The ribbon cloak is a sign for children everywhere that a fun time is to be had. The traveling bards and storytellers are much more than they seem however. Rumors say the order was started by a dragon, the Fateweavers collect the stories of the world and find where the real world echoes them. In these moment they seek to tip the scales to the side of peace.
Starting Equipment: A colorful cloak made up of ribbons, deceptively well padded clothing (light armor) and A musical instrument or other entertaining implement.
Skill Question: Why are you an outcast?
XP Trigger: Meddle in affairs you have no right to
Class Type: Expert
Starting Stamina: 6
Expert Ability: When you Push Yourself it only costs 1 stamina instead of 2.
A: | A Thousand Stories to Tell, Way of Water | |
|---|---|---|
B: | Way of Wind | |
C: | Way of Stone | |
D: | Way of Thunder |
Each Argos carries their stories with them, these tales have hidden secrets, messages and truths hidden in them.
Each session you may draw a number of playing cards equal to your templates. These cards are stories from your past or folk tales you know. You can at any point play one of these cards to change the outcome of any dice test you, or your allies are rolling. A number card is a partial success (5), a face card is a full success (6). When you play a card you must tell the story of where you learned the skill you show or tell a story that inspired you. At the end of the session any unused cards are shuffled back into the deck.
Jokers are your mistakes, coming back to haunt you, they are a Failure (1), you do not shuffle jokers back into the deck at the end of a session, they can only be disposed of by playing them. You must tell the party the story of what mistake the joker represents.
You move freely as water, slipping past those who would capture you taking nothing that belongs to you.
When you encounter enemies you will always have a chance to parlay before they attack and you may add your number of templates to any reaction rolls or skill checks to deescalate.
The Winds are your allies, they whisper secrets to you and with your help they can snatch spells from the sky.
When a spell is cast that you can see, you can try to grab the spell, saving Dexterity to steal it, on a success the spell is nullified and you may cast the spell with a single magic dice. On a partial success you bleed enough energy to cast it but do not stop the spell from effecting you.
You may only have up to your level spells stored at any one time.
A Weaver must be stone, preferring to shatter than to be shaped by the will of another.
Elementary deceptions might fool your friends, but you notice them at once. You can literally smell illusions and magic that effects the mind. When you need to make a Charisma or Intelligence save a partial success is counted as a full success.
When an Fateweaver observes an injustice in the world, they strike swiftly, boldly, and sometimes, without mercy.
When you observe a major injustice or imminent disaster you may draw an additional 4 cards that last until you correct the injustice to the best of your abilities. Your cards can also be expended as extra Magic Dice when casting a spell, including those taken with the Way of the Wind