Difference between revisions of "Sandbox"

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=== Gate ===   
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=== Ring of Keys ===   
'''Effect:''' This ritual allows the caster to interact with teleportation circles in two distinct ways:  
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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.
  
*''Variant 1: Create a Gate''   
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'''Requirements:'''   
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. 
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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.  
  
*''Variant 2: Activate a Gate''
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'''Cost:'''   
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. 
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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.   
'''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.  
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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.  
'''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:'''   
 
'''Consequences of Failure:'''   
- ''Errant Path'': Travelers might emerge at a random location instead of the intended Gate.   
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* ''Key Breaks:'' The key is stuck in the lock, preventing further attempts. 
- ''Planar Rift'': Unintended tears in the fabric of reality could invite hostile entities or unleash chaotic energies.   
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* ''Knock:'' An loud knocking emanates from the lock, attracting attention..   
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* ''Backlash:'' The key explodes, causing you light Harm.   
  
'''Additional Effects:'''   
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'''Weird Aspect:'''   
- ''Spectral Surge'': Upon activation, the portal emits a pulse of energy visible to magical senses for miles around. 
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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.
- ''Echo of Passage'': Residual arcane traces may linger for days, potentially allowing skilled trackers to trace the portal’s usage.
 

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.