The Weaver

Brief History:

The Weaver saw the vast amounts of mana in the world and hated how only the people who devote their lives or who are followers of the weakened dragons could properly use it. She decided to teach her followers the way to use the mana in the world her way. She taught them valuable skills like how to manipulate the spells being cast, how to reinforce equipment with the magic ambient in the world, etc. Those that put in the effort were always rewarded under guidence.
Smiths and engineers of the world were no exception to her attention. These people put in valuable time and effort to make a lasting effect on the world. She saw the physical limits of the people and materials and thought they were just getting in the way of progress. These people were taught how to expand the possibilities of their creations.
For those that truely invested into the process, she even taught them the process of empowering themselves with both metal and magic. The Forged faction was created as a way to achieve a way to become more that mortal. Their ultimate goal is to combine flesh, steel, and magic to make the ultimate warrior.


Sanctity Levels

  • None: None Naturally
  • Low Sanctity: Outside "Claimed" land
  • Normal Sanctity: Outside "Claimed" land
  • High Sanctity: In "Claimed" land where the Weaver is the primary Celestial in their culture
  • Very High Sanctity: In a Sanctuary to the Weaver


Power Investiture

Power Investiture 1 (Acolyte): Both
  • Armoury (IQ-1), Unmodified Ritual Magic (IQ-3), or Smith (IQ-1) [1]
  • Vow (Put in the Hours) [-5] or Workaholic [-5]
Power Investiture 2 (Cleric):
  • Armoury (IQ+2), Unmodified Ritual Magic (IQ+0) or Smith (IQ+2) [8]
Power Investiture 3 (Champion): All of
  • Armoury (IQ+6), Unmodified Ritual Magic (IQ+4), or Smith (IQ+6) [24]
  • Vow (Put in the Hours) or Workaholic [-5]
  • Vow (Blood Sweat, and Tears) [-5]
Power Investiture 4 (Zealot):
  • Armoury (IQ+10), Unmodified Ritual Magic (IQ+8), or Smith (IQ+10) [40]

Vow (Put in the Hours) [-5]: You have promised to put in 4 more hours of work per work day. This is functionally identical to Workaholic, but is self-imposed and you cannot benefit from both.
Vow (Blood, Sweat, and Tears) [-5]: Anytime you attempt to create something, you put everything into it. For every piece of equipment you make above Good or Basic Quality (whether physically or magically), you take 1 longterm FP damage that only recovers on a full day of rest.

Spells

To buy spells, you must have the appropriate Power Investiture level. To use spells, you need to be in at least a Low Sanctity area and have a Holy Symbol of the Weaver in your hand or inscribed to your weapon, shield, or armor.

Acolyte:

  • Continual Light: Cause a light to emit from an object.
  • Minor Healing: Restore a small amount of missing Hit Points.

  • Maintain Spell: Allows you to fill a pool of FP for an ongoing celestial spell to draw from without your maintaining it yourself.
  • Throw Spell: Allows you to turn another spell into a celestial missile spell.
  • Hang Spell: Allows you to set a celestial spell to cast automatically once certain circumstances are met.

  • Animate Object: Control a normally inanimate object.
  • Apporation: Move physical objects without touching them.
  • Dancing Object: Animates a single object to do repetitive work.
  • Soilproof: The person or item affected will not become dirty for the duration of this spell.
  • Weaken: Damages the weakest part of an inanimate object.

  • Mage Sight: Detect all magical items in your field of vision.
  • Mystic Mark: Place an invisible mark on a subject that can only be seen by the caster or anyone who can use Aura, Mage Sight, etc.

Cleric:

  • Counterspell *: The Caster can nullify any ongoing spell that they know of on a successful Counterspell casting. They gain a +3 if they can cast that spell at a skill of 12+.

  • Cadence: Every hour you the subject works on Creating Equipment counts as two hours when under the effects of this spell.
  • Create Object: Create any sort of simple artifact that the caster is familiar with.
  • Create Servant: Creates a stupid, but obedient servitor to do the caster's bidding.
  • Repair: Permanently repairs a broken inanimate object. This is the only way to repair an enchanted item reliably.

