Lore
The Talmudic 218 of the Gnostic Gate-Key was birthed from the meditations of the “Redacted Rabbis,” a sect of mystics on Saṃsāra who believed that all physical boundaries are merely “Grammatical Errors” in the divine script of the world. Constructed from silver-etched lead and wrapped in the linen of an escaped prisoner’s shroud, this heavy, oversized key does not fit into any physical lock. Instead, it is used to “Unlock the Intangible.” Mystics carry the 218 when they must traverse the Unseen Paths or slip through the tightening grip of a physical or spiritual cage. It is whispered that the number 218 represents the numerical value of the “Moon-Mirror,” reflecting the light needed to find the exit in the darkest of dungeons.
Stats
- Tier: 1
- Rarity: Common
- Weight: 0.8 lbs
- Durability: 12 HP (Reinforced by the weight of ancient law)
- Slot: Belt (Hanging from a heavy chain) or Neck (Worn as a large, cumbersome pectoral)
Skills Gained While Openly Worn
- Escapology (+2 Athletics/Dexterity): The user gains a preternatural understanding of how to contort their physical form to slip through bonds and narrow apertures.
- Structural Exegesis (+1 Investigation): The ability to perceive “Weak Verbs” in physical architecture, identifying the most fragile point in a wall, door, or cage.
Multiple Passives Magic
- The Slip-Stream Aura: The air immediately surrounding the user’s body becomes “Slick” with spiritual oil. This grants the user a +2 bonus to any rolls made to escape a Grapple or to avoid being Restrained by nets, webs, or magic.
- Weightless Intent: While the user is actively fleeing a threat, the 218 pulses with a soft blue light, reducing the user’s effective Bulk by half and allowing them to move through difficult terrain (like mud or debris) as if it were solid ground.
Multiple Activable Magics
- Letter of the Threshold (1/Day): By striking the key against a solid surface and whispering the “Name of the Opening,” the user can turn a solid wall (up to 1 foot thick) into a “Permeable Metaphor” for 10 seconds. This allows the user and one other person to step through the surface as if it were thick smoke.
- The Gnostic Blinding (1/Day): The user can hold the key aloft to catch the light, reflecting a flash of “Esoteric Truth.” All enemies within 10 feet must make a Will/Spirit save or be momentarily confused (Dazed), forgetting why they were pursuing the user for 1 round.
Tags
Kabbalistic, Talmudic, Escape, Infiltration, Transmutation, Mobility, Mysticism, Tier 1, Common, Gate-Key, Exegesis, Phasing, Athletics, Investigation, Vanishing-Verse, Shroud-Suture, Aperture-Anointed, Redacted-Route, Threshold-Tether, Cipher-Slip, Phasing-Parchment, Exodus-Echo, Lattice-Logic, Unfettered-Unyielding, Geometry-Gait
Methods of Obtaining the Talmudic 218 of the Gnostic Gate-Key
The Talmudic 218 is a specialized tool used by those who refuse to be contained, whether they are political dissidents, seekers of forbidden knowledge, or those fleeing the “Grammatical Errors” of a rigid society. An avatar might obtain one through these specific means:
- The Prisoner’s Inheritance: Often passed down within the “Redacted Sect” of Saṃsāra’s prisons, these keys are sometimes hidden inside the hollowed-out legs of cots or within the bindings of prayer books left for the next occupant of a cell.
- A Gift of the Unbound: A mystic who has successfully navigated the “Unseen Paths” may leave their key at a crossroads or near a city gate for another seeker to find, believing that the item chooses its next bearer based on the urgency of their need to escape.
- The Forging of the Threshold: A Tier 1 avatar with knowledge of Kabbalistic metalwork can craft the key by melting down the shackles of a freed slave and etching the lead with the “72 Names of Liberation” during a lunar eclipse.
Purchase and Sale Locations
Because the Talmudic 218 is associated with “escaping the law,” its availability is often limited to shops that cater to the fringe elements of Saṃsāra’s society.
The Sanctuary of the Open Door (Temple District / Outcast Quarter) A discreet storefront hidden behind a heavy curtain, often operated by a “Redacted Rabbi” who provides tools for those seeking spiritual or physical asylum.
