Description: The Vanishing Void-Lock is a mysterious and enigmatic device that can be acquired from specialized occult shops scattered throughout Saṃsāra. Crafted during the transition from the Renaissance to the Industrial Age, it is an embodiment of esoteric knowledge combined with innovative mechanical engineering. This unique lock emphasizes the concept of absence, utilizing the void as a means of protection.
Usage: To employ the Vanishing Void-Lock as a safeguard, players must first set it in place as a conventional lock. Once activated, it appears as an ordinary ornate lock, but what makes it extraordinary is its invisible counterpart. The lock’s true essence, the “Vanishing Void,” exists in a different dimension, an ethereal realm accessible only through solving a complex riddle.
Solving the Puzzle: The riddle that leads to unlocking the Vanishing Void-Lock is typically hidden in plain sight, perhaps inscribed in an ancient language, obscured by optical illusions, or scattered as cryptic symbols throughout the area. The riddle poses philosophical questions about the nature of existence and the void itself, requiring the players to ponder the concept of absence deeply.
To solve the puzzle, the players must interact with the environment, gather clues, and deduce the correct sequence of actions. Once they unravel the enigma, the Vanishing Void-Lock reveals its true form—a perfectly symmetrical, mesmerizing portal that acts as a gateway to the ethereal dimension where the void exists.
Success Outcome: When the players successfully solve the riddle and activate the Vanishing Void-Lock’s portal, the ordinary lock dissipates, and the hidden dimension opens before them. Beyond the portal lies the protected item, door, or location, suspended within the void, untouchable by physical means. Only by stepping through the portal can they access the protected area.
Upon entering the void, the players become intangible entities, capable of bypassing conventional barriers and obstacles, such as locked doors or traps. They have a limited time to navigate within the void and reach the target location. However, once they leave the protected area or the predetermined time elapses, they are automatically returned to the physical world, and the Vanishing Void-Lock reactivates.
Failure Outcome: If the players fail to solve the riddle or misuse the Vanishing Void-Lock, it reacts negatively to the attempted intrusion. The ordinary lock transforms into an ominous black hue, and the portal remains closed. In addition, the void manifests as a malevolent force, releasing ethereal tendrils that materialize as spectral guardians or shadowy entities that aggressively hunt down the intruders.
The ethereal guardians can only be defeated or pacified by understanding the true nature of absence and the philosophical concepts posed by the riddle. Players must either find a way to solve the riddle in haste or face the consequences of their intrusion.
Tags: Esoteric, Mechanical, Ethereal, Portal, Riddle, Absence, Philosophical, Intangible, Guardian, Void

Perception of Activation: When the Vanishing Void-Lock is activated, it triggers a cascade of sensory and extra-sensory experiences that differ depending on whether one is the user (the person solving the riddle and stepping into the void) or an observer (someone witnessing the activation from the outside). Below is a detailed breakdown of what is perceived through the five senses—sight, sound, touch, taste, and smell—along with multiple extra-sensory perceptions (e.g., intuition, spatial awareness, temporal distortion), including positives and negatives from each perspective.
- User’s Perspective
- Sight: The ornate lock begins to shimmer, its metal surface rippling like liquid before dissolving into a swirling portal of deep, inky blackness edged with faint silver light. The void within pulses subtly, revealing fleeting glimpses of an abstract, starry expanse that defies geometry.
- Sound: A low, resonant hum emanates from the lock, growing into a harmonic chime that reverberates in the chest. As the portal opens, a whispering chorus of indistinct voices—neither human nor familiar—echoes from within, fading into silence.
- Touch: The air grows cold and heavy as the user approaches the portal, a tingling sensation dancing across the skin like static. Upon stepping through, the body feels weightless, as if floating in a vacuum, with a subtle pressure wrapping around the limbs.
- Taste: A metallic tang fills the mouth, sharp and fleeting, followed by an odd dryness, as if the void saps moisture from the air.
- Smell: A faint scent of ozone and old parchment wafts from the lock, replaced by a sterile, empty nothingness as the user enters the void—an absence of smell that feels unnatural.