  • Continual Magelight: Create a small light that can only be seen by magical creatures, those with Incantation Gift, those with Power Investiture (The Weaver), or those under the effects of Mage Sight.
  • Flash: Creates a brilliant flash of light that can blind people temporarily.
  • Glue: Makes a surface extremely sticky, inhibiting movement in the area.
  • Grease: Makes a surface extremely slippier, inhibiting movement in the area.
  • Poltergiest: Hurls the subject at caster's chosen target.
  • Shape Light: You may change a uniform light source into a direction one.
  • Shatter: Damages an inanimate object, but if the damage doesn't break it, the damage is reverted.
  • Slow Fall: Makes the subject fall at 1 yard per second, negating fall damage.

  • Distant Blow: The subject can use a melee weapon attack at any range (apply penalties normally).
  • Flaming Weapon: Causes any weapon to burst into flame to let the weapon do additional damage and ignite flammable objectss.
  • Flaming Missiles: Causes a missile weapon's projectiles to deal additional fire damage and ignite flammable objects.
  • Icy Weapon: Melee weapons deal additional "Cold" damage.
  • Icy Missiles: Projectile weapons deal additional "Cold" damage.
  • Sharpen: Weapons that cut or impale deal more damage (does not stack with Puissance or Empower Weapon).

Champion:

  • Ward *: When cast immediately after a spell is thrown at its subject, this spell can prevent the opposed spell from working. The caster may ward against any spell, but gains a +3 vs. spells that they can cast at skill 12+.

  • Create Animal: Create an animal you've seen that does your mental bidding while it exists.
  • Create Warrior: Creates a warrior to fight as you command. Can increase the cost to increase the power of the warrior.
  • Duplicate: Create an exact copy of an item in your possession.
  • Inspired Creation: Helps the subject create one craft work of quality far beyond their usual ability. Roll to create the object as if you had a +5 to your skill, and count it as a critical success for the purposes of determining quality.
  • Reshape: Mold any inaminate substance as though it were clay.

  • Ruin: Accelerates the natural process of decay on unliving materials. Generally results in 1 DR and 1 HP lost per minute cast on an object.
  • Wall of Light: Creates a curtain of laight around an area.
  • Winged Knife: Throw any weapon to deal damage. Treat as though you are attacking with one of the possible attacks.

Zealot:

  • Great Ward: As Ward (above) but protects any number of those who would have been affected by the attacking spell.
  • Reflect: As Ward (above) but makes the spell target the original caster.

  • Create Mount: Create any kind of animal that you can ride!

  • Disintegrate: As Shatter, but leaves only dust and it cannot be repaired.
  • Explode: As Shatter, but will throw shrapnel at people who are too close.
  • Flying Carpet: Transform an object you can stand on into a flying vehicle.
  • Sunbolt: Shoot a bolt of concentrated sunlight from one fingertip.

Powers

These are advantages that you can buy because of your devotion to your diety.

  • Well Prepared (M): Gizmos + Weaver Essence 1 [4]
    You're always thinking ahead and plan the perfect item for the perfect occasion! You just aren't sure of what it is before you use it. This does have some limits however. It cannot be more than Basic Lift/10, can't be longer than Reach 1 if a melee weapon, or have a Bulk worse than -4 if a ranged one.
    You can't have specified that you had it on you. If the item is magical and a consumable, it has to be suitable to your profession or background. It should be common and and be something everyone might have ($10 for normal equipment, $50 for a consumable item).
    This can be taken as many times as you want.
    Requires Power Investiture 1 (The Weaver)



  • Master Gadgeteer (M): Snatcher (Large Items + More Weight: 50lbs + Creation) + Weaver Essence 24 [96]
    By concentrating for 10 seconds and visualizing what you need, you may attempt to create an item that you have seen before. A successful IQ roll is necessary to build the object. The item cannot be more than 50 pounds, but size is not an issue. To attempt, you must have your hands free (you have a -3 penalty to IQ roll if your hands are bound). It can be an exact copy of something in the world as long as you've seen it, however you cannot make the item out of Ethereal Silver or Fiendish Alloy. You will never take a penalty for cost or complication of the item.
    Each attempt, whether successful or not, costs 2 FP. These items will disappear whenever you dismis them or attempt to use the ability again. The items quietly crackle with slightly unstable magic while you have them. Merchants will not buy them off you.
    Requires Power Investiture 4 (The Weaver)



