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Opening the archive
Aspect Codex
Maskweaving is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Maskweaving has 42 powers ready for character sheets, including 34 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
34 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Maskweaving has 42 powers ready for character sheets, including 34 with VTT hooks.
Maskweaving defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Choose three other aspects when you gain this power. These are your Mask Sources. You can craft simple masks based on those aspects. A mask can hold one Tier 0 power from one Mask Source that does not require a special body form, permanent companion, pact, deity, or unique story permission. A creature wearing one of your masks can use the stored power using your Maskweaving save DC and WIS modifier unless the GM rules the source aspect uses another modifier. You can have one active mask at a time.
Touch a mask you created and place it on a willing creature. The mask occupies the creature’s face slot and grants its stored power while worn. Removing a mask requires an action by the wearer or by a creature within reach. If a mask is destroyed, its stored power ends immediately.
Create or remake one mask from a Mask Source. The mask can store one Tier 1 or lower power from that source. Powers that summon permanent allies, create permanent structures, grant permanent transformations, or consume story-limited resources cannot be stored unless the GM allows it. You can have up to two active masks at a time.
You always know the direction and distance to your active masks while they are on the same plane. You also know whether each active mask is worn, unworn, broken, or suppressed.
Place one of your masks on yourself or a willing creature within reach, or remove one of your masks from yourself. If the target already wears one of your masks, you may swap it for another mask you are holding.
Touch one of your masks. Its magical aura and source aspect become hidden from ordinary senses. A creature studying the mask must succeed on an INT check against your power save DC to identify the source aspect or stored power.
Your masks can store one Tier 2 or lower power from a Mask Source. You can choose one additional Mask Source. You can have up to three active masks at a time, but no creature can benefit from more than one of your masks at once unless another Maskweaving power allows it.
Choose one active mask within range. For the duration, one willing creature within 30 ft. of the wearer can use the mask’s stored power as if wearing it. The original wearer still counts as wearing the mask. A stored power used this way still follows its normal action, duration, range, and restrictions.
Touch one of your masks and assign it a simple identity, title, or role, such as guard, healer, hunter, envoy, or shadow. While worn, the wearer has advantage on one skill check type approved by the GM that fits the role.
When a creature you can see within range uses a power granted by one of your masks, you may end the mask’s granted effect after the triggering use resolves. If the mask is being worn by an unwilling creature, it must make a WIS save; on a failed save, the mask falls off.
Your masks can store one Tier 3 or lower power from a Mask Source. You can have up to four active masks at a time. When you craft a mask, choose whether its stored power uses the wearer’s action economy or requires your verbal command while within 60 ft. to activate.
Create a mask that stores one Tier 2 or lower power from a Mask Source and one minor passive or utility trait from the same source. The utility trait cannot grant a second attack, a permanent companion, a separate spellcasting list, or a resource pool. Only one Reservoir Mask can be active at a time.
When a willing creature wearing one of your masks uses the mask’s stored power, choose another willing creature wearing one of your masks within range. The second creature gains temporary hit points equal to 3d8 + your WIS modifier, or may move 10 ft. without provoking opportunity attacks.
You can maintain twice as many inactive crafted masks as active masks without degradation. Inactive masks retain their stored powers but grant nothing until activated and worn. Replacing a stored power in an inactive mask takes 1 hour.
Create a mask that combines one Tier 3 or lower power from one Mask Source with one Tier 1 or lower passive, utility, or movement trait from a different Mask Source. Both sources must be among your Mask Sources. Only one Composite Mask can be active at a time.
Your masks can store one Tier 4 or lower power from a Mask Source. You can choose one additional Mask Source. You can have up to five active masks at a time.
When a creature wearing one of your masks takes damage, reduce the damage by 4d8 + your WIS modifier. If the damage would break the mask, the mask instead remains intact with its power suppressed until the end of the wearer’s next turn.
Touch one of your masks. Its source aspect appears to be any other aspect you name. Detection powers of Tier 4 or lower report the false source unless the observer succeeds on an INT check against your power save DC.
