Glamour must still be expended to craft 0-dot Automata.

Automatons require the same number of scenes and time as a Hedgespun of comparable cost. (1, 2 dot = 1 scene, 3, 4 dot = 2 Scenes, 5 dot = 3 scenes).

Example Automaton Cost: Purchasing an Automaton with 3 dots in attributes and 1 dot in skills will cost (2 + 4 + 6)xp + (2)xp = 14xp

Drawback: Hedgespun Automatons cannot be constructed with iron, encountering iron will likely cause them to break down. They have no armor when attacked with iron.
Catch: Automatons will not respond to the commands of Non-Lost, and if one attempts to repair or figure out how it works they may break it. -2 to any type of repairs or interactions.

Machines

  • Equipment Bonus: This item provides an appropriate equipment bonus at a rate of +1 dice for each dot spent.
  • Durability: One dot can be used to increase the machine's durability rating by 1.
  • Piercing: Each dot spent can be used to ignore one level of durability.

Hedgespun Art

  • Radius: The standard radius of a hedgespun artwork is 50 yards. With each point spent on the hedgespun piece another 50 yards may be added. Viewers must be able to see the artwork to be effected.
  • Modifier: With each point spent in this manner anyone in the effective range of the artwork suffers a positive or negative dice modifier. Most commonly used for social or mental skills. +1/-1 per dot.
  • Emotion: With each point spent in this manner anyone in the effective range of the artwork is forced to roll resolve + composure. Upon failure, they become subject to a particular emotion that the artwork carries with it. Rage, sorrow, joy, are all example emotions one might associate with an artistic piece. This effect lasts for a scene. Upon dramatic failure, the effect lasts for 24 hours. The results of this emotion do not have an impact on rolls, but may be used for harvest.
  • Hedgespun artwork can now be imbued with a specific emotion. Anyone attempting to resist this emotion is forced to take a composure.resolve roll. Upon failing, they are effected by the emotion for the rest of the scene. Upon a dramatic failure, they are effected for the following 24 hours. This emotion carries with it no mechanical penalties, but may be used for harvesting.
  • Hedgespun art that can 'leach' WP from Mortal' Targets. It can at most take 1 WP from each target, and it does not affect anyone with a Supernatural Power Stat.

It costs a 2nd dot to be able to store that WP for further use (Otherwise it just waifs away into the aether) - When you buy that second dot, the artwork can hold up to 4 Willpower points for future use. Each additional point spent on 'Storage' can hold another 2 willpower (so a 3 dot hedgespun artwork could 1dot: absorb willpower, 2dots: hold 4 willpower, 3dots: hold 2 more willpower.)

  • To withdraw this willpower takes a successful Meditation Roll (see WoD Core: p51). This means that withdrawing such willpower is an extended action (as presented in the book). 1 Willpower may be withdrawn per meditation act. You can meditate as many times per day as you want.

Drawback: Iron will fuck your art up. Do not frame your work in Iron, will be many regrets.
Catch: Non Changelings find Hedgespun art to always be a little off, it makes them uncomfortable and weirded out.

Hedgespun 3.0 - Work In Progress

The following rules are in play, but they may be tweaked as staff finds things that need adjusting about the system.

"Hedgespun are tokens of a sort." ~ Rites of Spring pg 138

  • Reflected by having a Drawback and a Catch like regular Tokens, just not as harsh.

"Hedgespinning isn’t just about the weaving of reagents into a token. It’s about the literal spinning of a tale, threading the strands of a story — or a “yarn” — together. Few changelings ever recognize the depth of this; most realize only that Hedgespun items tend to be hard to procure, tangled in the vagaries of Fate." ~ Rites of Spring pg 139

  • This is important to keep in mind when creating Hedgespun or spending XP for Hedgespun.

"A Hedgespun weapon starts off with a +1 equipment bonus, and its lethality is determined by the type of weapon (a maul made of an Ogre’s skull does bashing, a rapier whose blade is a lacquered dragon’s tongue is clearly lethal)." ~ Rites of Spring pg 140

  • At Fallcoast we replace the +1 Equipment bonus with Build Points to allow for a greater degree of customization.


How Does It Work?