- Extra-Sensory Perceptions:
- Intuition: A sudden clarity washes over the user, as if the riddle’s philosophical truths align in the mind, accompanied by a nagging sense of being watched.
- Spatial Awareness: The void distorts distance; steps feel both infinite and instantaneous, with a pull toward the protected area like a magnetic tether.
- Temporal Distortion: Time warps—seconds stretch into minutes, yet the user instinctively knows their window is finite, a ticking clock in the soul.
- Positives: The user gains an exhilarating sense of transcendence, becoming intangible and bypassing physical barriers with ease. The intellectual triumph of solving the riddle boosts confidence and focus.
- Negatives: The void’s alien nature can unsettle, risking disorientation or a lingering dread of the unknown. The limited time within adds pressure, potentially leading to hasty decisions.
- Observer’s Perspective
- Sight: The lock glows briefly with an otherworldly light before vanishing entirely, replaced by a hovering portal of swirling darkness framed by faint, silvery wisps. The user’s form blurs and fades as they step through, leaving only an empty space.
- Sound: A deep, resonant tone pulses from the lock, followed by a sharp, crystalline chime as the portal forms. The air grows unnaturally still, swallowing ambient noise, until a faint, eerie whisper leaks from the void.
- Touch: A chill breeze ripples outward from the portal, prickling the skin with cold. Observers feel a subtle vibration in the ground, as if the lock’s disappearance shifts reality slightly.
- Taste: A vague bitterness lingers on the tongue, like the aftertaste of something acrid and distant, though no source is apparent.
- Smell: The air carries a crisp, electric scent—like a storm brewing—mixed with a dusty undertone, fading to a sterile void-smell as the portal stabilizes.
- Extra-Sensory Perceptions:
- Intuition: Observers sense an unease, as if the void hides something alive and watchful, though no threat is clear.
- Spatial Awareness: The portal warps perception; it seems both infinitely deep and impossibly flat, causing mild vertigo.
- Temporal Distortion: Time feels sluggish around the portal, with movements appearing delayed, though clocks contradict this sensation.
- Positives: The spectacle is awe-inspiring, hinting at vast mysteries and offering a glimpse of the user’s success. It may inspire curiosity or admiration.
- Negatives: The unnatural stillness and void’s presence can evoke fear or paranoia. Observers may feel helpless, unable to assist the user or predict the outcome.
General Notes: The Vanishing Void-Lock’s activation blends sensory richness with an uncanny emptiness, reflecting its theme of absence. Users experience a direct, immersive connection to the void, while observers perceive a more detached, haunting display. Positives include empowerment and wonder, but negatives like disorientation, fear, or time pressure temper the experience, ensuring it remains a double-edged marvel in Saṃsāra’s esoteric landscape. Adjustments to intensity or duration can balance its impact in gameplay.
How the Vanishing Void-Lock is solved:
- Discovering the Riddle: The first step for the players is to find the riddle, which is an integral part of the Vanishing Void-Lock. The riddle can be inscribed on a prominent monument, hidden within ancient manuscripts, or engraved on a mysterious artifact related to the lock. The challenge for the players is to identify the source of the riddle.
- Understanding the Nature of Absence: The riddle itself should be thought-provoking, challenging the players to ponder the concept of absence and the void. The questions could revolve around philosophical themes like the nature of nothingness, the balance of existence and non-existence, or the significance of empty spaces in the universe.
- Interacting with the Environment: As the players explore the area, they will come across various clues, symbols, or enigmatic objects scattered throughout the environment. These clues are the keys to unlocking the riddle. They may find ancient paintings, peculiar sculptures, or even specific architectural patterns that hold hidden meanings.
- Connecting the Clues: The players must carefully analyze the clues and identify connections between them. Symbolism, shapes, and recurring patterns may provide hints about the riddle’s solution. The goal is to encourage players to think critically and use deductive reasoning to link the clues together.
