Post by gamedave on Dec 30, 2013 8:59:52 GMT -5
[Note: Yes, I realize this is different than the information I presented during the game session. This is the new official version]
Throughout the Savage Kingdoms are mysterious artifacts known as Gates, which allow instantaneous travel across great distances. Sages speculate over their origins, but they do not seem to be from any known ancient civilization.
Gates are constructed from an otherwise unknown material, which appears to be a dull, metallic stone, inscribed with arcane runes. They are typically 10 foot high, one foot thick semi-circular arches, but also appear in other forms, from human-scale arched doorways, to a massive arch over 200 yards high. All operate in the same manner.
Each Gate has a specific set of "coordinates" represented by a repeating sequence of runes inscribed on its surface. Touching these runes in a specific order while visualizing the rune sequence on the destination Gate creates an magical link which can be used to traverse the Gates. The traveler simply steps through the activated Gate and out from the linked Gate.
Because activating the Gate requires mental visualizations and manipulations of the runes in addition to physically touching them, it is impossible to discern a destination from simply observing someone else activating a Gate.
On the other hand, once a traveler uses a Gate, the "coordinates" for that Gate become somehow become permanently implanted in his memories, even if he did not activate the Gate himself!
Game Mechanics
Using a Gate is effectively a full round action. The character must first make a DC 10 Knowledge (arcana) check as a standard action to activate the Gate, then step through as a move action on the same turn. If she cannot step through on the same turn, she must make a new check to reactivate the Gate.
Other characters may ready an action to step through simultaneously with the activating character (this imprints the Gate coordinates on their memories).
Objects or creatures that can mostly fit within the Gate and are placed under its arch before it is activated will travel with the traveler as she steps through to the destination. Larger objects which extend far beyond the arch will either remain in place, or actually block usage of the Gate.
A character may Take 10 to activate a Gate under normal circumstances. However, a roll is required under stressful conditions (such as trying to use the Gate to flee an enemy). A character may also retry the activation check as often as desired, including Taking 20. The only result of a failed roll is not activating the Gate. Note that it requires a DC 20 Spellcraft check (as a swift action) to determine if a Gate has been successfully activated - otherwise, the character won't know she has failed until she steps through the arch.
Throughout the Savage Kingdoms are mysterious artifacts known as Gates, which allow instantaneous travel across great distances. Sages speculate over their origins, but they do not seem to be from any known ancient civilization.
Gates are constructed from an otherwise unknown material, which appears to be a dull, metallic stone, inscribed with arcane runes. They are typically 10 foot high, one foot thick semi-circular arches, but also appear in other forms, from human-scale arched doorways, to a massive arch over 200 yards high. All operate in the same manner.
Each Gate has a specific set of "coordinates" represented by a repeating sequence of runes inscribed on its surface. Touching these runes in a specific order while visualizing the rune sequence on the destination Gate creates an magical link which can be used to traverse the Gates. The traveler simply steps through the activated Gate and out from the linked Gate.
Because activating the Gate requires mental visualizations and manipulations of the runes in addition to physically touching them, it is impossible to discern a destination from simply observing someone else activating a Gate.
On the other hand, once a traveler uses a Gate, the "coordinates" for that Gate become somehow become permanently implanted in his memories, even if he did not activate the Gate himself!
Game Mechanics
Using a Gate is effectively a full round action. The character must first make a DC 10 Knowledge (arcana) check as a standard action to activate the Gate, then step through as a move action on the same turn. If she cannot step through on the same turn, she must make a new check to reactivate the Gate.
Other characters may ready an action to step through simultaneously with the activating character (this imprints the Gate coordinates on their memories).
Objects or creatures that can mostly fit within the Gate and are placed under its arch before it is activated will travel with the traveler as she steps through to the destination. Larger objects which extend far beyond the arch will either remain in place, or actually block usage of the Gate.
A character may Take 10 to activate a Gate under normal circumstances. However, a roll is required under stressful conditions (such as trying to use the Gate to flee an enemy). A character may also retry the activation check as often as desired, including Taking 20. The only result of a failed roll is not activating the Gate. Note that it requires a DC 20 Spellcraft check (as a swift action) to determine if a Gate has been successfully activated - otherwise, the character won't know she has failed until she steps through the arch.