- Purchase Process: The buyer is not asked for their name, but rather for their “Reason for Flight.” The merchant observes the buyer’s shadow; if it appears “heavy” or “chained,” the merchant will offer the 218. Payment is accepted in silver or in “Secrets of the Jailer.”
- Sale Process: The shop will buy back a 218 only if it has successfully aided in an escape. They believe the key “learns” from every threshold it crosses.
- Cost: 80 Silver Pieces (or 8 Gold).
The Locksmith of the Impossible (Industrial Hub / Steam-Ward) A cluttered workshop filled with gears, springs, and strange magnetic tools. This shop specializes in the mechanical and metaphysical aspects of security.
- Purchase Process: The key is sold as a “Structural Tuning Fork.” The locksmith demonstrates the item by striking it against a brick wall to show the “vibration of permeability.” The sale is professional and carries a high premium for the specialized etching.
- Sale Process: The locksmith buys these items for parts, specifically the silver-etched lead, paying roughly 40% of the market value.
- Cost: 110 Silver Pieces (Market premium for urban craftsmanship).
The Shadow-Market Peddler (Under-City / Back Alleys) A nomadic merchant who carries their inventory in a long, patched coat. They cater to thieves, spies, and those running from the law.
- Purchase Process: The item is pulled from a hidden pocket. The peddler often lies about the key’s history, claiming it once belonged to the legendary “Great Unbinder.” Haggling is mandatory, and the peddler may accept stolen jewelry or rare components in trade.
- Sale Process: Quick coin can be made here, but the peddler will only pay half the item’s worth, knowing the seller is likely in a hurry to leave the area.
- Cost: 50 Silver Pieces (Discounted due to the risk of the item being “hot” or traced).
The Crossroads Caravansary (Wilderness Trade Routes) A stop for travelers and nomads where items from all over Saṃsāra are bartered.
- Purchase Process: The Talmudic 218 is often found in a bin of “Old Iron” or “Strange Charms.” The merchant may not realize its true power, seeing it only as a heavy, oddly-shaped pectoral. A perceptive buyer can obtain it for a bargain.
- Sale Process: Sellers can exchange the key for a fresh mount, a week’s worth of supplies, or safe passage through a dangerous territory.
- Cost: 65 Silver Pieces (Variable based on the merchant’s knowledge).
The Exegesis of the Unbound: Roleplaying the Talmudic 218
Utilizing the Talmudic 218 of the Gnostic Gate-Key requires the user to view the world as a series of fluid suggestions rather than hard boundaries. Roleplay centers on the heavy weight of the leaden key against the chest or hip, which serves as a constant reminder that the wielder is “Between States.” The character often appears detached or focused on distant horizons, as their senses are tuned to the “Weak Verbs” of the physical world.
Defensive Roleplay and Applications
In defense, the Talmudic 218 is used to render the user Untouchable and Uncontainable. It is a tool for the preservation of freedom, allowing the wielder to slip through the fingers of oppression.
- In Cramped Urban Environments: When being pursued through narrow alleyways or sewer pipes, the user roleplays the Weightless Intent. They describe a sensation of the air thinning and becoming frictionless. The player narrates running across slick, wet cobbles or through deep muck as if they were sprinting on a polished marble floor, their footsteps making no sound as the blue light of the key pulses in time with their frantic heartbeat.
- In Defensive Fortifications: During a siege or when trapped in a room, the user roleplays the Structural Exegesis. They do not panic; instead, they press the leaden key against the stone or wood, closing their eyes to “read” the vibrations. The player narrates seeing the architecture as a poorly constructed sentence, identifying the “comma” in the masonry where a single blow—or the use of the Letter of the Threshold—will allow them to vanish into the safety of the next room.
- Against Physical Restraint: If a guard attempts to grab the user or a net is cast over them, the roleplay emphasizes the Slip-Stream Aura. The player describes their skin becoming “Scented with Silver,” causing the attacker’s hands to slide off as if the user were coated in ice. The defense is narrated as a graceful, almost liquid contortion, slipping through bonds that should be physically impossible to escape.