- Trial and Error: To deepen the challenge, some of the clues might lead to dead ends or false interpretations. The players may need to experiment and try different combinations before they arrive at the correct path.
- Epiphany Moment: At some point during their investigation, the players should experience an “epiphany” moment when a connection between two or more clues suddenly becomes clear. This moment of realization leads them closer to understanding the essence of the riddle.
- Opening the Portal: Armed with their new understanding, the players can now approach the Vanishing Void-Lock itself. They should interact with the lock in a way that reflects their understanding of the philosophical concepts posed by the riddle.
- Activating the Portal: By applying their newfound knowledge, the players trigger the portal within the Vanishing Void-Lock. The ordinary lock starts to emit an otherworldly glow, and the portal begins to form in front of them. This gateway shimmers with a deep, captivating darkness, signifying its connection to the ethereal void.
- Stepping into the Void: Once the portal is fully formed, the players must have the courage to step into the void to access the protected area. As they pass through the portal, they become intangible entities, capable of navigating through the ethereal realm.
- Navigating the Void: Within the void, the players encounter a surreal and abstract landscape. They must quickly find their way through this enigmatic realm and reach the protected area before the predetermined time elapses.
- Returning to the Physical World: Once they have achieved their goal or when the predetermined time runs out, the players are automatically pulled back to the physical world. The portal closes behind them, and the Vanishing Void-Lock reactivates, concealing the protected area once more.
Solving the Vanishing Void-Lock involves a multifaceted process of exploration, critical thinking, and understanding the nature of absence and the void. The riddle serves as the heart of the challenge, guiding players through a journey of enlightenment and granting them access to the ethereal realm. The emphasis on intellectual engagement aligns well with the world of Saṃsāra, where knowledge and wisdom are highly valued.
Chronicle of the Hollow Gate’s Keeper
In an age when the earth was yet raw and the voices of men unformed, there drifted a tale from a tongue so old it crumbles like ash in the wind. This is the story, bent and blurred, of what we call the Vanishing Void-Lock, though the ancients named it the Hollow Gate’s Keeper in their faltering chants. Passed from a speech lost to shadow into the broken hymns of those who glimpsed its echo, it is the legend most told of this strange thing, a warden of absence born in the land of Saṃsāra—or so we guess, for the word feels like a frail mask over its true sound.
Long before the iron gears turned, when the skies wept light and the ground hummed with unseen currents, the world was a tapestry of wonder and dread. Magic coiled through the air, and the voids between stars whispered truths no mind could hold. Into this time came a shaper—some say a locksmith, others a dreamer—whose name is scratched from the stones, though whispers call them the Seeker of Stillness. They sought not power nor riches, but a way to guard what must not be touched, a secret the old words call “the breath of nothing,” though we stumble to say “void” or “silence” instead. The tale tells they ventured to the Rift of No Dawn, a chasm where light drowned, and there plucked a shard of darkness—a piece of the void itself, solid yet not, trembling with absence.
For nine nights they labored, their tools not of steel but of thought, bending metal into a lock ornate and cold. Its surface gleamed with patterns that tricked the eye, and at its heart they set the void-shard, a thing that drank light and gave none back. This was no simple bar or bolt, but a gate to elsewhere—a lock whose key was not iron, but understanding. The ancients say it bore signs of the unmade—marks of emptiness, of balance, of the space between being and not. To open it, one must unravel its riddle, a puzzle woven of questions no blade could cut, only a mind could pierce. The Hollow Gate’s Keeper was placed before a hidden place—some speak of a chamber of lost stars, others a well where time stood still—and there it waited, its void a shield against the unworthy.
The tale twists as it unfolds, for many sought its guarded prize. There was Kael the Swift, a hunter clad in shadow, who struck the lock with spear and flame, demanding its yield. The metal turned black as pitch, and from its heart sprang tendrils of night, snaring Kael and dragging him into the void, where his cries faded to nothing. Then came Thryme, a scholar with eyes like glass, who traced the signs with trembling hands and spoke proud answers. The lock pulsed, and a portal flared, but it cast her not to treasure, only to a maze of endless dark, where she wandered until her breath was gone. The ancients mutter she returned mad, speaking of a place where absence lived.
