Difference between revisions of "Sandbox"

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{{FiD}}
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=== Gate === 
The Delvers are intrepid explorers, scholars, and treasure hunters, driven by the thrill of discovery, the pursuit of knowledge, and the lure of wealth. They brave ancient dungeons, forgotten crypts, and perilous ruins in search of hidden riches, powerful artifacts, and lost secrets. For the Delvers, every expedition is a gamble, where fortune and knowledge favor the bold—or the foolish.
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'''Effect:''' This ritual allows the caster to interact with teleportation circles in two distinct ways: 
  
Delvers seek both treasure and knowledge as they explore ancient ruins and lost libraries.
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*''Variant 1: Create a Gate'' 
 +
This version of the ritual establishes a permanent or semi-permanent teleportation circle that serves as a stable anchor point for magical travel. Unlike the Teleportation Circle power, this ritual enhances the circle with protective wards and linking glyphs, making it resistant to tampering and destruction.
  
=== Claims ===
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*''Variant 2: Activate a Gate'' 
For treasure hunters and scholars that move around, claims are the usual lair, facilities, and holdings. For delvers exploring a single, massive dungeon, claims are often parts of the dungeon that have been cleared and can be used as a base.
+
This version utilizes an existing teleportation circle to create a direct passage between two circles. Once the ritual is complete, the caster and any companions may step through the circle and instantly arrive at the connected circle.
  
{| class="wikitable"
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'''Requirements:''' Rare components attuned to the destination’s properties, such as astral dust or shards of precious metals from the target location, worth 5 coin. A focus imbued with personal arcane energy is also necessary.
|align="center" valign=top | '''Trove:''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
 
|align="center" valign=top | '''Secret Paths:''' You get +1d to the engagement roll for Assault and Stealth plans.
 
|align="center" valign=top | '''Artifact Dealer:''' You get +2 coin in payoff for scores that involve money and valuables.
 
|align="center" valign=top | '''Map Collection:''' You get +1d to Prowl and Survey in dungeons and ruins.
 
|-
 
|align="center" valign=top | '''Turf'''
 
|align="center" valign=top | '''Hideout:''' -2 heat per score. ''Safe retreat for weary adventurers.''
 
|align="center" valign=top | '''Lair:''' Your secret base of operations where plans are made, research is conducted, and treasures are stored. Claims start here and can extend horizontally or vertically, but not diagonally.
 
|align="center" valign=top | '''Lookouts:''' You get +1d to Survey and Hunt in dungeons and ruins.
 
|align="center" valign=top | '''Expedition Safehouse:''' +1d to Consort and Sway rolls on-site. ''The comfort and supplies you offer draw loyal allies.''
 
|-
 
|align="center" valign=top | '''Secret Lore:''' You get +1d to Attune and Study in dungeons and ruins.
 
|align="center" valign=top | '''Healing Shrine:''' You get +1d to healing treatment rolls during downtime.
 
|align="center" valign=top | '''Supply Cache:''' You get +2 coin in payoff for scores that involve rare artifacts.
 
|align="center" valign=top | '''Sanctuary:''' You get +1d to the engagement roll for Magic and Probe plans.
 
|align="center" valign=top | '''Arcane Cache:''' Any time during downtime, roll dice equal to your Tier. You earn coin equal to the highest result, minus your heat.
 
|}
 
  
=== Heat & Wanted Level ===
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'''Cost:''' The caster takes 4 stress for creating a gate and 6 stress for activating a gate. Each use of the ritual strains the boundary of the planes slightly, attracting attention from beings that dwell in liminal spaces. 
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
 
  
=== Coin ===
+
'''Basic Parameters:''' 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
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- ''Range'': Activation requires knowledge of the exact pattern and location of the target teleportation circle. 
 +
- ''Duration'': A created Gate remains open for up to 1 hour, or longer with additional complexity. 
 +
- ''Travel Limit'': Up to 10 individuals or a similar volume of goods may travel per activation. 
  
=== Special Abilities ===
+
'''Complexity Roll Considerations:'''
# '''Treasure Hunters:''' Each PC may add +1 action rating to Hunt, Study, or Survey (up to a max rating of 3).
+
- ''Creating a Gate'': The caster must etch complex sigils around the teleportation circle, tying it securely to a specific arcane signature.
# '''Pathfinders:''' You gain +1d to engagement rolls for exploration or transport plans.
+
- ''Activating a Gate'': Establishing a stable link between two circles requires precise knowledge of both circles’ patterns.
# '''Relic Snatchers:''' When you recover an ancient or valuable artifact, gain +1d to Study or Survey rolls related to it.
 