  • Deployable Arm with Aiming System (P): Gunslinger + Enhanced Tracking 1 + Extra Arm (Weapon Mount) + Weaver Essence 6 [25]
    An extra arm is grafted to your back that you can hide or extend with a Ready Maneuver and one of your eyes is replaced with an enchanted look-alike. This extra eye can swivel independant of your original eye, allowing you to make an additional Aim or Evaluate action every time you make an Aim or Evaluate Maneuver. Additionally if you fire a projectile weapon without aiming, you gain half its Acc bonus if it requires both hands to use normally, and the full Acc bonus if it can be used in one hand normally (this does not apply to any scope bonuses). Any of the below Cannon abilities count as "two-handed" for the purposes of this package, but this doesn't apply to any other Innate Attacks.
    Requires Power Investiture 2 (The Weaver)



  • Mana Cannon 1 (P): Innate Attack: Burn 2 (Armor Divisor: (2) + Affects Insubstantial + Requires Recharge: 5 seconds + Costs Fatigue 2 + Accurate 2) + Weaver Essence 3 [15]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire a round of concentrated mana to deal 2d (2) burn damage and can affect insubstatial targets. This cannon shares a cooldown with Scatter Cannon and Rifled Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d burn (2)
    • Acc: 5
    • 1/2D: 10 yards
    • Max Range: 100 yards
    Requires Power Investiture 2 (The Weaver) and Deployable Arm with Aiming System
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  • Mana Cannon 2 (P): Innate Attack: Burn 2 (Armor Divisor: (3) + Affects Insubstantial + Requires Recharge: 5 seconds + Costs Fatigue 2 + Accurate 2) + Weaver Essence 4 [19]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire a round of concentrated mana to deal 2d (3) burn damage and can affect insubstatial targets. This cannon shares a cooldown with Scatter Cannon and Rifled Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d burn (3)
    • Acc: 5
    • 1/2D: 10 yards
    • Max Range: 100 yards
    Requires Power Investiture 3 (The Weaver) and Deployable Arm with Aiming System
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  • Mana Cannon 3 (P): Innate Attack: Burn 2 (Armor Divisor: (5) + Affects Insubstantial + Requires Recharge: 5 seconds + Costs Fatigue 2 + Accurate 2) + Weaver Essence 5 [23]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire a round of concentrated mana to deal 2d (5) burn damage and can affect insubstatial targets. This cannon shares a cooldown with Scatter Cannon and Rifled Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d burn (5)
    • Acc: 5
    • 1/2D: 10 yards
    • Max Range: 100 yards
    Requires Power Investiture 4 (The Weaver) and Deployable Arm with Aiming System



  • Scatter Cannon 1 (P): Innate Attack: Small Piercing 2 (Rapid Fire: 1x7 + Requires Recharge: 5 seconds + Costs Fatigue 2 + Accurate 2) + Weaver Essence 2 [10]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire 7 projectiles to deal 2d small piercing damage to anything in its path. This cannon shares a cooldown with Mana Cannon and Rifled Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. For information on how shotgun-like fire works, go here. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d pi-
    • RoF: 1x7 (+1 to hit)
    • Acc: 5
    • 1/2D: 10 yards
    • Max Range: 100 yards
    Requires Power Investiture 2 (The Weaver) and Deployable Arm with Aiming System
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  • Scatter Cannon 2 (P): Innate Attack: Small Piercing 2 (Rapid Fire: 1x15 + Requires Recharge: 5 seconds + Costs Fatigue 2 + Accurate 2) + Weaver Essence 2 [12]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire 15 projectiles to deal 2d small piercing damage to anything in its path. This cannon shares a cooldown with Mana Cannon and Rifled Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. For information on how shotgun-like fire works, go here. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d pi-
    • RoF: 1x15 (+3 to hit)
    • Acc: 5
    • 1/2D: 10 yards
    • Max Range: 100 yards
    Requires Power Investiture 3 (The Weaver) and Deployable Arm with Aiming System
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  • Scatter Cannon 3 (P): Innate Attack: Small Piercing 2 (Rapid Fire: 1x30 + Requires Recharge: 5 seconds + Costs Fatigue 2 + Accurate 2) + Weaver Essence 3 [12]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire 30 projectiles to deal 2d small piercing damage to anything in its path. This cannon shares a cooldown with Mana Cannon and Rifled Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. For information on how shotgun-like fire works, go here. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d pi-
    • RoF: 1x30 (+5 to hit)
    • Acc: 5
    • 1/2D: 10 yards
    • Max Range: 100 yards
    Requires Power Investiture 4 (The Weaver) and Deployable Arm with Aiming System