Yet one came unlike the rest—a figure whose name shifts in the telling, sometimes Lirien, sometimes a sigh without form. They carried no weapon, only a cloak worn thin, and in their hands a cup emptied of water they’d given to the parched earth. Before the Keeper they knelt, not to force but to muse. They spoke of nothing—not as lack, but as peace, as the space that holds all things—and the signs glowed faint, then bright. The lock shimmered, its form melting into a portal of swirling black, and the void yawned wide. Lirien stepped through, weightless, and found what lay beyond—some say a truth that stilled the soul, others a mirror of all that was not. The portal closed, and the Keeper reformed, silent once more.
The story frays here, as if the thread snaps under time’s weight. The Hollow Gate’s Keeper endured, passing through hands as the world changed, its riddle whispered in occult dens when the Renaissance bled into the Industrial Age. Its price was never gold alone, but a proving of thought, a dance with absence. It lingers in Saṃsāra, a lock of metal and void, its portal a fleeting gate to the unseen. Though its maker’s name fades, though its first tongue is dust, the tale clings—a fractured echo of a mystery deeper than stone.
Moral of the Story: What guards the greatest treasures is not strength, but the wisdom to embrace what is not there.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: Hollow Gate’s Keeper
- Description: An ornate lock of dark metal that hums with an eerie stillness, its surface etched with cryptic symbols of absence. It guards a portal to an ethereal void, protecting forbidden secrets with an alien intellect.
- SAN Cost: 1/1d6 (upon witnessing the portal open; success on a Sanity roll halves loss).
- Characteristics:
- Size: 10 inches wide
- Weight: 8 lbs
- Durability: Immune to mundane damage; requires an Extreme POW roll (opposed by its POW 85) to affect magically.
- POW: 85 (reflects its extradimensional essence).
- Mechanics:
- Unlocking the Keeper: Investigators must access the void through three steps:
- An INT roll (Hard difficulty) to decipher the riddle’s philosophical clues (e.g., Nothingness, Balance, Absence) from symbols or texts.
- A role-playing reflection on absence (e.g., sacrificing a valued item to embrace emptiness), judged by the Keeper.
- A POW roll (Extreme difficulty) opposed by the artifact’s POW 85 to open the portal.
- Success: The lock dissolves into a dark portal, granting intangibility (immune to physical damage) for 1d10 minutes in the void, with access to the protected area.
- Failure: The lock blackens, triggering a 1d4/1d10 SAN loss and summoning a void entity (e.g., Star Vampire, STR 60, CON 70, SIZ 50, INT 60, POW 70, DEX 80, HP 12, Damage 1d6).
- Unlocking the Keeper: Investigators must access the void through three steps:
- Keeper Notes: Its void ties it to cosmic horrors; adjust entity strength for party size.
Blades in the Dark (v8.2)
Item Name: Hollow Gate’s Keeper
- Type: Arcane Artifact (Rare, Tier III)
- Description: An ornate lock etched with symbols of absence, it opens a portal to a void realm, guarding a stash or hideout with otherworldly power.
- Magnitude: 6 (significant supernatural effect).
- Load: 2 (awkward to carry).
- Mechanics:
- Score Usage: Unlocking it is a short score (e.g., infiltrating an occult shop).
- Activation: Requires a group action with a 6-segment clock:
- Study or Survey (Limited/Standard/Great effect) to interpret the riddle’s themes (e.g., Emptiness, Silence).
- Role-Play Absence: Each crew member takes a 1-stress action reflecting absence (e.g., discarding a resource).
- Tinker or Attune to trigger the portal (6-segment clock).
- Success: The lock vanishes into a portal, granting intangibility (+1d to Prowl or Finesse) for one scene in the void.
- Failure: The lock darkens, inflicting 4-stress feedback (resist with Resolve) or summoning a Tier II void wraith (Quality 2, Harm 2).