# '''Survivors:''' When you resist consequences from environmental hazards (traps, dangerous terrain, etc.), clear 1 stress.
 
# '''Uncover Secrets:''' Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
 
# '''Preservation Society:''' Gain +1d to gather info about ancient sites or lost knowledge.
 
# '''Expedition Leader:''' When you lead a group action, everyone who rolls gets +1d. What famous treasure or discovery did you make to earn your reputation?
 
# '''Endowed:''' When you advance your '''Tier''', it costs half the coin it normally would. Who is your patron? Why do they fund your expeditions?
 
# '''Additional Playbook:''' Select another crew playbook. From now on, you can choose its Claims, Special Abilities, Crew Contacts, and Upgrades. You gain immediate access only to the Crew XP.
 
  
=== Crew XP ===
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'''Consequences of Failure:''' 
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).
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- ''Misdirection'': Failure in activation could send travelers to an unintended circle, possibly in a dangerous or hostile location.
# Uncover lost knowledge, recover significant loot, or explore ancient ruins.
+
- ''Temporal Flux'': Time may flow differently for travelers, causing them to arrive earlier or later than intended.
# Contend with challenges above your current station.
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- ''Dimensional Bleed'': Unstable connections might allow extradimensional entities to slip through the gate uninvited.
# Bolster your crew's reputation or develop a new one.
 
# Express the goals, drives, inner conflict, or essential nature of the crew.
 
  
=== Contacts ===
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'''Points of Interest at the Ritual Site:''' 
# Doran, an antiquities dealer.
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- ''Astral Anchor'': The Gate can be attuned to celestial events, enhancing its stability when performed under specific stellar alignments.
# Jyn, a mage.
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- ''Whispering Glyphs'': Those near an active Gate hear faint whispers, remnants of the arcane energy used to power the ritual.
# Kez, a sage.
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- ''Phantom Trails'': The site where a Gate is activated might show ghostly imprints of travelers who have passed through.
# Lias, a crafter.
 
# Pyra, a trap expert.
 
# Valeria, an antiquarian.
 
# Gorran, a tomb robber.
 
# Mirwen, a noble patron.
 
  
=== Crew Upgrades ===
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'''Notes:'''  
☐ Delver's Rig (2 free load of tools or gear)  
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- ''Network Expansion'': A series of linked Gates could establish a vast teleportation network, though maintaining such a network requires significant resources and vigilance.  
☐ Underground Maps 
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- ''Fey Interference'': Activating a Gate in proximity to a Feywild-aligned circle may attract fey creatures, who view the act as an invitation or challenge.  
☐ Scholars' Rigging (1 concealed carried item has no load)  
 
☐ Elite Skulks 
 
☐ Elite Researchers 
 
--☐ Steady (+1 stress box) 
 
■☐ Secure  
 
☐☐ Vault 
 
☐ Workshop
 
  
'''Lair'''
 
☐☐ Carriage 
 
☐☐ Boat 
 
☐ Hidden 
 
☐ Quarters
 
  
'''Training'''
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=== Gate: Creation === 
■  Insight 
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'''Effect:''' This ritual establishes a permanent teleportation circle, enhanced with powerful arcane wards and linking glyphs. The circle serves as a stable anchor for magical travel. Once created, this Gate can be used as a destination for teleportation powers and rituals.  
☐  Prowess 
 
☐  Resolve 
 
■  Personal 
 
☐-☐-☐-☐  Mastery  
 
  
'''Quality'''
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'''Requirements:''' Rare components attuned to the local planar energy, such as ground gemstone powder or leyline-infused ink, worth 6 coin. The ritual also requires the caster’s personal focus item.  
☐  Documents 
 
☐  Gear 
 
☐  Implements 
 
☐  Pet/Special 
 
☐  Supplies 
 
☐  Tools 
 
☐  Weapons  
 
  
'''Cohort upgrade costs'''
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'''Cost:''' The caster takes 5 stress. The ritual requires 8 hours of uninterrupted work, during which the caster carves or inscribes the Gate's unique pattern.  
:New Cohort: ☐-☐  
 
:Add Type: ☐-☐
 
  
=== Cohorts ===
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'''Basic Parameters:''' 
{{ : Cohorts (FiD) }}
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- ''Stability'': This Gate is resistant to tampering or environmental wear, though it can still be destroyed through deliberate actions. 
 +
- ''Activation'': The Gate remains inactive until powered by teleportation rituals or powers. 
  