  • Step 1: Look over the Equipment Templates and select a base that is closest to what you want to make. The items listed are suggestions, but give a general idea of what is found at that level.
You can have a 'poor quality' item that is dropped to a minimum of a single dot. This represents items that are poorly made or made out of weak materials, such as a Maul made out of cotton candy.
You can also have 'Superior Quality' items. Superior quality means that it is a level higher than the base template normally used for that item. You can only raise it one level this way, but it means that you get the stats for the higher level.

xxxxxExample: A Maul is typically a 3 Dot Base Item. Since we are downgrading it, citing shoddy craftsmanship (or made out of cotton candy), it can be dropped as far as a 1-Dot item but retaining it's original Size.

xxxxxExample: A Rapier, which is a 1-Dot base, could move up to 2-Dot but could not still be a Rapier and be a 3 or 4-Dot Hedgespun.

  • Step 2: You can further enhance your item, whether it is normal or superior quality, by buying another dot to gain +3 Build Points. You can only buy one dot/+3 build points.. This is optional, unless you have a 0-dot item. Hedgespun items with stats are not allowed to be 0-dot items. Any hedgespun that is 0-dot has no stats and is for flavor only.

xxxxxExample: A Knife is normally a 0-dot item. It's made Superior Quality which brings it up to a 1-dot merit, that has 2L damage. Another dot is purchased to gain +3 build points, making this a 2-dot merit. So instead of having 2 build points, it has 5 build points. But it cannot be made a 3-dot merit while keeping it as a knife. Because it got +1 dot for Superior, and +1 for extra build points, which is the maximum allowed.

  • Step 3: Assign Build Points in Passive and Active Effects, following rules and limitations for each type.
    • Passive Effects: These are effects that are always on.
    • Active Effects: These effects need to be 'turned on' like any Token. Spending 1 Glamour or Rolling Wyrd. This activates all of the attached Active Effects listed at the players whim for the entire scene or when they wish to end them.
      • Active Effects have limits: No bonus to a skill can exceed +5. The bonuses may stem from different pieces but can not exceed giving the character a +5 to their roll for them.
      • Active Effects have an additional Catch: Instead of rolling Wyrd or spending Glamour, the Active Effects can be triggered by spending 1 Willpower instead. Non Lost find hedgespun weapons unbalanced and unwieldy, suffering a -2 to all attempts to use them.
  • Step 4: Describe Mask and Mien.
  • Step 5: Assign Drawback and Catch like any other Token.

Drawback: Hedgespun weapons, like Raiment, cannot abide iron, striking iron may damage or even break the weapon and will do no damage to objects made of iron.
Catch: Non Lost find hedgespun weapons unbalanced and unwieldy, suffering a -2 to all attempts to use them.

Note:

  • Wonderous Allure: Visible Hedgespun provides a flat +1 Social Bonus against other Changelings, Hobgoblins or any who can see the Hedgespun, regardless of how many pieces are worn/seen.

Hedgespun Melee Weapons

"A garrote made from creeper vine and goblin-gut." ~ Rites of Spring pg 143
Melee Bases
  • 0 Dot Size: 0-1 Strength: 1 Bonus Points: 1
    • 1(B) - Sap Gloves, Brass Knuckles, Small Club
    • 1(L) - Knife, Dagger, Scalpel, Dragon Knuckles
  • 1 Dot Size: 1-2 Strength: 1 Bonus Points: 2
    • 2(B) - Club (Wood), Baseball Bat (Wood)
    • 2(L) - Rapier, Small Spear, Hand Axe
  • 2 Dot Size: 2-3 Strength: 2 Bonus Points: 3
    • 3(B) - Mace (Metal), Baseball Bat (Metal)
    • 3(L) - Curved Sword, Katana, Spear, Large Axe
  • 3 Dot Size: 3-4 Strength: 3 Bonus Points: 4
    • 4(B) - Two-Handed Club, Maul
    • 4(L) - Greatsword, Halberd
  • 4 Dot Size: 4 Strength: 4 Bonus Points: 5
    • 5(B) - War Maul
    • 5(L) - War Axe
  • 3 and 4 Dot Weapons are all considered Two-Handed Weapons.
  • Two-Handed weapons require both hands be on the weapon. Using a two-handed weapon with only one hand requires the character to meet the Strength Requirement +1.


