Weaver Items
Clothing and armor are the domain of the Weaver Discipline and its adherents. These serve not only to protect their wearer from the elements, but against the slings and arrows of the World Beyond the Fall.
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At a basic level, wearing Body Armor, Heavy Armor, or Ultraheavy Armor allows one to use their Armored HP value instead of their normal HP value for determining one’s maximum HP.
A Character’s Armored HP value is normal HP +2, although some Skills and Weave Augments may improve this.
Take note that a Player Character’s maximum HP may never be increased beyond 10 HP.
You may only be wearing one set of Armor at a time and it takes at least 10 minutes to do so or to switch Armors, although you may Refit armor (see Armor and Shields document) while doing so.
More information on Armor and Shields can be found here.
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The Armor Expertise Skill of the Scrapper (Warrior), Survivor (Ranger), and Weaver (Builder) Disciplines allows for the use of Aegis Points while wearing armor.
Aegis Points represent proficient armor use, angling one’s body to deflect or mitigate attacks. Fitting or Refitting one’s armor, a 10 minute activity, allows one to regain all expended Aegis Points.
Using Aegis: Invoke “Aegis” and expend an Aegis Point to negate the damage or the effect of all attacks received within the last second. You must also take two steps away from the source of the attacks. You are unable to use Aegis to defend yourself if any of those attacks are Ambush attacks (blows that come from behind and hit your back torso)
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Basic: This is the lowest and most common quality of items. Beyond their standard uses, they may not have Augments. When most Weaver Items are not maintained, they revert to Basic quality.
Even though most Basic Weaver Items, it is required that these are submitted for inspection and for re-tagging every 3 Events.
Advanced: Advanced Weaver Items are what most seasoned adventurers, Operatives, Delvers, and soldiers will be using. Many fighting Skills require this quality of item. Advanced Items may house one Augment, which are specialized construction methods that modify an item to add an Additional Property.
Superior: Superior Weaver Items are the province of the well-off and the masterful soldiers, protectors, and adventurers. Although these are expensive to create and maintain, many of the strongest defensive Skills require their use. Furthermore, they are able to have up to two Weaver Augments.
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Advanced and Superior Weaver items have special and diverse properties that are available to them called Augments. These Augments do not cost additional Components although they can require specific weapon props, specific component types, or modifications to one’s Armor or Weaver prop.
Basic Weaver Items may not have any Augments.
Advanced Weaver Items may have one Weaver Augment.
Superior Weaponry Items may have two Weaver Augments.
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When an Advanced Weaver Item (Armor, Animus Crown, or Banner) is created or maintained via upkeep, you may place a Weaver Augment on it. Similarly, a Superior Weaver Item may be created or maintained with one or two Augments. As mentioned above, this does not require additional Components although they may change or add to what Component types are to be used.
However, all Weaver Augments require the expertise of specific Skills in order to be placed upon a Weaver item.
Using certain Workshops can waive the Skill requirement for some Augments. For example, by using an Herbshop, one can waive the Skill Requirement for the Insulator Weapon Augment.
Weaver Items Cost Overview
Creation and Upkeep Costs: Higher item qualities cost more to create and upkeep. On the other hand, they have the benefit of being able to house Item Augments within them that grant additional or special properties.
Basic items cost Minor Components to create/upkeep
Advanced items (1 Aug) cost Basic Components to create/upkeep
Superior items (2 Aug) cost Rare Components to create/upkeep.
Animus Crown (AC): Spiritual tethers used by Animancers to connect to magic.
astral/herbal/earth x5; Needed by Animancers, Reverts to basic w/o upkeep
Body Armor (BA): light armor for one’s torso to protect their life.
herbal/metal x5; Reverts to basic w/o upkeep
Clothing (CL): simple or ornate non-armor dress and wear.
herbal x1-5 (torso is x5); Can't gain any Aegis, reverts to basic w/o upkeep
Heavy Armor (HA): heavier and tougher armor, more useful for those with the right skills.
herbal/metal x6; Reverts to basic w/o upkeep
Ultraheavy Armor (UH): the heaviest armor-type but also the least comfortable.
metal x7; Reverts to basic w/o upkeep
War Banner (WB): A flag or banner for signaling and rallying allies.
astral/herbal x7; Expires w/o Upkeep
Weaver Items Descriptions
Animus Crown
These appear to be masks that have been ornamented to look like an animal, a deity, or a supernatural entity. For Arcanists of the Animancy Tradition, these serve as Tethers to the spirit world or to their mental selves.
Craft//Upkeep Cost: astral, herbal and/or earth
Basic: x5 minor://No Upkeep needed
Advanced: x5 basic//Same after 3 Attended Events.
Superior: x5 rare//Same after 3 Attended Events.
Property: This allows an Animancer to attune themselves to magic. Only Animancers may use and benefit from Animus Crowns, although anyone can wear them without effect or benefit. If wearing more than one such item, only one Animus Crown can grant its benefits at a time to a single Animancer - which Crown grants its effects can be changed by completing a Rest.