Offensive Roleplay and Applications
Offensively, the Talmudic 218 is used for Infiltration and Tactical Disorientation. It turns the enemy’s own defenses into liabilities by proving they are illusory.
- In Stealth Infiltration: The user roleplays the “Ghost in the Machine.” Using the Letter of the Threshold, the player narrates striking the key against a locked vault door or a reinforced barracks wall. Instead of a loud bang, there is a soft, muffled “thrum.” The user roleplays stepping through the solid matter, describing the sensation of the cold stone passing through their chest like a bank of fog, allowing them to strike at the enemy from behind their most secure lines.
- In Combat Distraction: The user utilizes the Gnostic Blinding as a proactive strike. In the heat of a skirmish, they hold the silver-etched lead aloft, catching a stray beam of light. The player narrates the release of a “Blinding Truth”—a flash that contains the overwhelming complexity of the 218’s numerical value. They roleplay the confusion of their foes, who suddenly see the user not as a target, but as a “Redacted Space” in their vision, causing them to lower their weapons in momentary, existential bewilderment.
- In Environmental Sabotage: The user can use the Escapology skill offensively to sabotage mechanical traps or locks. By identifying the “Grammatical Error” in a complex steam-driven gate or a mechanical trap, the user roleplays “Unbinding” the mechanism. They narrate a simple twist of the key in the air that causes the gears to slip their tracks, “liberating” the machinery from its function and causing it to collapse or fail at a critical moment for the enemy.
Environmental Mastery Summary
- Prisons and Cells: The key grows heavy and vibrates with a low, mournful tone. The user roleplays as a “Liberator,” gaining a boost to all checks to find hidden keys or secret tunnels as the item resonates with the desire for freedom.
- Open Plains: The 218 feels light, almost weightless. The user roleplays a “Wind-Walker,” using the Weightless Intent to maintain a tireless pace that outstrips any pursuing cavalry.
- High-Magic Spires: The silver etchings glow with a fierce, protective light. The user roleplays a “Censor,” using the key to identify “Magical Thresholds” (wards or barriers) that can be bypassed using the Letter of the Threshold.

Perception of Activation:
User’s Perspective
- Sight: The silver-etched characters on the lead surface begin to bleed a cold, spectral blue light. When the user looks at a physical barrier, it appears to “pixelate” or become translucent, resembling a rough sketch rather than a solid object.
- Sound: A heavy, metallic “clunk” resonates through the air, even if the key hits nothing. This is followed by a persistent, low-frequency thrumming that sounds like a distant choir chanting a single, endless vowel.
- Touch: The key suddenly loses all its weight, feeling as light as a dried leaf in the hand. Conversely, the user’s own skin feels “thin,” as if the boundary between their body and the air has become porous and breezy.
- Smell: A sharp, ozone-like scent of a coming storm fills the air, mixed with the dry, ancient smell of parchment and dust from a long-opened tomb.
- Taste: A metallic, silver-like tang coats the tongue, accompanied by a sudden dryness that makes the user feel as though they have been inhaling woodsmoke.
Observer’s Perspective
- Sight: The user’s silhouette becomes blurred and indistinct, as if they are being viewed through a pane of rippled glass. When the phasing occurs, the user seems to “sink” into the solid object like a stone into water, leaving a faint ripple of blue light on the surface.
- Sound: Those nearby hear a sudden “void” of sound—a momentary silence where even the ambient noise of the environment vanishes for a heartbeat.
- Touch: A sudden draft of cold air rushes toward the user, as if they are a localized low-pressure system pulling the heat out of the immediate area.
Extra-Sensory Perceptions
- Threshold Sight: The user perceives the “weak verbs” of reality. A reinforced stone wall doesn’t look strong; it looks like a “clumsy sentence” that can be easily edited or skipped.
- The Exodus Echo: The user experiences a flash of “inherited memory”—the collective feeling of every prisoner who has ever looked at a horizon and dreamt of flight. This manifests as a sudden, overwhelming sense of spatial orientation; they know exactly which way is “out.”
- Grammatical Discord: If the user nears a magical ward or a geas, the key vibrates with a jarring, discordant rhythm that “feels” like a misspelled word against the user’s mind.
