6 Trials of the Weavers: Part 4
Wretched thing.
Holly opened her eyes. The bugs were gone, her flesh was whole. The path was nowhere to be seen.
We are not Spiders. We do not Lie.
The mists slowly began to receed, drawing away like reverant priests. Holly stood up, her eyes scarcely believing what they were seeing.
We are Weavers, and we have tested you thrice.
The three figures were there, standing at the other side of a long bridge. The buzzing that had once filled her head now echoed from deep below in the chasm.
One final test awaits you.
Manifest: Abilities
Last time I explored the strategic impact Agents had on the game. This time, I’d like to get down to some brassy tic-tacs, and look at one of the most important and fundamental aspects of Manifestation Combat: Abilities.
Abilities are anything from basic moves to special attacks. Each Manifestation has at least 1, possibly 2. They can be active, passive, reactions, stances, or anything similar. They are, in short the possible actions any Manifestation can make.
Each active Ability also has a Sync ability: when a Power Roll is made, any die that shows equal or less than the Manifestation’s Bond level causes a special effect. This can be adding damage, conditions, free movement, or anything that a regular ability can do.
On second thoughts, we could turn Sync from an Ability bonus to a Manifestation bonus: the effect will therefore be the same whichever ability the Manifestation uses.
6 Trials of the Weavers: Part 3
At last, Holly couldn’t take it any longer. She collapsed to the ground, rolling onto her back. The world danced around her in a flurry of sights and sounds. She turned away, clutching at her head, struggling to breathe steadily. She could feel herself vibrating as she spat up the contents of her heaving stomach.
Finally, the world began to slow its dance, the music and sweet savory fading into memory. Holly rolled onto her back once more, at once grateful and at the same time struggling to hold on to a bit of the strange and horrifying world she had seen. Strings of atoms wound around each other, webs of cause and effect causing vibrations, waves that carried flotsam and jetsam to far and distant shores.
6 Trials of the Weavers: Part 2
The needle was made of old dry bone, and the thread was a thin strong silk. The fabric had a pattern already sewn into it with the same white silk, and the paper — the paper was thin dry leather, skin from some animal. Holly struggled not to think about what kind of animal it might have been.
On the parchment, a strange and scratchy handwriting surrounded bizarre symbols. It was writing of some kind, possibly a language…diagrams? Were these instructions? Holly looked at the sewed pattern on the fabric; it certainly appeared incomplete to her.
She studied the needle carefully and observed the spool for markings. She flipped the fabric over, checking the stitching from both sides. She gave the strange language only a cursory glance — she knew she wouldn’t be able to decipher it — and focused on the ornate symbols.
“I don’t suppose you offer hints?” Holly couldn’t help herself. The cooing weaver shifted, the rustle of robes in the dark louder than thunder.
A sister would need none.
Manifest: Agents
Last time I discussed how Manifestations “die.” This time, I’d like to develop Agents as a tactical consideration.
Because Agents are units too; They move about the battlefield and engage in actions. They can have weapons, tools, and one of the two actions every turn can be used by them. All that said, what impact do they have on the game?
The obviously simple answer is “a target.” It makes sense that Manifestations are only present because of the Agent, so if the Agent “dies,” then so do the other Manifestations. This would turn every combat into a complex “defend the Agent” combat, but without significant balancing and rule-rewriting, the best strategy is a cross-the-map sniper that kills the Agent in one hit. I think we can do better.
A Kind Of Slur
6 Trials of the Weavers: Part 1
Holly’s bed was small, rickety, and at least a hundred years old. It had belonged to her grandfather, after it had been given to him by his grandfather, along with the tiny cabin. It had been the only piece of furnature in the cabin for years. Holly’s great great grandfather had been the chronically outdoors type, unwilling to do anything inside that could be done just as well outside. He cooked his food, mended his clothes, polished his rifle and sharpened his tools all outdoors. He only slept inside, and even then only when it was too cold, wet, or dangerous to sleep outside.
Holly’s grandfather was nowhere near as outdoorsy, so he had improved the cabin with some modern renovations. A sink, a fireplace, a few cupboards and shelves. It was nice and cosy, the perfect place to get away from it all.
Noriama: Chapter 21
The medical station on the Croatoan was, as Victoria had said so many years ago, cramped. At its best, it meant that Victoria was always within arms reach of all her tools, and no time was ever wasted looking for a vital instrument.
Nevertheless, there was no escaping the fact that there was really only enough room for a single medical bed, and just enough room for a single person to walk around it.
Sughouri was lying on that bed now, staring at nothing at all.
They talked every day, sharing thoughts and feelings and experiences. Sometimes Victoria was excited, marveling at what it had been like. Other times she was like a cautious parent, warning Sughouri against thinking to fast, or feeling to hard on herself.
They had taken Sughouri apart, neurosis by neurosis. They talked about how hard it was to live in a military family. They talked about having friends torn away, and how no satisfactory reason was ever given, because what answer could be satisfactory? They talked about how her parents never explained their sudden absences, how their clearance didn’t extend to family members, especially children.
Manifest: Death
How do Manifestations die?
“Die” probably isn’t the best word for it. In Pokémon, the mons simply “faint.” You can’t permanently lose a Pokémon, and I doubt Manifestations are any more transient. They must be able to “demanifest,” however, else combats will last forever, and all the damage-dealing and condition-applying is so much nonsense.
So, how does a Manifestation demanifest?
The obvious answer is, as always, their HP reaches 0. That’s not a terrible metric — there are reasons why cliches stick around — and a lot of systems will naturally fit into it. While I may find a more interesting ludo-narrative later, this is a good place to start. Let’s play with some numbers.