=== Opportunities ===
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'''Complexity Roll Considerations:''' 
# A cavern filled with chains hanging from the ceiling and walls, some attached to long-forgotten prisoners. The legend says whoever can unlock the chains will find both danger and untold riches.
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- ''Magnitude'': Affects the durability and intricacy of the Gate. More complex patterns can support multiple linked destinations or specific time-based activations. 
# A forgotten ruin said to hold the key to a legendary treasure. What dangers guard it?
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- ''Area'': The circle’s size determines how many entities can pass through simultaneously. 
# A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
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# A deep well in the center of a ruined courtyard echoes with the voices of the past. Throwing in a coin grants a glimpse of your future, but it’s whispered that the well demands something in return.
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'''Consequences of Failure:''' 
# A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
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- ''Arcane Instability'': The circle may destabilize, creating dangerous magical feedback. 
# A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost.
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- ''False Anchor'': The Gate might form incorrectly, linking to random or hazardous locations. 
# A shimmering pool at the dungeon’s heart, said to have healing properties that can restore life or youth, but using it changes you.
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# An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language.
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=== Gate: Activation ===
# A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
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'''Effect:''' This variant utilizes an existing teleportation circle, activating it to create a temporary portal to a linked Gate. The portal allows near-instantaneous travel between the two circles for a brief period. 
# A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have resurfaced.
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# A strange machine from a forgotten age has been unearthed. No one knows its purpose, but scholars are desperate to get their hands on it for study.
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'''Requirements:''' A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin. 
# A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
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# Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
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'''Cost:''' The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity. 
# A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
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# A set of arcane diagrams has been stolen. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
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'''Basic Parameters:''' 
# A single monster of overpowering strength hinders passage.
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- ''Range'': The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell).
# A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
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- ''Capacity'': Up to 10 individuals or equivalent cargo may pass through.
# A labyrinth of mirrors that distorts time and space. Rumors say the heart of the maze holds a priceless artifact, but many have lost themselves, unable to find the way back.
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# A series of strange symbols have appeared on the city’s walls, matching a long-forgotten dialect from a dead empire. What is the message trying to tell you?
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'''Complexity Roll Considerations:''' 
 +
- ''Distance'': The farther the destination Gate, the higher the complexity required.
 +
- ''Duration'': Prolonging the portal’s openness increases the stress cost and complexity. 
 +
 
 +
'''Consequences of Failure:''' 
 +
- ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate.
 +
- ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies. 
 +
 
 +
'''Additional Effects:''' 
 +
- ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around.
 +
- ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.
 +
 
 +
=== Gate: Activation Progress === 
 +
'''Effect:''' You activate an existing teleportation circle, creating a temporary portal to a linked Gate whose pattern you know. The portal allows near-instantaneous travel between the two circles for a brief period. Each gate has a unique geometric pattern that
 +
 
 +
'''Requirements:''' A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin.
 +
 
 +
'''Cost:''' The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity.
 +
 
 +
'''Basic Parameters:''' 
 +
- ''Range'': The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell). 
 +
- ''Capacity'': Up to 10 individuals or equivalent cargo may pass through.
 +
 
 +
'''Complexity Roll Considerations:''' 
 +
- ''Distance'': The farther the destination Gate, the higher the complexity required.
 +
- ''Duration'': Prolonging the portal’s openness increases the stress cost and complexity.
 +
 
 +
'''Consequences of Failure:''' 
 +
- ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate.
 +
- ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies.
 +
 
 +
'''Additional Effects:''' 
 +
- ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around.
 +
- ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.

Latest revision as of 22:30, 10 November 2024

Gate

Effect: This ritual allows the caster to interact with teleportation circles in two distinct ways:

  • Variant 1: Create a Gate

This version of the ritual establishes a permanent or semi-permanent teleportation circle that serves as a stable anchor point for magical travel. Unlike the Teleportation Circle power, this ritual enhances the circle with protective wards and linking glyphs, making it resistant to tampering and destruction.

  • Variant 2: Activate a Gate

This version utilizes an existing teleportation circle to create a direct passage between two circles. Once the ritual is complete, the caster and any companions may step through the circle and instantly arrive at the connected circle.

Requirements: Rare components attuned to the destination’s properties, such as astral dust or shards of precious metals from the target location, worth 5 coin. A focus imbued with personal arcane energy is also necessary.