Passive Effects per Point.
  • Armor Piercing: Every 2 points spent this way bypasses one point of Armor.
  • Damage Bonus: Each point spent add a further +1 to the Damage Rating of the weapon. Capped at a maximum of Base Damage x 2+1.
  • Defense: Each point spent adds +1 to users defense. This cannot be more than doubled the total dots of the Hedgespun - this is added /after/ dodge multipliers. This is only applicable to Melee attacks. "A dot can be spent to increase the weapon user’s Defense — perhaps a blade with moonlight trapped in its metal is dizzying to those who make incoming attacks..." ~ Rites of Spring pg 143
  • Durability: Each point spent adds +2 to durability.
  • Light: For every two points spent to make the weapon lighter, you may decrease the required Strength of the weapon specifically in regards to how much Strength is necessary to wield it by one.


Active Effects per Dot.

1 Glamour or roll Wyrd to activate

  • 9-Again: Spending 3 points grants the weapon the 9-Again attack quality.
  • Collapsible: Every two points spent reduces the carrying size (base size) of the weapon by 1.
  • Destroyer: Each point spent this way bypasses two points of Durability.
  • Hurl: For two points the weapon is capable of being thrown an incredible distance. Disregard subtracting size from the Strength+Dexterity+Athletics to determine range. Further, double the range as if the item were Aerodynamic (WoD Core Book pg 67)
  • Knockout:' Bashing Weapons Only For three points a single blow delivered to the head (-3 penalty to hit) that equals or exceeds the target's Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he behaves normally. If it fails, he is unconscious for a number of turns equal to the damage done. ~ World of Darkness Core pg 168
  • Knockdown: For six points the weapon has the ability to cause Knockdown (WoD Core Book pg 168)
  • Poison: Each point spent adds to the toxicity of the weapon by +1 to a cap of +5. Please see the house rules for Poisons.
  • Return: Two points allows the thrown item that has failed to strike due to a throw to return to the owner's hand at the beginning of their following turn as a reflexive action so long as it is feasible for it to do so. A knife stuck in wood or caught by an enemy will not budge but a boomerang will return if it missed it's mark.
  • Swift: You may spend points on a one-for-one basis to +1 to Initiative.

Hedgespun Ranged Weapons

"A clockwork revolver whose bullets turn to biting grubs inside the target’s body." ~ Rites of Spring pg 143

Ranged Bases

Note: Any Ranged Hedgespun can be Bashing (Non-Lethal) instead of Lethal, per player choice.

  • 0 Dot Size: 1 Strength: 1 Range: 20/40/60 Bonus Points: 1
    • 1(B/L) - Hand Propelled - Sling/Throwing Knife/Pet Rock
    • 1(L) - Small Pistol
  • 1 Dot Size: 1 Strength: 2 Range: 30/60/120 Bonus Points: 2
    • 2(L) - Revolver Lt, Pistol Lt, SMG Small, Small Bow
  • 2 Dot Size: 1-2 Strength: 2 Range: 40/80/160 Bonus Points: 3
    • 3(L) - Revolver Hvy, Pistol Hvy, SMG Large, Crossbow, Medium Bow
  • 3 Dot Size: 3 Strength: 3 Range: 50/100/200 Bonus Points: 4
    • 4(L) - Shotgun, Assault Rifle, Hunting Rifle, Large Bow
  • 4 Dot Size: 4 Strength: 4 Range: 150/300/600 Bonus Points: 5
    • 5(L) - Sniper Rifle, HMG
  • Hand propelled ranged weapons and bows have their Ranges calculated per normal (WoD Core pg 67) and are considered aerodynamic in calculating that range.
  • 3 and 4 Dot Firearms are Two-Handed.
  • Two-Handed firearms require both hands be on the weapon. Firing a two-handed weapon with only one hand requires the character to meet the Strength Requirement +1.
  • Base Ranges for Firearms is 20/40/60. This may be increased by using points. See Range below.
  • Clip Size is based upon the chart found on pg 169 in WoD Core.