Positives
- Absolute Mobility: The user can navigate through “impossible” paths, turning dead ends into exits and making heavy armor or environmental obstacles irrelevant to their speed.
- Existential Calm: The “Gnostic Truth” provided by the key grants a temporary immunity to fear; it is difficult to be afraid of a cage when you no longer believe the bars are real.
- Tactical Vanishing: The ability to phase through matter allows for perfect ambushes or escapes that leave no physical trail for trackers to follow.
Negatives
- Physical Disassociation: After phasing, the user may feel “ghostly” for several minutes, finding it difficult to grip physical objects or stand firmly on the ground as their body slowly regains its “grammatical weight.”
- Sensory Overload: The “Gnostic Blinding” can backfire; if the user fails to look away, they too may become dazed by the sheer complexity of the esoteric truths revealed by the light.
- The Cost of Redaction: Frequent use of the 218 can cause the user’s own history to become “blurred.” They may find that people have a harder time remembering their face or name, as if they are being redacted from the world’s narrative.
Rite of the Redacted Threshold: Talmudic 218
Materials Needed
- Shackle-Lead (1 lb): Lead salvaged from the melted-down chains of a freed captive or the bars of an ancient, abandoned cell.
- Sterling Silver Wire: Used for the intricate inlay of the 72 Names of Liberation within the lead body.
- Prisoner’s Linen: A strip of cloth taken from the shroud or garment of one who escaped a high-security confinement, used to wrap the handle.
- Crossroads Dust: A handful of earth collected from a place where three or more paths meet, representing the infinite choice of direction.
- Quicksilver (Mercury): A small vial used to temper the lead, granting it the “liquid” property required for phasing.
- Lunar-Infused Water: Water left under the light of a full moon to act as a cooling agent for the metalwork.
Tools Required
- Scribe’s Chisel and Hammer: For carving the deep channels into the lead for the silver inlay.
- Portable Smelting Crucible: To melt the shackle-lead at a precise, low temperature to avoid burning away the “memory of the cage.”
- Etching Needle: For the microscopic “Gnostic” characters that cover the bow of the key.
- Engraver’s Vice: To hold the heavy key steady while the silver is hammered into the lead.
- Polishing Cloth and Pumice: To ensure the final surface is smooth enough to provide the “Slip-Stream” effect.
Skill Requirements
- Artisan (Metalsmithing) (+2): Essential for handling the soft lead and the delicate silver inlay process.
- Athletics (Escapology) (+1): The crafter must understand the physical mechanics of a “breakout” to imbue the item with the correct intent.
- Spiritual Attunement (Kabbalistic) (+2): Necessary to correctly calculate the numerical value of 218 and align the silver “Names” with the item’s purpose.
- Investigation (Structural) (+1): To ensure the key’s geometry is tuned to the “Weak Verbs” of physical architecture.
Crafting Steps
- The Smelting of Bonds: Melt the shackle-lead in the crucible during the hour of twilight. As the metal liquefies, stir in the quicksilver while reciting the Litany of the Unfettered, purging the lead of its “weight of captivity.”
- Casting the Void: Pour the molten lead into a mold shaped like a heavy, toothless key. The shape must feel “wrong” to the touch—uncomfortable and alien to the hand.
- Carving the Narrative: Once the lead has cooled, use the chisel to carve 218 microscopic grooves into the surface. These channels must form a map of a labyrinth with no center.
- The Silver Inlay: Hammer the sterling silver wire into the carved channels. This creates the “Gnostic Grid” that allows the item to catch and reflect esoteric truths.
- The Dust Tempering: Heat the key until it glows a dull red, then plunge it into the lunar-infused water mixed with the crossroads dust. This “grounds” the key’s ability to find paths through solid matter.
- Binding the Handle: Wrap the base of the key in the prisoner’s linen, securing it with a knot that is designed to be easily untied. This binds the “History of Escape” to the physical object.
- The Threshold Awakening: Take the completed key to a locked door or a solid wall. Strike the key against the surface while visualizing the molecules of the wall as “unlocked letters.” When the key emits a low, blue thrum and feels weightless in your hand, the Talmudic 218 is active.