- Downtime: Researching it costs 2 Coin and an Attune roll (Risky position).
- Crew Notes: Balance void duration against Tier; higher Tiers face stronger guardians.
Dungeons & Dragons (5th Edition)
Item Name: Hollow Gate’s Keeper
- Type: Wondrous Item, Very Rare (requires attunement)
- Description: An ornate lock inscribed with symbols of absence, it opens a portal to a void dimension, guarding a location with esoteric power.
- Properties:
- AC: 17
- HP: 50
- Damage Immunities: Psychic, Necrotic
- Condition Immunities: Blinded, Charmed, Frightened
- Mechanics:
- Activation: To access the void:
- DC 15 Intelligence (Investigation) check to solve the riddle’s themes (e.g., Nothingness, Equilibrium).
- Reflect on absence through role-playing (e.g., relinquishing a possession), judged by the DM.
- DC 17 Intelligence (Arcana) or Wisdom (Insight) check to activate the portal (one check per theme).
- Success: The lock becomes a portal, granting the Etherealness spell effect (intangibility) for 10 minutes in the void.
- Failure: The lock blackens, triggering a trap (e.g., Hunger of Hadar, DC 15 Dexterity save, 2d6 cold damage) or summoning a guardian (e.g., Shadow, MM p. 269).
- Activation: To access the void:
- Attunement: The bearer gains advantage on Investigation checks but takes 1d4 necrotic damage if hoarding items selfishly.
- DM Notes: Adjust DCs or guardian CR for party level (e.g., CR 3-5 for levels 5-8).
Knave (2nd Edition)
Item Name: Hollow Gate’s Keeper
- Type: Magical Artifact
- Description: An ornate lock with symbols of absence, it opens a void portal to guard a secret place with ethereal power.
- Stats:
- Defense: 16
- HP: 10
- Slots: 2 (bulky to carry)
- Mechanics:
- Unlocking: Requires three steps, each a roll against Difficulty 15 (d20 + relevant ability bonus):
- Wits to unravel the riddle’s concepts (e.g., Void, Balance).
- Role-Play Absence: Reflect absence (e.g., giving up an item), judged by the GM; failure adds +2 to the next Difficulty.
- Intellect or Dexterity to trigger the portal (one roll per concept).
- Success: The lock opens a portal, granting intangibility (immune to physical damage) for 1d6 turns in the void.
- Failure: The lock darkens, triggering a trap (e.g., 2d6 necrotic damage, save vs. Wisdom 15 for half) or summoning a foe (e.g., Wraith, Defense 15, HP 8, Damage 1d8).
- Unlocking: Requires three steps, each a roll against Difficulty 15 (d20 + relevant ability bonus):
- Usage: Immobile once set; breaking it requires a Strength 17 check and releases a 1d6-damage void burst (10 ft radius).
- GM Notes: Scale Difficulty or foe strength to party inventory (e.g., +1 Difficulty per 5 item slots).
Fate Core System
Item Name: Hollow Gate’s Keeper
- Description: An ornate lock etched with symbols of absence, it opens a portal to an ethereal void, guarding a location with enigmatic power and philosophical depth.
- Aspects:
- Guardian of the Void
- Riddle of Absence
- Ethereal Gateway
- Mechanics:
- Activation Challenge: Unlocking the Keeper is a challenge with three steps:
- Investigation (Overcome): Roll Lore or Notice (+4 opposition) to decipher the riddle’s themes (e.g., Nothingness, Balance, Silence) from symbols or clues. Success reveals an aspect like Echoes of the Void.
- Reflection on Absence (Create an Advantage): Role-play an act of absence (e.g., letting go of a desire), rolling Will or Empathy against +3 opposition. Success creates an aspect like Embrace of Emptiness with one free invoke.
- Activation (Overcome): Roll Crafts or Will (+5 opposition) to open the portal. Invoking related aspects reduces opposition by 2 per invoke.
- Success: The lock dissolves into a portal, granting a boost (e.g., Ethereal Step) for intangibility in one scene within the void.