Passive Effects per Dot.
  • Armor Piercing: Every 2 points spent this way bypasses one point of Armor.
  • Autofire: Every point spent grants the ranged weapon an autofire level that grants +1, +2 or +3 for Short/Medium/Long burst. The autofire burst type is chosen upon spending the points. Long burst autofire may only be applied to the following types of ranged weapons: Pistols (Light and Heavy), SMG (Light and Heavy), Assault Rifle. Short and Medium Burst autofire may be applied to any Firearm. Bows may only have Short Burst to reflect more than one arrow being fired.
  • Damage Bonus: Each point spent add a further +1 to the Damage Rating of the weapon. Capped at a maximum of Base Damage x 2+1.
  • Defense: Each point spent adds +1 to users defense. This cannot be more than doubled the total dots of the Hedgespun - this is added /after/ dodge multipliers. This is only applicable to Melee attacks. "A dot can be spent to increase the weapon user’s Defense...or a grotesque rifle made of moldering bones attracts so many fat flies that the swarm of it occludes the shooter in a haze of insects (thus making him harder to hit)." ~ Rites of Spring pg 143
  • Durability: Each point spent adds +2 to durability.
  • Light: For every two points spent to make the weapon lighter, you may decrease the required Strength of the weapon specifically in regards to how much Strength is necessary to wield it by one.
  • Range: Every point spent in this category upgrades the effective range of the weapon by 25/50/100


Active Effects per Dot.

1 Glamour or roll Wyrd to activate

  • 9-Again: Spending 3 points grants the weapon the 9-Again attack quality.
  • Reload: For three points, this gives ranged weapons the ability to automatically reload. This will fill your weapons supply of ammunition, be it a gun's magazine or a quiver For the purposes of hedgespinning a quiver is 20 arrows. Note: Mortal bullets will not work in hedgespun guns. If you do not take this as part of your hedgespinning, you need to specify what sort of bullets you are shooting (Goblin fruit pits, hedge bees, thorns, etc) and will have to occasionally replenish your stock.
  • Collapsible: Every two points spent reduces the carrying size (base size) of the weapon by 1.
  • Destroyer: Each point spent this way bypasses two points of Durability.
  • Knockdown: For six points the weapon has the ability to cause Knockdown ~ World of Darkness Core pg 168
  • Knockout:' Bashing Weapons Only For three points a single blow delivered to the head (-3 penalty to hit) that equals or exceeds the target's Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he behaves normally. If it fails, he is unconscious for a number of turns equal to the damage done. ~ World of Darkness Core pg 168
  • Poison: Each point spent adds to the toxicity of the weapon by +1 to a cap of +5. Please see the house rules for Poisons.
  • Return: Thrown Items Only - Two points allows the thrown item that has failed to strike to return to the owner's hand at the beginning of their following turn as a reflexive action so long as it is feasible for it to do so. A knife stuck in wood or caught by an enemy will not budge but a boomerang will return if it missed it's mark.
  • Swift: You may spend points on a one-for-one basis to +1 to Initiative.
  • Silent: For 3 BP you can make your weapon silent for a scene. Utterly, eerily silent, and with no muzzle flash.

Hedgespun Armor and Raiment

"Pauldrons hammered from broken dreams and the fingernails of giants. A delicate and diaphanous mask sculpted from the steam that rises from hailstones. Thigh-high boots of stitched together red ivy, the catgut laces dyed with the blood of a Keeper.Hedgespun raiment — any kind of clothing or armor spun from elements found amongst the Thorns" ~ Rites of Spring pg 143

