07-17-2018, 01:30 PM | #11 | |
Join Date: May 2015
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Re: Gates, Gate keys, and Gate locks
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When a gate starts to flicker somewhere, that means there is one minute from then to go alert the repair crew (minimum IQ 15 and 50 ST available to use somehow, probably Aid spells which require additional turns and DX rolls) - in this case maybe involving more using of gates and get them to come back and do it. That team needs to be very responsive and not on a bathroom break, and the distant Wizards Guild branches with the gates need to trust each other to allow the maintenance crew to rush through and cast spells in their gate room. (They probably do, if they trust each other enough to have mutual gate rooms, though it's another interesting situation for possible backstabbing and/or covert operations...) Yet another very cool/interesting idea arising from gates and breaking up and tracking who knows what spells and what that implies for power politics. |
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07-17-2018, 02:57 PM | #12 | |
Join Date: May 2018
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Re: Gates, Gate keys, and Gate locks
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All the gates are inside of gate stations, like train stations, with a crew and a crystal ball (maybe several of these). If all the gates in a station that go to a particular location happen to fail, the crew uses the crystal ball to contact the gate network so an emergency technician can either come in through a gate from another location or as a last resort, a senior emergency tech can Long Distance Teleport in and make a new gate for a junior gate crew to use. Senior emergency techs would be responsible for a territory, traveling the gate networks to familiarize themselves with each gate station so they can teleport to it at need. Each station would have a distinctive appearance to help technicians teleport there. Last edited by zot; 07-17-2018 at 02:58 PM. Reason: clarification |
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07-17-2018, 03:27 PM | #13 | |
Join Date: May 2005
Location: Oz
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Re: Gates, Gate keys, and Gate locks
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 07-17-2018 at 04:47 PM. |
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07-17-2018, 03:39 PM | #14 | |
Join Date: Mar 2018
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Re: Gates, Gate keys, and Gate locks
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07-17-2018, 03:43 PM | #15 |
Join Date: Mar 2018
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Re: Gates, Gate keys, and Gate locks
A small team armed with strength batteries, perhaps even a single wizard, once inside the enemy's unassailable walls, could create a gate to unlock an invasion.
How could that be controlled or counteracted? |
07-17-2018, 03:47 PM | #16 | |
Join Date: May 2005
Location: Oz
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Re: Gates, Gate keys, and Gate locks
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You detect the creation of an illicit Gate by using a Gate to divine it. Write the addresses of all the buildings in your city onto billets of wood. Stand them on end on a horizontally-oriented Gate that will pass only billets with addresses on then corresponding to places where an illicit Gate is, with its other end over a gong or something. Or use a more general-purpose Gate that will pass only objects with true statements written on them, that you can use for settling disputed successions and sorting affidavits. Useful things, Gates.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 07-17-2018 at 04:00 PM. |
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07-17-2018, 03:53 PM | #17 |
Join Date: May 2018
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Re: Gates, Gate keys, and Gate locks
I would think that the Transport guild would be preoccupied with questions like that. They have at their disposal Trance, Astral Projection, Insubstantiality, and permanent pentagrams (which can be very, very large and you can nest them within each other). Besides these, there are the rest of the spells and items that exist...
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07-17-2018, 04:29 PM | #18 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Gates, Gate keys, and Gate locks
I would imagine cities and fortresses in such a world would have a means of preventing such an eventuality. An object, or enchantment with a permanent field surrounding the city that prevents gate operation would be logical. Gates would only be able to operate outwith the walls.
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07-17-2018, 04:36 PM | #19 | ||||
Join Date: May 2015
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Re: Gates, Gate keys, and Gate locks
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How about Long-Distance Telepathy instead? Still, requires an IQ 16 wizard with that spell to be on-call, as 12 ST per message. Seems to me like a protocol for "where is the repair crew" and just sending a page through the gates would tend to work even better. Any of those methods will want people to be on duty whenever the gates are in use, and ready to respond very quickly to get the message and get the repair crew to come to the flickering gate and cast Aid spells and then the Create Gate spell to stabilize it. It might be less work, if you have redundant gates, to do what we assumed was done, which is to just keep one gate as the last-resort gate, and use it to send someone through and rebuild more gates when one link is wearing down. It only costs 100 ST more to build a new one than the 50 ST to stabilize one, and then you're not having to keep an emergency crew ready to scramble and not allowed to use the WC for hours. I suppose if you're really going for industrial levels of traffic, though, that a repair team might end up being more efficient. Quote:
IQ 19: "... one person at a time ... If the wizard misses his DX result with any result EXCEPT a 16, the teleported character is dead, kaput, finished, lost forever." ST 20 So maybe just use the gates? |
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07-17-2018, 04:54 PM | #20 | |
Join Date: May 2015
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Re: Gates, Gate keys, and Gate locks
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It will break down on average every 216 crossings. If the GM makes some limits on how much weight & speed can go through per turn, that can help. In general though, the spell mix could do with some more defensive magic... |
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