Difference between revisions of "Sandbox"

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{{FiD}}
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=== Ring of Keys === 
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 creates a magical key ring with a number of primed keys equal to the complexity (minimum two keys). Each key can make one attempt to unlock a lock. To use, you touch a key to a lock and make a complexity roll, treating it as if you were using a Tinker roll with common burglary gear. 
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Each key can be used only once. All the keys turn to dust at the end of a score.
  
Delvers seek both treasure and knowledge as they explore ancient ruins and lost libraries.
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'''Requirements:''' 
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* A sturdy key ring made of a magically conductive material (e.g., cold iron or silver). 
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* A symbolic "master key," such as a broken piece of a locksmith’s tool or a key from an ancient door.  
  
=== Claims ===
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'''Cost:''' 
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.
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* You take stress equal to the final complexity rating. 
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* The number of keys created is equal to the complexity rating of the ritual. 
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* Once used, a key is destroyed, leaving behind a faint wisp of magical residue. 
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* All the keys turn to dust at the end of a score.  
  
=== Claims ===
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'''Consequences of Failure:'''
{| class="wikitable"
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* ''Key Breaks:'' The key is stuck in the lock, preventing further attempts.
|align="center" valign=top | '''Treasury''' Any time during downtime, roll dice equal to your Tier. You earn Rep equal to the highest result, minus your heat.
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* ''Knock:'' An loud knocking emanates from the lock, attracting attention..
|align="center" valign=top | '''Disguises''' You get +1d to the engagement roll for Social and Stealth plans.
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* ''Backlash:'' The key explodes, causing you light Harm.
|align="center" valign=top | '''Museum''' You get +2 coin in payoff for scores that involve acquiring or selling rare items.
 
|align="center" valign=top | '''Informants''' You get +1d to gather information for a score. ''Your network of scholars and explorers is always on the lookout for new leads.
 
|align="center" valign=top | '''Ebony Tower''' +1d on Command and Survey outside of a score.
 
|-
 
|align="center" valign=top | '''Hall of Wonders''' +1d on Study and Tinker rolls on location.
 
|align="center" valign=top | '''Library''' You get +1d to the engagement roll for Magic and Probe plans. Increased effect on on translations made on site.
 
|align="center" valign=top | '''Strategium''' Your collection of artifacts and rare books. Claims start here and can extend horizontally or vertically, but not diagonally.
 
|align="center" valign=top | '''Lecture Hall''' +1d to Consort and Sway rolls on-site. ''A prestigious place where your knowledge impresses visitors.
 
|align="center" valign=top | '''Learned Correspondence''' +1d on Attune and Study during downtime.
 
|-
 
|align="center" valign=top | '''Ivory Tower''' Crew gets +1d to healing treatment rolls during downtime.
 
|align="center" valign=top | '''Field Contacts''' +1 engagement rolls on Assault and Transport plans.
 
|align="center" valign=top | '''Patrons''' You get +2 coins in payoff for scores that collect or sell knowledge or magic texts.
 
|align="center" valign=top | '''Temple of Knowledge''' You get -2 heat per score.
 
|align="center" valign=top | '''Patronage''' 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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'''Weird Aspect:'''
☐☐☐☐☐☐☐☐☐☐ | ☐☐☐☐
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The keys shimmer faintly with an otherworldly glow, and those attuned to magic can hear soft whispers emanating from the key ring, as though the keys remember the locks they’ve opened. When a key is used and destroyed, a brief spark of light and a faint sigh mark its passing.
 
 
=== Coin ===
 
☐☐☐☐ | Vault ☐☐☐☐ | Vault 2 ☐☐☐☐☐☐☐☐
 
 
 
=== Special Abilities ===
 
# '''Seekers:''' Each PC may add +1 action rating to Study, Survey, or Tinker (up to a max rating of 3).
 
# '''Dungeoneers:''' Your cohorts are skilled in fieldwork. Add the Elite and Loyal traits to your cohorts.
 
# '''Endeavor:''' Everyone in the crew who rolls for a group action gets +1d.
 
# '''Endowed:''' When you advance your '''Tier''', it costs half the coin it normally would. Who is your patron? Why do they fund your research?
 
# '''Pathfinders:''' You gain +1d to engagement rolls for exploration or transport plans.
 
# '''Questers:''' Gain +1d to gather info about ancient sites or lost knowledge.
 
# '''Survivors:''' +1d to resist environmental hazards (traps, dangerous terrain, etc.).
 
# '''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 ===
 
At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).
 