Disappearing Footstep and Bolt that was a Lie
In the “Time-of-No-Walls,” before the “Great-Closing” made the world a “Box-of-Stone,” and the horizons were yet “Wide-Open-Mouths-of-the-Sky,” there existed the Writ-of-the-Limb-that-is-Water. The smoke-rubbings of the Era-of-the-Iron-Grip tell of a time when the “Great-Locker” sought to put a “Chain-on-the-Breath” and make the people into “Statues-of-the-Same-Place.”
There was a Watcher-of-the-Open-Air, a man named Ab-Scond-Er, whose name is translated as “He-Who-Is-Not-Where-You-Looked.” He lived in the “High-Spires-of-the-Mist,” where the doors were made of “Thin-Cloud” and the windows had no “Biting-Teeth” of iron.
Ab-Scond-Er saw that the “Great-Locker” was building “Cages-of-the-Heavy-Logic.” The ancient ink says: “The world was being put into a small-jar, and the People-of-the-Path were becoming the People-of-the-Floor.” He sought a way to turn a “Solid-No” into a “Liquid-Yes.”
He went to the Cavern-of-the-Echoing-Exit. There, he found the Lead-of-the-Heavy-Silence. This was not common metal, but “Stone-that-Remembers-being-Liquid.” Ab-Scond-Er spoke to the lead in the Exegesis-of-the-Threshold, saying: “You are not a wall! You are a bridge that is shy! Melt your heart and let the feet go through!”
The-He-Who-Is-Not-Where-You-Looked took a “Great-Weight” of this lead. He carved upon it the Seals-of-the-Seventy-Two-Wind-Names, which the poorly translated scrolls call the Alphabet-of-the-Slipped-Knot. He hammered into the lead the Silver-of-the-Moon-Mirror, creating a “Key-that-Bites-the-Air.”
But the “Names-of-Liberation” were “Vibrating-with-the-Fear-of-Being-Caught.” The silver tried to “Jump-out-of-the-Lead.” The lead tried to “Become-a-Mountain” to stop the silver from moving. The key began to “Pulse-with-a-Ghostly-Blue-Shudder” as it fought the “Idea-of-the-Obstacle.”
The Maker then used the Shackle-Oil, a “Juice-from-the-Rust-of-Freedom.” He soaked the key until the “Hard-Silence” turned to a “Humming-Mist.” He bound the handle with the Cloth-of-the-Vanished-Man. The ancient text reads: “And there was a sliding in the air, like a fish moving through a cloud of milk. The sound was the grammar of the exit, turning into the One-Way-Out.”
When the Maker carried the key, it was the Talmudic 218. It was a “Hole-in-the-Wall” and a “Ghost-of-the-Bolt.” The story tells of a Great-Escape. A Prisoner with “Wings-in-his-Will” took the key to the Tower-of-the-Thousand-Locks. When the “Jailer-of-the-Cold-Eye” turned the iron bolt, the 218 “Laughed-with-a-Silent-Flash.” The stones of the wall became “Soft-as-Wool,” and the Prisoner walked through the “Solid-Mountain” as if he were “Walking-on-the-Light-of-the-Moon.”
When the Guards chased him to the Cliff-of-the-No-Return, he did not jump; he used the Slip-Stream-Aura. He ran upon the “Very-Thin-Edge-of-Nothing,” and the spears of the Guards passed through his body like “Needles-through-the-Smoke.” Ab-Scond-Er wrote: “The wall is only a wall because you believe the Lie-of-the-Stone, but the 218 is the Truth-of-the-Threshold that says the world is but a curtain waiting to be parted.”
But there is a “Fading-Warning” in the ancient glue of the scroll. A Man-of-Stagnation, whose name is “Sitter-in-the-Mud,” tried to keep the 218 for a “Paper-Weight.” He had no “Hunger-for-the-Horizon.” When he held the key, the silver “Turned-to-Ash,” and the lead became “Ten-Thousand-Pounds-of-Dull-Mind.” He was not trapped by a cage; he was “Trapped-by-the-Weight-of-his-own-Stillness,” unable to lift his feet until the “Time-of-Dust” covered him entirely.