  • Rifled Cannon 1 (P): Innate Attack: Large Piercing 2 (Takes Recharge: 5 seconds + Costs Fatigue 2 + Accurate 5 + Increased Range: x2) + Weaver Essence 2 [12]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire a single projectile to deal 2d large piercing damage to a target. This cannon shares a cooldown with Mana Cannon and Scatter Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d pi+
    • Acc: 8
    • 1/2D: 20 yards
    • Max Range: 200 yards
    Requires Power Investiture 2 (The Weaver) and Deployable Arm with Aiming System
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  • Rifled Cannon 2 (P): Innate Attack: Large Piercing 2 (Takes Recharge: 5 seconds + Costs Fatigue 2 + Accurate 7 + Increased Range: x5) + Weaver Essence 3 [13]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire a single projectile to deal 2d large piercing damage to a target. This cannon shares a cooldown with Mana Cannon and Scatter Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d pi+
    • Acc: 10
    • 1/2D: 50 yards
    • Max Range: 500 yards
    Requires Power Investiture 3 (The Weaver) and Deployable Arm with Aiming System
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  • Rifled Cannon 3 (P): Innate Attack: Large Piercing 2 (Takes Recharge: 5 seconds + Costs Fatigue 2 + Accurate 9 + Increased Range: x10) + Weaver Essence 3 [17]
    Your Deployable Arm is armed with a cannon. The cannon consumes 2 FP to fire a single projectile to deal 2d large piercing damage to a target. This cannon shares a cooldown with Mana Cannon and Scatter Cannon and if you fire one of these, you must wait 5 seconds before you can fire any of them again. Roll against Innate Attack to hit.
    Stats:
    • Damage: 2d pi+
    • Acc: 12
    • 1/2D: 100 yards
    • Max Range: 1000 yards
    Requires Power Investiture 4 (The Weaver) and Deployable Arm with Aiming System



  • Mana Barrier 1 (P): Damage Resistance 5 (Ablative + Force Field) + Magic Resistance 2 (Improved + Accessibility: While Force Field is up) [3] + Weaver Essence 4 [12]
    A shell surrounds you protecting you from any incoming spells giving any caster a -2 to cast the spell on you. This shell also minorly protects you from physical attacks. If you take 5 damage, the shell breaks and you lose the Magic Resistance until you regain any of the Damage Resistance (every point of healing you receive heals the Damage Resistance equally).
    Requires Power Investiture 2 (The Weaver)
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  • Mana Barrier 2 (P): Damage Resistance 10 (Ablative + Force Field) + Magic Resistance 4 (Improved + Accessibility: While Force Field is up) [3] + Weaver Essence 8 [24]
    A shell surrounds you protecting you from any incoming spells giving any caster a -4 to cast the spell on you. This shell also minorly protects you from physical attacks. If you take 10 damage, the shell breaks and you lose the Magic Resistance until you regain any of the Damage Resistance (every point of healing you receive heals the Damage Resistance equally).
    Requires Power Investiture 3 (The Weaver)
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  • Mana Barrier 3 (P): Damage Resistance 15 (Ablative + Force Field) + Magic Resistance 6 (Improved + Accessibility: While Force Field is up) [3] + Weaver Essence 8 [24]
    A shell surrounds you protecting you from any incoming spells giving any caster a -6 to cast the spell on you. This shell also minorly protects you from physical attacks. If you take 15 damage, the shell breaks and you lose the Magic Resistance until you regain any of the Damage Resistance (every point of healing you receive heals the Damage Resistance equally).
    Requires Power Investiture 4 (The Weaver)



