Owen Explains It All – Textile Characters for Starfinder
Posted by okcstephens
Before we get to any OGL content, an editorial aside:
First, this blog has spoilers for an animated series, so if you want to avoid those, don’t read this.
Second, you may be wondering why is this tagged as an “Owen Explains It All” post, when that’s very unlike my normal marketing tone? Well, because this links into a show from the BAMF podcast I’m on, titled “Owen Explains It All!“. We do an episode every two weeks, picking new things from the zeitgeek to use as inspiration for game material, specifically the Starfinder Roleplaying Game.
We have a logo and everything!
If you haven’t already gone and watched the September, 2021 episode, we talk about the fifth episode of Marvel’s What If… series, titled “What If… Zombies?” Obviously there are spoilers for that episode both in the OEIA episode, and this tie-in blog, so go no further if you want to avoid those.
I mean, obviously, while it’s pretty clear from the title that this is the Marvel Zombies inspired episode of What If…, I’m going to be talking about some things that aren’t necessarily clear just because there are zombies involved. So, if you want to avoid spoilers for this (or, weirdly, the Disney Alladin movies), I’ve given you fair warning.
So in the episode, we see Doctor Strange’s Cloak of Levitation act entirely of its own accord. It does this in the Strange movie, of course, but here the doctor is no longer around to even subconsciously direct it, and the cloak makes tactical decisions, puts itself at risk, and makes a friend. In other words, the cloak acts not like an object, or a power, but as a character. And I was immediately reminded of Carpet, in the Disney Alladin movies, which similarly shows bravery, or fear, or whimsey, and is clearly more a person than a thing.
And, I realized, that would NOT be hard to make an option in a ttRPG.
Now with that explanation out of the way, let’s get to the OGL game content!
Playable Textile Characters
Okay so, look. This is for people who have decided sentient magic items that happen to look like capes or carpets or sashes or whatever are no sillier than, and need not be restricted any more than, robots with healing circuits, floating brains with atrophied limbs, or 6-armed overhelpful furballs. Either you like the idea, or you don’t. I’m here to provide rules for people who do, not try to convince people who don’t to change their minds. 🙂
The weft are living, self-aware fabric magic items, and no one is sure where they came from. Are the living cloaks and rugs an offshoot of cloakers? Are cloakers some kind of morlock offshoot of the weft? Are fabric magic items simply more prone to gaining self-awareness than other forms of eldritch items? Is there some artifact loom, somewhere in the galaxy, cranking out cloth-people?
Like androids, weft are constructs that have sufficient complexity to attract a soul. Also like androids, when a weft is old enough, it simply chooses to let its soul move on, it’s body briefly being an inert length of cloth that changes color in a process known as “dyeing,” before a new soul moves in, and a new weft person arises in the same body. No weft remembers its creation, and it is unclear if this is because all original weft dyed long ago, of because even a “newborn” weft doesn’t become self-aware until removed from its place of origin.
While the majority of weft appear to be carpets or cloaks and capes, some instead take the appearance of coats, sashes, shawls, curtains, and other fabric objects.
Ability Modifiers +2 Dex, +2 Cha, -2 Wis
Hit Points 2
Size and Type
Weft are Small, Medium, or Large constructs with the magical subtype, though unlike other constructs, they have Constitution scores. This decision is made at character creation and can’t be changed.
Weft’s sensitive fibers grant them blindsense (vibration)—the ability to sense vibrations in the air—with a range of 30 feet.
In addition to being constructs and thus able to benefit from spells like make whole, weft count as living creatures for the purposes of magic healing effects that work on living creatures, though the number of Hit Points restored in such cases is halved. A character must use the Engineering skill (or a fabric creation/repair Profession skill) to perform the tasks of the Medicine skill on weft. Weft also heal naturally over time as living creatures do, and can benefit from magic or technology that can bring constructs back from the dead, as well as effects that normally can’t (such as raise dead).
Silent, Sign, and Limited Telepathy
Weft do not speak, but can hear normally and communicate through signed versions of the languages they know. Also, they can communicate telepathically with any creatures within 30 feet with whom they share a language. Conversing telepathically with multiple creatures simultaneously is just as difficult as listening to multiple people speak.
A weft can share the space of an ally without penalty to either the weft or ally. A weft can also drape itself on a creature willing to let it do so. At the beginning of its turn, the weft must decide if it is riding (in which case it can take no movement that turn, and only moves when the creature it is draped on does), or carrying (in which case it can carry the creature as it moves, but that creature cannot take any other movement until the beginning of the next turn). An ally can decide to stop allowing a weft to drape at any time as part of any action, but if the character was carried by the weft, it still can’t move on its own until after the weft’s next turn begins.
Additionally, whether is it draping or not, as a full-round action a weft can lay and move in such a way as appear to be a typical cape, or carpet (or whatever one mundane cloth object it matches the appearance of, as selected at character creation) to gains a +20 bonus to Disguise checks to appear to be that thing.
Weft are immune to bleed, disease, death effects, poison, nonlethal damage, and sleep effects unless those effects specify they affect constructs. Weft can be affected by effects or spells that normally target only humanoids, but receive a +4 racial bonus to saving throws against such effects. Weft can drink (absorbing liquids into their fabric), though they don’t need to, and they must rest by entering an passive torpor that is similar to sleep for 8 hours every day. Weft do not breathe or suffer the normal environmental effects of being in a vacuum.
So, have different ideas for a weft character? Got other magic items you think could be turned into playable species? Interested in having me Explain It All for some other media-inspired content? Leave a comment and let me know!
About okcstephensOwen K.C. Stephens Owen Kirker Clifford Stephens is the Starfinder Design Lead for Paizo Publishing, the Freeport and Pathfinder RPG developer for Green Ronin, a developer for Rite Publishing, and the publisher and lead genius of Rogue Genius Games. Owen has written game material for numerous other companies, including Wizards of the Coast, Kobold Press, White Wolf, Steve Jackson Games and Upper Deck. He also consults, freelances, and in the off season, sleeps.
Posted on September 14, 2021, in Starfinder Development and tagged Extended Post, Game Design, gaming, Geekery, Owen Explains It All, PC Options, Species, Starfinder, weft, Worldbuilding. Bookmark the permalink. Leave a comment.