Difference between revisions of "Hedgespinning"

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It is fate itself you use to weave your hedgespun baubles, and fate, the Wyrd, is the ties which bind the world together in relationship, the interconnections, the chance meetings which change lives.
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{| width="100%" class="infobox" style="background: linear-gradient(to right, rgba(255,255,255,1) 10%,rgba(251,255,251,1) 100%); color: #669966; border: 1px solid #007900;spacing: 0px; margin: 0px; padding: 0px;"
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| <span style="font-size:150%; font-family: Palatino, 'Palatino Linotype', 'Palatino LT STD', 'Book Antiqua', Georgia, serif; font-variant:small-caps;">Hedgespinning Instructions</span>
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| | <span style="font-size:95%; color:#527a52;">After you have decided what you will be making (Armor, Art, Automaton, Raiment, Weapon)...</span>
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| STEP #1
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| <span style="font-size:95%; color:#527a52;">Find a ST willing to run your story.<br>{{Tab}}1-dot Hedgespun: 1 scene<br>{{Tab}}2-dot Hedgespun: 1 scene<br>{{Tab}}3-dot Hedgespun: 2 scenes<br>{{Tab}}4-dot Hedgespun: 2 scenes<br>{{Tab}}5-dot Hedgespun: 3 scenes<br>If you have certain story elements in mind which would be important to your character (or, on the flip side, certain things which make you OOCly uncomfortable), let your ST know, but by and large, it is the ST's responsibility to come up with plot tailored to you and guide you through it. </span>
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Fancy words to say that any hedgespinning or acquisition of hedgespun will be wrapped up within a larger story.
 
  
Even if you have all of the ingredients, maybe something interrupts you on your way to your Hollow and steals one or more of them, or maybe you find that the ingredient is doing something strange, or maybe you run into something much, much more interesting to use as part of your item on the way...
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It is fate itself you use to weave your hedgespun baubles, and fate, the Wyrd, is the ties which bind the world together in relationship, the interconnections, the chance meetings which change lives. Or are they really chance? Were they designed?
 
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There is ALWAYS a story.   
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In game terms, hedgespinning requires a set number of scenes per dot spent on the Hedgespun merit.
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Fancy words to say that any hedgespinning or acquisition of hedgespun will be wrapped up within a larger story.
  
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Even if you have all of the ingredients in your pockets, or your spifftabular Hollow of Holding, maybe something interrupts you on your way there and steals one or more of them, or maybe you find that the ingredient is doing something strange, or maybe you run into something much, much more interesting to use as part of your item on the way...
  
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There is ALWAYS a story.
  
 
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{| width="100%" class="infobox" style="background: linear-gradient(to right, rgba(255,255,255,1) 10%,rgba(251,255,251,1) 100%); color: #669966; border: 1px solid #007900;spacing: 0px; margin: 0px; padding: 0px;"
| <span style="font-size:150%; font-family: Palatino, 'Palatino Linotype', 'Palatino LT STD', 'Book Antiqua', Georgia, serif; font-variant:small-caps;">Hedgespinning Instructions</span>
 
 
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| | <span style="font-size:95%; color:#527a52;">After you have decided what you will be making (Armor, Art, Raiment, Weapon)...</span>
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| STEP #2
 
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| STEP #1
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| <span style="font-size:95%; color:#527a52;">Research!</span>
 
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| <span style="font-size:95%; color:#527a52;">Find a ST willing to run your story.<br>{{Tab}}1-dot Hedgespun: 1 scene<br>{{Tab}}2-dot Hedgespun: 1 scene<br>{{Tab}}3-dot Hedgespun: 2 scenes<br>{{Tab}}4-dot Hedgespun: 2 scenes<br>{{Tab}}5-dot Hedgespun: 3 scenes<br>If you have certain story elements in mind which would be important to your character (or, on the flip side, certain things which make you OOCly uncomfortable), let your ST know, but by and large, it is the ST's responsibility to come up with plot tailored to you and guide you through it. </span>
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| <span style="font-size:95%; color:#527a52;">Before you can start spinning that Direwolf-fur cloak or gremlin-leather armor, you have to have a plan. Which part goes where?  Will the acid from Hedgebadger bile dissolve the giant spiderwebs before you can spin them together?<br><br>That is where research comes in, or deep pockets. There are two ways to go about getting a pattern.<br>{{Tab}}1. Make it yourself<br>{{Tab}}2. Use one somebody else premade</span>
 
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| <span style="font-variant:small-caps;">Building From Scratch</span>
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Revision as of 16:59, 31 December 2015

Thing in progress! Notes are currently in Notepad or drafts.

RoS p.139 - Specialties in Crafts.Hedgespinning or Occult/Survival/Investigate.Locating_Ingredients

Hedgespinning

Hedgespun items are tokens of a sort, but rather than being a mundane item infused over time with Wyrd magic and Faerie strangeness, hedgespun are consciously, deliberately made by Changelings themselves. True Fae cannot create them, and Changelings may very well have been Taken specifically to spin such wondrous items for their Keepers' whims.

By and large, Fate's Harvest uses the expanded rules found in Rites of Spring p.138.


Hedgespinning Instructions
After you have decided what you will be making (Armor, Art, Automaton, Raiment, Weapon)...
STEP #1
Find a ST willing to run your story.
      1-dot Hedgespun: 1 scene
      2-dot Hedgespun: 1 scene
      3-dot Hedgespun: 2 scenes
      4-dot Hedgespun: 2 scenes
      5-dot Hedgespun: 3 scenes
If you have certain story elements in mind which would be important to your character (or, on the flip side, certain things which make you OOCly uncomfortable), let your ST know, but by and large, it is the ST's responsibility to come up with plot tailored to you and guide you through it.


It is fate itself you use to weave your hedgespun baubles, and fate, the Wyrd, is the ties which bind the world together in relationship, the interconnections, the chance meetings which change lives. Or are they really chance? Were they designed?

Fancy words to say that any hedgespinning or acquisition of hedgespun will be wrapped up within a larger story.

Even if you have all of the ingredients in your pockets, or your spifftabular Hollow of Holding, maybe something interrupts you on your way there and steals one or more of them, or maybe you find that the ingredient is doing something strange, or maybe you run into something much, much more interesting to use as part of your item on the way...

There is ALWAYS a story.

STEP #2
Research!
Before you can start spinning that Direwolf-fur cloak or gremlin-leather armor, you have to have a plan. Which part goes where? Will the acid from Hedgebadger bile dissolve the giant spiderwebs before you can spin them together?

That is where research comes in, or deep pockets. There are two ways to go about getting a pattern.
      1. Make it yourself
      2. Use one somebody else premade
Building From Scratch