  • Empowered Arms 1 (P): Striking ST 2 + Damage Resistance 3 (Arms Only + Cannot Wear Armor) + Weaver Essence 4 [12]
    Your arms have been replaced with enchanted mechanisms that work just as well as the original, but better! This gives your arms 3 DR and +2 ST when attacking something using those arms (DR replaces any natural DR from your Racial Template). However, it is bulky and you cannot wear armor over your arms and hands.
    Requires Power Investiture 2 (The Weaver)
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  • Empowered Arms 2 (P): Striking ST 4 + Damage Resistance 5 (Arms Only + Cannot Wear Armor) + Weaver Essence 8 [22]
    Your arms have been replaced with enchanted mechanisms that work just as well as the original, but better! This gives your arms 5 DR and +4 ST when attacking something using those arms (DR replaces any natural DR from your Racial Template). However, it is bulky and you cannot wear armor over your arms and hands.
    Requires Power Investiture 3 (The Weaver)
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  • Empowered Arms 3 (P): Striking ST 6 + Damage Resistance 7 (Arms Only + Cannot Wear Armor) + Weaver Essence 12 [32]
    Your arms have been replaced with enchanted mechanisms that work just as well as the original, but better! This gives your arms 7 DR and +6 ST when attacking something using those arms (DR replaces any natural DR from your Racial Template). However, it is bulky and you cannot wear armor over your arms and hands.
    Requires Power Investiture 4 (The Weaver)



  • Empowered Legs 1 (P): Lifting ST 2 + Damage Resistance 3 (Legs Only + Cannot Wear Armor) + Increased Basic Move 1 + Weaver Essence 5 [12]
    Your legs have been replaced with enchanted mechanisms that work just as well as the original, but better! This gives your legs 3 DR and +2 ST when determining how much you can carry or lift. However, it is bulky and you cannot wear armor over your legs, hands, and groin. You also can move 1 yard/sec faster.
    Requires Power Investiture 2 (The Weaver)
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  • Empowered Legs 2 (P): Lifting ST 4 + Damage Resistance 5 (Legs Only + Cannot Wear Armor) + Increased Basic Move 2 + Weaver Essence 10 [22]
    Your legs have been replaced with enchanted mechanisms that work just as well as the original, but better! This gives your legs 5 DR and +4 ST when determining how much you can carry or lift. However, it is bulky and you cannot wear armor over your legs, hands, and groin. You also can move 2 yards/sec faster.
    Requires Power Investiture 2 (The Weaver)
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  • Empowered Legs 3 (P): Lifting ST 6 + Damage Resistance 7 (Legs Only + Cannot Wear Armor) + Increased Basic Move 3 + Weaver Essence 15 [32]
    Your legs have been replaced with enchanted mechanisms that work just as well as the original, but better! This gives your legs 7 DR and +6 ST when determining how much you can carry or lift. However, it is bulky and you cannot wear armor over your legs, hands, and groin. You also can move 3 yards/sec faster.
    Requires Power Investiture 4 (The Weaver)