Your masks can store one Tier 5 or lower power from a Mask Source. You can have up to six active masks at a time. A creature wearing one of your masks can use its stored power even if the source aspect normally requires proficiency, a minor focus object, or a specific implement, unless the requirement is story-bound.
Create a mask with two faces from two different Mask Sources. It stores one Tier 4 or lower power from one source and one Tier 2 or lower power from the other. When worn, the wearer chooses one face as a bonus action; only that face grants its power until the wearer switches faces. Only one Twin-Face Mask can be active at a time.
Choose one willing creature wearing one of your masks within range. You can perceive through the wearer’s senses and speak through the mask for the duration. While doing so, you remain aware of your own surroundings.
When a willing creature wearing one of your masks within range would take damage or fail a saving throw, swap its mask with another active mask on a willing creature within range. The new mask immediately grants its stored power, and the triggering damage is reduced by your WIS modifier or the failed save gains a bonus equal to your WIS modifier.
Your masks can store one Tier 6 or lower power from a Mask Source. You can choose one additional Mask Source. You can have up to seven active masks at a time. Mask powers used by wearers use your proficiency bonus if it is higher than the wearer’s.
Create a mask that fuses two Mask Sources into one effect. Choose one Tier 5 or lower power from one source and one Tier 3 or lower power from another source. The wearer can use either stored power, but after using one, the other cannot be used until the start of the wearer’s next turn. Only one Hybrid Mask can be active at a time.
For the duration, willing creatures wearing your masks in the emanation can communicate telepathically with you and each other. Once per round when a mask wearer uses a stored power, another mask wearer in the emanation gains advantage on the next attack roll, ability check, or saving throw it makes before the start of its next turn.
When a creature wearing one of your masks is hit by an attack, fails a saving throw, or has its mask removed against its will, one hostile creature within range must make a WIS save, taking 31 (7d8) psychic damage on a failed save, or half as much on a success.
Your masks can store one Tier 7 or lower power from a Mask Source. You can have up to eight active masks at a time. You can repair a broken mask with 10 minutes of work, restoring its stored power if the mask was not destroyed by a Tier 7 or higher effect.
Create a mask with three faces from up to three Mask Sources. It stores one Tier 6 or lower power, one Tier 4 or lower power, and one Tier 2 or lower power from those sources. The wearer chooses one active face as a bonus action; only that face grants its power at a time. Only one Triple-Face Mask can be active at a time.
Choose up to six willing creatures within range and up to six inactive masks you are carrying or that are within range. Each chosen creature immediately dons one chosen mask. This can exceed your active mask limit until the end of your next turn; after that, masks above your limit become inactive.
Touch an item, token, or willing creature associated with an aspect you do not know as a Mask Source. Choose one Tier 5 or lower power from that aspect that the GM approves. You create a temporary mask storing that power. The mask does not count as choosing that aspect as a Mask Source and crumbles when the duration ends.
Your masks can store one Tier 8 or lower power from a Mask Source. You can choose one additional Mask Source. You can have up to nine active masks at a time. A mask wearer can now benefit from two of your masks at once, but only one may be Composite, Hybrid, Twin-Face, Triple-Face, or Grand.
Create a mask that blends two Mask Sources into one joined technique. Choose two Tier 6 or lower powers from different Mask Sources. The wearer can use either power, or combine compatible damage, movement, range, defense, or condition riders into a single use if the GM approves. Only one Grand Hybrid Mask can be active at a time.
For the duration, all willing creatures wearing your masks in the emanation gain temporary hit points equal to 8d8 + your WIS modifier. When a mask wearer loses these temporary hit points, it may immediately use the mask’s stored Tier 3 or lower power without using an action.
Choose one aspect that is not one of your Mask Sources. For the duration, treat that aspect as a temporary Mask Source for creating one mask of Tier 6 or lower. When the duration ends, any mask made from the temporary source becomes inert.