Cost: The caster takes 4 stress for creating a gate and 6 stress for activating a gate. Each use of the ritual strains the boundary of the planes slightly, attracting attention from beings that dwell in liminal spaces.

Basic Parameters: - Range: Activation requires knowledge of the exact pattern and location of the target teleportation circle. - Duration: A created Gate remains open for up to 1 hour, or longer with additional complexity. - Travel Limit: Up to 10 individuals or a similar volume of goods may travel per activation.

Complexity Roll Considerations: - Creating a Gate: The caster must etch complex sigils around the teleportation circle, tying it securely to a specific arcane signature. - Activating a Gate: Establishing a stable link between two circles requires precise knowledge of both circles’ patterns.

Consequences of Failure: - Misdirection: Failure in activation could send travelers to an unintended circle, possibly in a dangerous or hostile location. - Temporal Flux: Time may flow differently for travelers, causing them to arrive earlier or later than intended. - Dimensional Bleed: Unstable connections might allow extradimensional entities to slip through the gate uninvited.

Points of Interest at the Ritual Site: - Astral Anchor: The Gate can be attuned to celestial events, enhancing its stability when performed under specific stellar alignments. - Whispering Glyphs: Those near an active Gate hear faint whispers, remnants of the arcane energy used to power the ritual. - Phantom Trails: The site where a Gate is activated might show ghostly imprints of travelers who have passed through.

Notes: - Network Expansion: A series of linked Gates could establish a vast teleportation network, though maintaining such a network requires significant resources and vigilance. - Fey Interference: Activating a Gate in proximity to a Feywild-aligned circle may attract fey creatures, who view the act as an invitation or challenge.


Gate: Creation

Effect: This ritual establishes a permanent teleportation circle, enhanced with powerful arcane wards and linking glyphs. The circle serves as a stable anchor for magical travel. Once created, this Gate can be used as a destination for teleportation powers and rituals.

Requirements: Rare components attuned to the local planar energy, such as ground gemstone powder or leyline-infused ink, worth 6 coin. The ritual also requires the caster’s personal focus item.

Cost: The caster takes 5 stress. The ritual requires 8 hours of uninterrupted work, during which the caster carves or inscribes the Gate's unique pattern.

Basic Parameters: - Stability: This Gate is resistant to tampering or environmental wear, though it can still be destroyed through deliberate actions. - Activation: The Gate remains inactive until powered by teleportation rituals or powers.

Complexity Roll Considerations: - Magnitude: Affects the durability and intricacy of the Gate. More complex patterns can support multiple linked destinations or specific time-based activations. - Area: The circle’s size determines how many entities can pass through simultaneously.

Consequences of Failure: - Arcane Instability: The circle may destabilize, creating dangerous magical feedback. - False Anchor: The Gate might form incorrectly, linking to random or hazardous locations.

Gate: Activation

Effect: This variant utilizes an existing teleportation circle, activating it to create a temporary portal to a linked Gate. The portal allows near-instantaneous travel between the two circles for a brief period.

Requirements: A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin.

Cost: The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity.

Basic Parameters: - Range: The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell). - Capacity: Up to 10 individuals or equivalent cargo may pass through.

Complexity Roll Considerations: - Distance: The farther the destination Gate, the higher the complexity required. - Duration: Prolonging the portal’s openness increases the stress cost and complexity.

Consequences of Failure: - Errant Path: Travelers might emerge at a random location instead of the intended Gate. - Planar Rift: Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies.

Additional Effects: - Spectral Surge: Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. - Echo of Passage: Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.

Gate: Activation Progress

Effect: You activate an existing teleportation circle, creating a temporary portal to a linked Gate whose pattern you know. The portal allows near-instantaneous travel between the two circles for a brief period. Each gate has a unique geometric pattern that

Requirements: A piece of the target circle’s pattern (or its detailed schematic) and a token tied to its planar energy, worth 4 coin.

Cost: The caster takes 6 stress. The portal remains open for up to 10 minutes, or longer with additional complexity.

Basic Parameters: - Range: The linked Gate must be within the same plane or a closely adjacent one (e.g., Feywild, Shadowfell). - Capacity: Up to 10 individuals or equivalent cargo may pass through.

Complexity Roll Considerations: - Distance: The farther the destination Gate, the higher the complexity required. - Duration: Prolonging the portal’s openness increases the stress cost and complexity.

Consequences of Failure: - Errant Path: Travelers might emerge at a random location instead of the intended Gate. - Planar Rift: Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies.

Additional Effects: - Spectral Surge: Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. - Echo of Passage: Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.