  • Enchanted Metal Chassis 1 (P): Damage Resistance 3 (Absorption: Energy Reserve Only + Torso Only + Cannot Wear Armor) + Energy Reserve 5 (Special Recharge) + Weaver Essence 5 [18]
    Your torso and vitals are encased in steel. This steel is enchanted with the ability to absorb damage with hostile intent. Every 3 points of damage this DR blocks, it fills an Energy reserve by 1 point (Max: 5 ER). This Energy Reserve can only be filled in this way and can only be used to cast spells or fire any of the Cannons. Attacks from friendly targets do not charge the Energy Reserve. Only attacks from hostiles. This chassis is too bulky to wear normal torso armor over.
    Requires Power Investiture 2 (The Weaver)
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  • Enchanted Metal Chassis 2 (P): Damage Resistance 6 (Absorption: Energy Reserve Only + Torso Only + Cannot Wear Armor) + Energy Reserve 10 (Special Recharge) + Weaver Essence 10 [35]
    Your torso and vitals are encased in steel. This steel is enchanted with the ability to absorb damage with hostile intent. Every 6 points of damage this DR blocks, it fills an Energy reserve by 1 point (Max: 10 ER). This Energy Reserve can only be filled in this way and can only be used to cast spells or fire any of the Cannons. Attacks from friendly targets do not charge the Energy Reserve. Only attacks from hostiles. This chassis is too bulky to wear normal torso armor over.
    Requires Power Investiture 3 (The Weaver)
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  • Enchanted Metal Chassis 3 (P): Damage Resistance 9 (Absorption: Energy Reserve Only + Torso Only + Cannot Wear Armor) + Energy Reserve 15 (Special Recharge) + Weaver Essence 15 [52]
    Your torso and vitals are encased in steel. This steel is enchanted with the ability to absorb damage with hostile intent. Every 6 points of damage this DR blocks, it fills an Energy reserve by 1 point (Max: 10 ER). This Energy Reserve can only be filled in this way and can only be used to cast spells or fire any of the Cannons. Attacks from friendly targets do not charge the Energy Reserve. Only attacks from hostiles. This chassis is too bulky to wear normal torso armor over.
    Requires Power Investiture 4 (The Weaver)



  • Multimind (P): Compartmentalized Mind + Damage Resistance 3 (Head Only + Cannot Wear Armor) + Weaver Essence 8 [45]
    Your head is encased in an enchanted helmet giving your face, skull, neck, and eyes 3 DR. This helmet is bulky and prevents you from wearing any other kind of armor on those areas. This enchanted helmet copies your mind and allows you to perform an extra Concentrate Manuever per turn. You may buy this package as many times as you want, but buying more than one prevents you from buying More Than Mortal below.
    Requires Power Investiture 3 (The Weaver)



  • More Than Mortal (P): Injury Tolerance: Unliving + Immunity to Metabolic Hazards + Unhealing: Total [20]
    Your organs and muscles are replaced with enchanted machinery throughout your body. You become resistant to piercing and impaling damage (pi++ and imp: x1 wounding instead of x2, pi+: x1/2, pi: x1/3, and pi-: x1/5) and become completely immune to disease, poison, and any other kind of metabolic hazard. However, you cannot heal normally. Natural healing, Regeneration, potions, or any kind of magical healing no longer work on you. If someone has access to smithing tools, they may attempt a Smith roll and treat it as a First Aid attempt in terms of HP healed. The Repair spell can also be used on you, but you cannot cast it on yourself (treat as if Minor Healing spell on you). If any limbs have been crippled, they are fully repaired when you fully heal.
    Requires Empowered Arms 3, Empowered Legs 3, Enchanted Metal Chassis 3, and only 1 level of Multimind

Essence Disadvantages

Followers who gain Weaver Essence begin to look more like the denizens of the Weaver's Realm. They have light blue hair, feathers, or scales. They also have arcane marks and tatoos on their body as well as mechanical parts sticking out. Their body may also occasionally make mechanical whirring or magical crackling noises.
Every 5 points of Weaver Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Weaver Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Weaver Essence (max -5).
Every 10 ranks of Weaver Essence requires you to take a rank of one of the disadvantages below.