The Talmudic 218 now waits in the Hall-of-the-Unbolted-Memory. It hums a sound that is 218 heartbeats long. It is the “Exile’s-Compass,” the “Ghost’s-Handshake,” and the “Key-to-the-World-that-is-Not-a-Box.”
The Moral of the Story: He who believes the wall is “Hard” shall always be a “Guest-of-the-Cage,” but he who knows the world is a “Story-of-Many-Exits” shall find the path even when the “Iron-is-Thickest.”
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
The Pectoral of the Redacted Threshold
- Item Type: Artifact
- Sanity Cost: 1D4 Sanity points to activate “Letter of the Threshold.”
- Game Mechanics:
- Escapology: Grants a Bonus Die to all Dexterity or Sleight of Hand rolls made to slip out of physical restraints (handcuffs, ropes, or grappling).
- Structural Exegesis: The user may make an Accounting or Library Use roll to “read” the architectural plans of a building they are currently in, identifying hidden exits or structural weaknesses.
- The Slip-Stream Aura (Passive): Grants a Bonus Die to Dodge rolls when the user is fleeing from an engagement.
- Letter of the Threshold (Active): Spend 6 Magic Points to phase through a single non-magical barrier up to 1 foot thick. The user appears on the other side instantly.
- Syntax: Artifact, skill-specific Bonus Dice, Magic Point/Sanity cost for phasing, passive Dodge utility.
Blades in the Dark
The Unbound Gnostic Key
- Item Type: Arcane Tool
- Load: 1
- Tier: I (Quality 1)
- Game Mechanics:
- Structural Exegesis (Passive): When you Survey a location to find a way in or out, you gain +1 Effect.
- The Slip-Stream Aura (Passive): You gain Potency when you Prowl or Finesse to escape from a chase or break a grapple.
- Letter of the Threshold (Active): Spend 2 Stress to momentarily phase through a wall, floor, or door. This allows you to bypass a physical obstacle that would otherwise require a specialized tool or a Risky/Desperate roll.
- Gnostic Blinding (Active): Spend 1 Stress to create a flash of light. The next consequence related to being spotted or pursued by guards is reduced by one level (e.g., from Serious to Lesser).
- Syntax: Arcane Tool, +1 Effect on Survey (Exits), Stress-activated phasing, Consequence reduction.
Dungeons & Dragons (5th Edition)
Talmudic 218 of the Gnostic Gate-Key
- Item Type: Wondrous Item, Common
- Game Mechanics:
- Escapology: You have advantage on Dexterity (Acrobatics) checks made to escape a grapple or slip out of manacles and similar restraints.
- Structural Exegesis: You have advantage on Intelligence (Investigation) checks to find secret doors or structural weaknesses in buildings.
- The Slip-Stream Aura (Passive): Your movement speed increases by 5 feet while you are not wearing heavy armor and are moving away from an enemy.
- Letter of the Threshold (1/Day): As an action, you can cast the Misty Step spell, but the destination must be on the opposite side of a solid object or wall you can see or are touching.
- Gnostic Blinding (1/Day): As a reaction when a creature you can see within 10 feet attacks you, you can cause the key to flare. The attacker must succeed on a DC 12 Wisdom saving throw or have disadvantage on the attack roll.
- Syntax: Wondrous item (common), Advantage on Grapple/Escape/Investigation, +5ft speed (Fleeing), Daily utility spells.
Knave (2nd Edition)
The 218 Ghost-Key
- Item Type: Tool (1 Slot)
- Game Mechanics:
- Escapology: You gain a +2 bonus to any check made to contort your body, slip through bars, or break free from bindings.
- The Slip-Stream Aura: While you are in a chase, you treat all difficult terrain as normal terrain.
- Letter of the Threshold (1/Day): You may pass through a single wall or door up to 1 foot thick as if you were a ghost. This takes 1 round and you cannot carry anyone with you.
- Gnostic Blinding (1/Day): You flash the key at a pursuer. They must make a Spirit save or stop moving for 1 round as they try to remember their purpose.
- Structural Exegesis: You can always tell which direction the nearest exit to the outside world is located, provided you are within a structure.
- Syntax: 1 Slot, +2 Escape checks, Ignore difficult terrain (Chases), Daily phasing/stunning.