Prop Requirements: A mask, which must not cover the mouth (although a thin cloth covering is fine). This may be worn on the face, over the head, or worn any other way so long as it is on the Animancer. The mask must reflect your Animus, in whatever capacity you desire (adornments of feathers/beads/scales, different colors, etc). You are encouraged to be creative yet use safe materials (no needles, blades, etc).
Body Armor
This is the most commonly worn armor in the World Beyond the Fall due to its wide range of movement, its breathability, and its ease of creation. such as a leather vest, leather jacket, or a duster.
Craft//Upkeep Cost: x5 Minor; herbal/metal
Basic: x5 minor://No Upkeep needed
Advanced: x5 basic//Same after 3 Attended Events.
Superior: x5 rare//Same after 3 Attended Events.
Property: As with most armor, this grants the Armored HP value to its wearer (+2 of maximum) and allows for the use of the Armor Expertise skill.
Special Note: Wearing any Armor prevents the use of the Dodge defense.
Prop Requirements: This requires torso armor that covers at least 50% of the back and front. This may be made from pliant yet tough materials like leather or layered fabrics.
Note: Armor and its use is discussed in greater detail here.
Clothing
Normally, this does not count as armor. This represents various pieces of clothing and dress that a Character may use to adorn themselves. While basic clothing has no mechanical benefit, the Advanced and Superior versions of clothing may be Augmented, similar to armor.
Craft//Upkeep Cost: A full suit costs x3 components. A shirt, long skirt, or pants costs 2x components. Something the size of a top hat or smaller costs x1 components. Starting characters can arrive in-game with any amount of basic clothing.
Basic: 1-3x minor://No Upkeep needed
Advanced: x5 basic//Same after 3 Attended Events.
Superior: x5 rare//Same after 3 Attended Events.
Property 1: This refers to most normal clothing items such as shirts, dresses, etc. This never allows for the gaining of the Patched status, wearing of any other Armor, or for the granting of Armored HP.
Property 2 (Advanced or superior only): This also grants the temporary use of the Armor Expertise skill and the use of 1 Aegis as though the wearer had it.
Limitations: You may only have one instance of Advanced or Superior Clothing on your person and you cannot wear Armor with it at the same time.
Prop Requirements: The props for basic clothing represent mundane clothing or similar ornamentation (e.g. shirts, blouses, trousers, hats, bandanas, etc). Advanced and Superior Clothing must cover at least 50% of the front and back of the torso.
Heavy Armor
Usually made of rigid, relatively flexible materials. Having multiple layers of body armor may be counted as a single Heavy Armor prop, upon the Game Staff's discretion. Advanced or Superior armors of this type have access to Augments that improve their wearer’s resistance to damage.
Craft//Upkeep Cost: x6 Minor; herbal/metal
Basic: x6 minor://No Upkeep needed
Advanced: x6 basic//Same after 3 Attended Events.
Superior: x6 rare//Same after 3 Attended Events.
Property: This grants the Armored HP value to its wearer and allows for the use of the Armor Expertise skill. There is also additional functionality from the Faith in Steel skill.
Special Note: Wearing any Armor prevents the use of the Dodge defense.
Prop Requirements: This requires torso armor that covers at least 50% of the back and front. This may be made from two or more layers of armor props, from rigid armor (leather breastplate), or from metallic yet flexible props (mail hauberk).
Ultraheavy Armor
Armor that is made of real or faux metal. Alternatively, it involves significant amounts of metal or a similar material in their construction. Advanced or Superior armors of this type have access to Augments that improve their wearer’s resistance to damage.
Craft//Upkeep Cost: metal
Basic: x7 minor://No Upkeep needed
Advanced: x7 basic//Same after 3 Attended Events.
Superior: x7 rare//Same after 3 Attended Events.
Property: This grants the Armored HP value to its wearer and allows for the use of the Armor Expertise skill. There is also additional functionality from the Faith in Steel skill, including the ability to grant one’s self “Resolve”.
Special Note: Wearing any Armor prevents the use of the Dodge defense.
Prop Requirements: This requires torso armor that covers at least 50% of the back and front. This may be made from a breastplate or a similar inflexible/bulky armor piece of dominantly metal construction.
Warbanner
These are handheld flags and banners used to signal and rally troops. Warleaders and battle captains can use these to improve their abilities at granting Resolve.
Craft//Upkeep Cost: astral/herbal
Basic: x7 minor//No Upkeep needed
Advanced: x7 basic//Same after 3 Attended Events.
Superior: x7 rare//Same after 3 Attended Events.
Property: This may be used for the Inspiring Aspect skill.
Prop Requirements: A combat-safe war-banner with a pole at least 3-5 feet long and with a flag or banner prominently visible. If you belong to an Archfaction or Subfaction, it may reflect this alignment. This is not a weapon and may not be wielded as one. In fact, all attacks that strike it while you are wielding it are considered to have struck you.