Disadvantage Description
Dependency (Mana)
This can only be take 3 times
You must spend atleast some time in a mana zone (at least low). This Disadvantage comes in 3 ranks:
  • Must be in once per day
  • Must be in once per hour
  • Must be in constantly
Enemies (Templars)
This can only be taken 2 times
A group of knights that hunt out those that have used magic to deform and defile themselves. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
  • Attacks on a 9 or less
  • Attacks on a 12 or less
Incurious
This can only be taken 3 times
You have a hard time distracting yourself from your work:
  • Resist on a 12 or less
  • Resist on a 9 or less
  • Resist on a 6 or less
Compulsive Tinkering
This can only be taken 3 times
You frequently spend your spare time forging equipment or building contraptions. This consumes your free time and all of the failed projects can reduce your available funds:
  • 10% increase to cost of living and you must spend 7 hours a week forging/tinkering
  • 15% increase to cost of living and you must spend 10 hours a week forging/tinkering
  • 20% increase to cost of living and you must spend 14 hours a week forging/tinkering
Aversion to Poor Quality
This can only be taken 3 times
You cannot bring yourself to use equipment (weapons, armor, clothes, toolkits, etc.) primarily made poorly. How many times you take this determines how severe the repulsion is.
  • Anything of cheap quality disgusts you.
  • As above, but you must use Fine quality equipment or better.
  • Blast it, you'll do it yourself! As above, but you can only use equipment you've made. Note: You may use Toolkits or workspaces to make other Toolkits, but you feel icky the entire time.



Blessed Items

These are standard items that you might find for sale in a temple of The Weaver. They are not Enchantable however.

  • The Weaver's Holy Symbol (Basic): 5 SP ($50) 0.1lbs
  • A small talisman inscribed with a hammer and anvil that is made of wood, stone, or metal. Holding this object in your hand allows you to cast spells gained from following the Weaver, but does nothing else.

  • The Weaver's Holy Symbol (Small): 25 SP ($250) 0.25lbs
  • A small talisman inscribed with a hammer and anvil that increases the Sanctity Level (The Weaver) of a person holding it in their hand by 1 to a maximum of Low Sanctity. Holding this object in your hand allows you to cast spells gained from following the Weaver.

  • The Weaver's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
  • A medium talisman inscribed with a hammer an anvil that increases the Sanctity Level (The Weaver) of a person holding it in their hand by 1 to a maximum of Normal Sanctity .Holding this object in your hand allows you to cast spells gained from following the Weaver.

  • The Weaver's Holy Symbol (Large): 4 EP ($4,000) 1lb
  • A large talisman inscribed with a hammer and anvil that increases the Sanctity Level (The Weaver) of a person holding it in their hand by 1 to a maximum of High Sanctity. Holding this object in your hand allows you to cast spells gained from following the Weaver.

  • The Weaver's Holy Symbol (Grand): 16 EP ($16,000) 5lbs
  • A massive talisman inscribed with a hammer and anvil that increases the Sanctity Level (The Weaver) of a person holding it in their hand by 2 to a maximum of Very High Sanctity. Holding this object in your hand allows you to cast spells gained from following the Weaver.

  • Forging Salts: 6 SP ($60) 1lb
  • Spreading these in a forge's fire allows you to add your Power Investiture (The Weaver) to any skill roll to use the forge for 8 hours.

  • War Hammer: 45 GP ($4,500) 5lbs
  • A special hammer that counts as Fine Quality Smithing equipment. Treat as a Mace, but with +1 to attack and damage rolls.

  • Redirection Shield: 75 SP ($750) 15lbs
  • A medium shield that if a missile spell is coming towards you, you may attempt to Block it as if your shield was Ethereal Silver. Immediately after that, you may make a Shield roll to redirect the attack onto anyone within range. Note that this shield is not actually Ethereal Silver and cannot protect against maledictions, curses, etc.

  • Ring of Convinience: 15 SP ($150) 0.1lb
  • A ring that, while you are wearing it, allows you to store one spell on it. This spell cannot cost more than 5 FP to cast if it's a celestial spell or have a penalty higher than -2 (before any bonuses to Path skill like a Grimoire, Rote of Invocation, Voluntary Sacrifice, etc.) if it's an incantation spell. The spell cost twice the FP if it's celestial magic or double the penalty before any bonuses if it's incantation magic.
    The person storing the ring must have at least Power Investiture 1 (The Weaver). The caster doesn't have to even be able to cast spells. They just have to know what activation phrase or gesture the person storing the spell designated. The wearer of the ring doesn't even have the spell show up on an Aura reading. However, an individual can only use one Ring of Convinience per day.