Fate (Core / Condensed)
Talmudic 218 of the Gnostic Gate-Key
- Item Type: Extra (Cost: 1 Refresh)
- Aspects: The Walls Are But A Suggestion, Redacted From The Cage, Slick With Gnostic Truth
- Game Mechanics:
- Escapology (Passive): You gain a +2 bonus to Athletics rolls made to overcome obstacles related to physical restraints or narrow passages.
- Structural Exegesis (Passive): You gain a +2 bonus to Investigate rolls when searching for secret passages, hidden exits, or structural flaws in a building.
- The Slip-Stream Aura (Passive): When you succeed with style on an Athletics roll to move between zones, you may move one additional zone for free.
- Letter of the Threshold (Active): Once per session, you may spend a Fate Point to move through a physical barrier (like a wall or locked door) as if it weren’t there, provided you end your movement in an open space.
- Syntax: Extra with +2 Athletics (Escaping), +2 Investigate (Exits), Success with style mobility bonus.
Numenera & Cypher System
Key of the Unwritten Boundary
- Item Type: Artifact (Level 3)
- Form: A heavy, leaden pectoral etched with silver lines that seem to move when viewed in peripheral vision.
- Depletion: 1 in 1d20
- Game Mechanics:
- Escapology (Passive): You are Trained in all tasks related to escaping bonds, grapples, or physical containment.
- Structural Exegesis (Passive): You gain an asset to any task involving the perception of secret doors or structural weaknesses.
- The Slip-Stream Aura (Passive): You ignore the first level of difficulty added by difficult terrain while running or fleeing.
- Letter of the Threshold (Active): You spend 3 Intellect points to become intangible for a single round. During this time, you can pass through solid matter (walls, doors, etc.) up to 1 foot thick.
- Syntax: Artifact (Level 3), Trained in Escaping, Structural Perception asset, Intellect-powered phasing.
Pathfinder (2nd Edition)
Talmudic 218 of the Gnostic Gate-Key
- Item Type: Item 1 (Common, Abjuration, Magical)
- Usage: Worn (Belt or Neck); Bulk: L
- Game Mechanics:
- Escapology (Passive): You gain a +1 item bonus to Acrobatics checks to Escape and to Thievery checks to Pick a Lock.
- Structural Exegesis (Passive): You gain a +1 item bonus to Perception checks to find secret doors and traps.
- Gnostic Blinding (Active): Reaction (Envision): (Frequency: once per day) Trigger: A creature targets you with a melee attack. Effect: The key flashes with silver light; the triggering creature must succeed on a DC 15 Will save or be Dazzled until the start of its next turn.
- Letter of the Threshold (Active): Two-Actions (Interact): (Frequency: once per day) You cast a 1st-level Passwall, but it only allows you to pass through a barrier up to 1 foot thick and the opening closes immediately after you pass through.
- Syntax: Item 1, +1 Acrobatics (Escape)/Thievery (Locks), +1 Perception (Secrets), Daily Dazzle reaction/Phasing.
Savage Worlds (Adventure Edition)
Relic 218: The Redacted Key
- Item Type: Relic (Minor)
- Game Mechanics:
- Escapology (Passive): The wearer gains a +2 bonus to Athletics rolls made to escape a grapple or slip out of restraints.
- Structural Exegesis (Passive): The wearer gains a +2 bonus to Notice rolls when looking for hidden doors or flaws in architecture.
- The Slip-Stream Aura (Passive): The wearer gains +2 to Pace when taking the Run action and ignores penalties for Difficult Terrain during chases.
- Gnostic Blinding (Active): Once per day, the wielder may use the Stun power using their Spirit as the arcane skill. This manifests as a blinding flash of silver light.
- Letter of the Threshold (Active): Once per day, the wielder can spend an action to phase through a wall or door up to 12 inches thick. If they end their turn inside an object, they are shunted to the nearest open space and take a level of Fatigue.
- Syntax: Relic, +2 Athletics (Escape), +2 Notice (Secrets), +2 Run Pace, Daily Stun/Phasing.