Armor Bases
  • 0 Dot Strength: 1 Defense: 0 Speed: 0 Bonus Points: 1
    • 1/0 - Reinforced Clothing (Leather jacket, thick cloth), Boots/Gloves
    • 1/0 - Leather Armor (Hard), Boots/Gloves, Mask, Cloth Cloak
  • 1 Dot Strength: 1 Defense: 0 Speed: 0 Bonus Points: 2
    • 1/1 - Kevlar Vest (thin), Helmets
    • 1/1 - Chainmail Shirt, Helmets, Heavy Cloak
  • 2 Dot Strength: 1 Defense: -1 Speed: -1 Bonus Points: 3
    • 2/2 - Flak Jacket
    • 2/2 - Leather Armor (Hard)
  • 3 Dot Strength: 2 Defense: -2 Speed: -2 Bonus Points: 4
    • 3/3 - Dragonskin Armor
    • 3/3 - Steel Breastplate and Pauldrons
  • 4 Dot Strength: 3 Defense: -3 Speed: -3 Bonus Points: 5
    • 4/4 - Full Riot Armor
    • 4/4 - Full Plate
  • Armor only covers the portion of the body it can feasibly protect. Only 4 Dot Armors cover everything, head to toe, as part of the cost.


Passive Effects per Dot.
  • Adaptive: For one point the Armor is capable of shifting with the person, fitting them in their new form (Gargantuan Blessing, Mirror 3, F&T 5, etc) to grant them the Armor Rating in that form. This effect can look as if the armor grew along and fits their new form or it has been absorbed into the body during transformation but still grants the bonus. Armor without the bonus, however, must be removed prior to transformation or it runs the risk of being damaged.
  • Bulletproof: For one point the Armor is considered bullet proof so long as it has 1 or more in it's Ballistic rating (second number) against Firearm attacks. This means lethal damage from a firearm is downgraded to bashing up to it's ballistic rating. Armor Piercing Firearms/Ranged weapons ignore the ballistic rating on a 1:1 scale.
  • Fortified: Points in the Hedgespun armor may be used to directly increase the armor's rating in either ballistic or standard categories. To a maximum of +3 over their base rating. (For example, hedgespinning Reinforced Clothing (1/0) with three points could be used to make the Reinforced Clothing 2/2, 4/0, 1/3 or any other combination.)
  • Unencumbered: You may spend points on a one-for-one basis to remove a Defense penalty from armor. (For example, spending two points on Hedgespun chainmail to make it Unencumbered would remove the Defense penalty altogether.) Note: You may not use this to create a positive Defense modifier.
  • Limber: You may spend points on a one-for-one basis to remove a Speed penalty from a piece of armor. Note: You may not use this to create a positive Speed modifier. See Speed below.
  • Light: For every two dots spent on this category, the Strength requirement to use the armor is reduced by 1.


Active Effects per Dot.

1 Glamour or roll Wyrd to activate

  • Athletic Bonus: Each point spent adds +1 to Athletics rolls suitable for the Raiment. Boots for running, gloves for climbing, etc. This bonus does not stack toward Combat Rolls that utilize Athletics (Throwing, Archery, etc), that bonus is reflected in the item's build itself.
  • Disguise: Each point spent adds +1 to subterfuge based disguise attempts. The disguise must be noted upon purchase. 1 Disguise is available per point spent. Given that Hedge materials are often psychoactive, it’s possible that upon willing it to do so the threads or skin shift to suit the wearer’s wishes (though rarely is such a Disguise perfect)." ~ Rites of Spring pg 143
  • Social Bonus: Each point spent adds +1 to a specific social roll (Intimidation, Persuasion, etc.) "A piece of blood-spattered ivory armor might add to Intimidation by dint of its menacing appearance. A long pelt that gives off a potent and pungent musk might grant the user dice in Animal Ken. A coat sewn from narcotic flowers might give off a dizzying fragrance, enough to warrant bonuses to one’s Persuasion." ~ Rites of Spring pg 143
  • Speed: Each point spent provides a +2 speed for the scene. You may not spend points to give an armor this property if it has a Speed penalty. Note: See the Limber passive effect above. "Sandals made to contain a strong gust of wind may add to Speed.." ~ Rites of Spring pg 143
  • Stealthy: For every point spent in this category, the armor adds +1 to Stealth rolls for the wielder. It must be noted how it works, i.e. chameleon, ghillie suit, grows darker to match shadows, etc.
  • Swift: You may spend points on a one-for-one basis to +1 to Initiative. "...while a mail-shirt whose links are living spiders who “urge” a character’s limbs to action through tiny pressing bites might grant a character added Initiative while active." ~ Rites of Spring pg 143