Your masks can store one Tier 9 or lower power from a Mask Source. You can have up to ten active masks at a time. When a mask wearer uses a stored power, it may use your WIS modifier, your proficiency bonus, and your power save DC if any are better than its own.
Create one crowned mask from a Mask Source. It stores one Tier 9 or lower power and one Tier 5 or lower supporting power from the same or a different Mask Source. The wearer can use both powers, but cannot use both on the same turn unless one is a reaction. Only one Crowned Mask can be active at a time.
For the duration, willing creatures wearing your masks in the emanation share one reaction pool. Once per round, when one mask wearer cannot use a reaction, another mask wearer in the emanation may spend its reaction to trigger that mask’s reaction power or defensive rider.
When a creature you can see within range uses a power granted by a mask, disguise, possession, transformation, or false identity, force it to make a WIS save. On a failed save, the triggering granted effect fails and the creature takes 66 (12d10) psychic damage. On a success, the effect resolves but the creature takes half damage.
Your masks can store one Tier 10 or lower power from a Mask Source, subject to GM approval for story-bound effects. You can choose one additional Mask Source. You can have up to twelve active masks at a time. A mask wearer can benefit from two of your masks at once, and one of those masks may be a special multi-source mask.
Create one supreme mask woven from up to three Mask Sources. It stores one Tier 10 or lower power, one Tier 7 or lower power, and one Tier 4 or lower power from those sources. The wearer can use any stored power, but after using a Tier 10 power from the mask, the other stored powers are suppressed until the start of the wearer’s next turn. Only one Pantheon Mask can be active at a time.
For the duration, you may treat any aspect you have personally seen used as a temporary Mask Source. You can craft temporary masks from these sources up to Tier 8. Temporary masks created this way count against your active mask limit and become inert when the duration ends.
Create or awaken a legendary mask tied to a major story identity, lineage, office, spirit, or archetype. Choose up to three Mask Sources and one story condition with the GM. While worn, the mask grants a unique combination of powers from those sources, up to one Tier 10 effect and two Tier 7 or lower effects. The mask may carry a narrative obligation, taboo, or destiny and can be ended only by Tier 10 dispelling, divine intervention, or the story condition set when created.
Masked Monk - Monkattar
VQU Faculty / Maskweaving
Masquerade — Nora Rabe von Queef is a shapeshifting noble, Centrum co-founder, and VQU power architect whose control of identity, politics, and survival shaped Jericha’s postwar order. Her current relevance runs through the revived Centrum, Baron’s resurrection and New VQU ambitions, Albert Rallus’s unresolved rat-form escape, and the possibility that every public role she plays is also a strategic mask.
Shroud - Maskara Azur
Black Company / Maskweaving
Maskara Azur, known as Shroud, is a human illusionist, maskmaker, and former Von Queef University student whose art turns identity into a tool. Once a street performer, she refined her craft during the Drakkuskan War, using illusion to defend VQU before her work found darker markets through the Black Company. Her Witchborn maskweaving lets her imbue masks with alternate personas, abilities, and dangerous emotional truths, making each creation part disguise, part weapon, and part temptation. Chaotic Neutral and theatrical by instinct, Maskara sells transformation to people who may not survive becoming someone else.
Victor Shaw - Simon Baker
My Alchemical Romance / Maskweaving
Simon Baker, better known by the hexname Victor Shaw, is a human maskweaver from Rifleton whose life has been defined by deception, disguise, and the refusal to let the powerful go unpunished. After turning against the nobleman who exploited his mother, Simon fled into the Fey Realm and learned to survive through false faces, poison, humor, and misdirection. As a member of My Alchemical Romance, partner to Exaba, and companion to the dragon Walter, he hides vulnerability behind jokes and insists he would never lie even when deception is his sharpest tool. Simon looks out for himself first, but his hatred of exploitation keeps pulling him toward peasants, street kids, and anyone crushed under wealth or power.
Mysryn
Stormcall / Maskweaving
Profile details are still being written.
Nykadec Roth
Dragonborn (Bronze) / Maskweaving
Profile details are still being written.