# Recover lost artifacts or knowledge or explore ancient sites.
 
# Contend with challenges above your current station.
 
# Bolster your crew's reputation or develop a new one.
 
# Express the goals, drives, inner conflict, or essential nature of the crew.
 
 
 
=== Contacts ===
 
# Doran, an antiquities dealer.
 
# Jyn, a mage.
 
# Kez, a sage.
 
# Lias, a crafter.
 
# Pyra, a trap expert.
 
# Valeria, an antiquarian.
 
# Gorran, a tomb robber.
 
# Mirwen, a noble patron.
 
 
 
=== Crew Upgrades ===
 
☐ Delver's Rig (2 free load of tools or gear) 
 
☐ Underground Maps 
 
☐ 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'''
 
■  Insight 
 
☐  Prowess 
 
☐  Resolve 
 
■  Personal 
 
☐-☐-☐-☐  Mastery 
 
 
 
'''Quality'''
 
☐  Documents 
 
☐  Gear 
 
☐  Implements 
 
☐  Pet/Special 
 
☐  Supplies 
 
☐  Tools 
 
☐  Weapons 
 
 
 
'''Cohort upgrade costs'''
 
:New Cohort: ☐-☐ 
 
:Add Type: ☐-☐
 
 
 
=== Cohorts ===
 
{{ : Cohorts (FiD) }}
 
 
 
=== Opportunities ===
 
# 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.
 
# A forgotten ruin said to hold the key to a legendary treasure. What dangers guard it?
 
# A noble patron demands the retrieval of a cursed artifact, offering significant funding if you succeed.
 
# 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.
 
# A hidden sect of occultists offers you forbidden knowledge in exchange for retrieving a powerful, long-lost artifact.
 
# A room filled with dormant stone golems. Some say they guard a treasure beyond measure, but waking them comes at a cost.
 
# A shimmering pool at the dungeon’s heart, said to have healing properties that can restore life or youth, but using it changes you.
 
# An ancient altar covered in strange runes is said to grant immense power—but only to those who can decipher its long-forgotten language.
 
# A rival treasure hunter has been boasting about their latest find. Time to relieve them of it.
 
# A famous scholar was last seen entering a forbidden vault deep within an ancient fortress—he never returned, but his notes have resurfaced.
 
# 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.
 
# A mysterious star map is discovered, showing the location of a temple said to house an otherworldly power.
 
# Dungeon monsters have raided the area. There is a bounty, and captives to rescue.
 
# A powerful artifact has resurfaced, attracting dangerous factions. Secure it before it falls into the wrong hands.
 
# A set of arcane diagrams has been stolen. They reveal the hidden paths to an alternate dimension where forgotten spells are said to reside.
 
# A single monster of overpowering strength hinders passage.
 
# A rival crew has uncovered an ancient map leading to a hidden vault. Can you beat them to the prize?
 
# 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.
 
# 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?
 

Latest revision as of 19:35, 17 January 2025

Ring of Keys

Effect: This ritual creates a magical key ring with a number of primed keys equal to the complexity (minimum two keys). Each key can make one attempt to unlock a lock. To use, you touch a key to a lock and make a complexity roll, treating it as if you were using a Tinker roll with common burglary gear. Each key can be used only once. All the keys turn to dust at the end of a score.

Requirements:

  • A sturdy key ring made of a magically conductive material (e.g., cold iron or silver).
  • A symbolic "master key," such as a broken piece of a locksmith’s tool or a key from an ancient door.

Cost:

  • You take stress equal to the final complexity rating.
  • The number of keys created is equal to the complexity rating of the ritual.
  • Once used, a key is destroyed, leaving behind a faint wisp of magical residue.
  • All the keys turn to dust at the end of a score.

Consequences of Failure:

  • Key Breaks: The key is stuck in the lock, preventing further attempts.
  • Knock: An loud knocking emanates from the lock, attracting attention..
  • Backlash: The key explodes, causing you light Harm.

Weird Aspect: The keys shimmer faintly with an otherworldly glow, and those attuned to magic can hear soft whispers emanating from the key ring, as though the keys remember the locks they’ve opened. When a key is used and destroyed, a brief spark of light and a faint sigh mark its passing.