Hedgespun Shields

Bloodhound Gang - Altogether Ooky

Shield Bases
  • 1 dot Size: 1 Strength: 1 Build Points: 2
    • +1 Defense/0(B) - Small Shield/Hubcab
  • 2 Dot Size: 2 Strength: 2 Build Points: 3
    • +2 Defense/1(B) - Medieval Shield/Riot Shield
  • All Shields convey a natural Concealment Bonus if used to hide behind based on their Size.
  • All Shields inflict a -2 to the wielders attacks while holding the shield, lessened by the Ambidextrous Merit and Aerodynamic effect.
  • 'Attacking using the Shield are made with a -1 Penalty.
  • If a character holds a shield and does not attack that turn but neither do they dodge, they may enjoy a +1 Defense as they hide behind it.


Passive Effects per Dot.
  • Aerodynamic: By spending one point, you may remove -1 penalty when attacking with a shield. Without the Ambidexterity merit, attacking while holding a shield normally has a -2 penalty (-1 with Ambidexterity). Spending 2 points on this property would remove the penalty altogether. (Spending two points with an ambidextrous bearer would remove the penalty as well). This cannot create a positive modifier.
  • Ballistic Shield: Spending two points gives the shield bulletproofing. The Defense bonus gained to melee is translated directly as a 0/# to Ballistic attacks.
  • Concealed: You may spend one point on increasing the concealment modifier by one to a maximum of -5. This does not make the shield bulletproof.
  • Defensive: You may spend two points to increase the Defense bonus of a shield by one. To a maximum of +3 above rating. (For example, a small shield has a size of 2, spending 3 point on it will give you a +5 defense bonus.)
  • Supported: This is a shield property. By spending two points on this property, you may reduce the Strength requirement by 1, as it is supported by strapping much of its weight to the bearer's body. (For example, a medieval shield may be made to require Strength 2 by spending two points on this property.)
  • Vicious: Normally shields do 0(B) or 1(B); two points spent on this effect would make the damage lethal (0L and 1L) and not increase the damage bonus.


Active Effects per Dot.

1 Glamour or roll Wyrd to activate

  • Collapsible: Every two points spent reduces the carrying size (base size) of the shield by 1.
  • Disguise: Each point spent adds +1 to subterfuge based disguise attempts. The disguise must be noted upon purchase. 1 Disguise is available per point spent. Given that Hedge materials are often psychoactive, it’s possible that upon willing it to do so the threads or skin shift to suit the wearer’s wishes (though rarely is such a Disguise perfect)." ~ Rites of Spring pg 143
  • Social Bonus: Each point spent adds +1 to a specific social roll (Intimidation, Persuasion, etc.)
  • Stealthy: For every point spent in this category, the shield adds +1 to Stealth rolls for the wielder. It must be noted how it works, i.e. chameleon, ghillie suit, grows darker to match shadows, etc.
  • Swift: You may spend points on a one-for-one basis to +1 to Initiative. "...while a mail-shirt whose links are living spiders who “urge” a character’s limbs to action through tiny pressing bites might grant a character added Initiative while active." ~ Rites of Spring pg 143

Zero Dot Trinkets

Hedgespun items that are not weapons/armor and provide no tangible bonus (besides the +1 to social rolls in regards to changelings) are effectively zero-dot items.


These DO need to be requested and noted. They do NOT need a story scene run (Though you may under the normal rules of PRP) nor must you spend xp on them.


You should still roll a hedgespinning roll to create them, and spend the glamour for the roll.

Format for Submission

Please submit all hedgespun items in the following format using +request rather than +xpreq:
  • Item and Level:
  • Original Item Stats:
  • Improvements:
  • Hedgespun Modified Stats:
  • Mien:
  • Mask:

So for example:

  • Hedgespun Quarterstaff - 1 dot
  • Original Stats: Damage: 2B, Size 2, Strength 1, Bonus Points 2
  • Improvements: 1 BP - +1 Damage, 2 BP - +2 Defense
  • Hedgespun Modified Stats: Damage: 3B, Size 2, Strength 1, Defense 2
  • Mien: His hedgespun quarterstaff is made out of volcanic glass, with deep red lines of lava flowing within its depths.
  • Mask: This quarterstaff is made out of smooth, black-stained wood.