Shadowrun (6th World Edition)
The 218 Redacted Threshold Focus
- Item Type: Qi Focus (Rating 2)
- Availability: 4
- Cost: 6,000¥
- Game Mechanics:
- Escapology (Passive): The user gains +2 dice to Athletics tests made to escape physical restraints or to break a grapple.
- Structural Exegesis (Passive): The user adds +2 dice to Engineering or Perception tests to identify structural weaknesses, secret compartments, or bypass physical locks.
- The Slip-Stream Aura (Passive): When taking the Sprint action during a chase, the user gains a +1 dice pool bonus and ignores the first minor obstacle or specialized terrain penalty.
- Letter of the Threshold (Active): As a Major Action, the user may spend 1 Edge to phase through a single non-living barrier up to 30 centimeters thick. This movement does not trigger physical pressure sensors or tripwires.
- Syntax: Rating 2 Qi Focus, +2 Athletics (Escape), +2 Engineering/Perception (Structures), Edge-activated phasing.
Starfinder (2nd Edition / Playtest)
Talmudic 218 Phasing-Pectoral
- Item Type: Hybrid Item (Magic/Technological)
- Level: 1
- Price: 450 Credits
- Bulk: — (Worn)
- Game Mechanics:
- Escapology (Passive): You gain a +1 item bonus to Acrobatics checks to Escape a grapple or restraints.
- Structural Exegesis (Passive): You gain a +1 item bonus to Perception checks to Seek hidden doors, hatches, or structural flaws.
- The Slip-Stream Aura (Passive): When you take the Stride action to move away from an enemy, you ignore difficult terrain caused by rubble or narrow spaces.
- Letter of the Threshold (Active): (1/Day) As an Interact action, you gain the Incorporeal trait until the end of your current turn, but only for the purpose of moving through solid, non-magical objects up to 1 foot thick.
- Syntax: Level 1 Hybrid Item, +1 Acrobatics (Escape), +1 Perception (Seek), Daily phasing utility.
Traveller (Mongoose 2nd Edition)
TL 11 Gnostic Spatial-Bypass Key
- Item Type: Bio-Magical Tool / Relic
- Tech Level: 11
- Weight: 0.4 kg
- Cost: Cr 2,500
- Game Mechanics:
- Escapology (Passive): The user receives a DM+2 on all Athletics (Dexterity) checks made to escape bonds or navigate extremely tight quarters.
- Structural Exegesis (Passive): The user receives a DM+1 on all Investigate or Sensors checks made to find hidden compartments or structural bypasses in starships and buildings.
- The Slip-Stream Aura (Passive): During a chase, the user may ignore the first -1 DM penalty applied by environmental obstacles or difficult terrain.
- Letter of the Threshold (Active): Once per day, on a successful Effect 6+ check, the user can phase through a bulkhead or wall up to 25cm thick. Failure results in the user becoming Fatigued.
- Syntax: TL 11 Relic, DM+2 Athletics (Dex), DM+1 Investigate (Structures), Daily phasing check.
Warhammer 40,000: Wrath & Glory
Talmudic 218 Key of the Unbound
- Item Type: Relic (Transmutation Artifact)
- Tier: 1
- Keywords: Relic, Tæloraḥn, Scholastic, [Any Keyword regarding Infiltration or Liberty]
- Game Mechanics:
- Escapology (Passive): You gain +1 bonus die to all Athletics tests made to escape a grapple or physical restraints.
- Structural Exegesis (Passive): You gain +1 bonus die to Awareness and Tech-Discovery tests made to find secret passages or structural flaws.
- The Slip-Stream Aura (Passive): You gain +1 to your Speed trait when using the Sprint action to move away from a threat.
- Gnostic Blinding (Active): You may spend 1 Wrath to force all enemies within 5 meters to make a Willpower test (DN 3). On a failure, they suffer the Blinded condition until the end of their next turn.
- Letter of the Threshold (Active): You may spend 1 Wrath to automatically pass through any non-magical/non-blessed barrier up to 30cm thick as part of a move action.
- Syntax: Tier 1 Relic, +1 Athletics (Escape), +1 Awareness (Secrets), +1 Sprint Speed, Wrath-activated Blinding/Phasing.