- Failure: The lock blackens, imposing a situation aspect like Void’s Rejection (+2 opposition to retries) or triggering a conflict (e.g., void tendrils, Physique +3).
- Activation Challenge: Unlocking the Keeper is a challenge with three steps:
- Stunts:
- Void Insight: Once per session, gain +2 to interpret the Keeper’s riddle.
- GM Notes: Adjust opposition based on group skill levels (+1 per tier above average).
Numenera (Cypher System)
Item Name: Hollow Gate’s Keeper
- Type: Artifact
- Level: 6
- Description: An ornate lock inscribed with symbols of absence, it opens a portal to a void dimension, protecting a numenera cache with esoteric mechanics.
- Effect: Grants access to a protected area via an ethereal void.
- Depletion: 1 in 1d20 (checked after each failed attempt).
- Mechanics:
- Activation Task: Requires three steps, each an Intellect task (Difficulty 6):
- Understanding: Decipher the riddle’s concepts (e.g., Absence, Equilibrium) from symbols or lore. Effort or an asset (e.g., numenera knowledge) reduces difficulty by 1.
- Reflection on Absence: Perform an act reflecting absence (e.g., discarding an item), judged by the GM. Success lowers the next task’s difficulty by 1.
- Activation: Open the portal via intellect or speed (e.g., aligning mechanisms). All three steps must succeed.
- Success: The lock forms a portal, granting intangibility (immune to physical damage) for 2d6 minutes in the void.
- Failure: A GM Intrusion occurs: a Level 5 void tendril attacks (Health 15, Damage 5) or the portal destabilizes (Might 15 to resist being ejected).
- Activation Task: Requires three steps, each an Intellect task (Difficulty 6):
- Notes: Depletion reflects void strain; adjust guardian level for party tier (e.g., +1 per tier above 2).
Pathfinder 2nd Edition
Item Name: Hollow Gate’s Keeper
- Item Level: 10
- Type: Wondrous Item (Magical)
- Bulk: 1
- Price: 1,000 gp
- Description: An ornate lock with symbols of absence, it opens a void portal to guard a location with mystical ingenuity.
- Traits: Magical, Conjuration
- Mechanics:
- Activation: [Interact, 3 actions] Opens a portal via a three-step process:
- Recall Knowledge (Occultism or Philosophy, DC 26): Unravel the riddle’s themes (e.g., Nothingness, Silence). Success identifies them.
- Reflection on Absence: Role-play an act of absence (e.g., releasing a grudge), judged by the GM. Success grants a +2 circumstance bonus to the next check.
- Arcana or Occultism (DC 28): Trigger the portal. Critical success reduces actions to 2.
- Success: The lock forms a portal, granting the Ethereal Jaunt effect (intangibility) for 5 minutes in the void.
- Failure: The lock blackens, triggering a trap (e.g., Black Tentacles, DC 28 Reflex save, 6d6 bludgeoning damage) or summoning a guardian (e.g., Shadow Demon, Level 7).
- Activation: [Interact, 3 actions] Opens a portal via a three-step process:
- Craft Requirements: Craft Magical Item, 500 gp, void essence.
- GM Notes: Adjust DCs or guardian level for party level (e.g., DC -2 for levels 7-9).
Savage Worlds Adventure Edition (SWADE)
Item Name: Hollow Gate’s Keeper
- Type: Arcane Device
- Weight: 6 lbs
- Cost: 1,200 credits (or equivalent treasure)
- Description: An ornate lock with symbols of absence, it opens a void portal to protect a location with otherworldly power.
- Power Points: 10 (recharges 1/day at midnight).
- Mechanics:
- Activation: A multi-action process requiring three successes:
- Occult or Academics (TN 6): Decode the riddle’s themes (e.g., Void, Balance). Success identifies them.
- Reflection on Absence: Role-play an act of absence (e.g., giving up a weapon), judged by the GM. Success grants a Benny on a raise.
- Repair or Weird Science (TN 8): Open the portal. A raise speeds activation (1 action).
- Success: The lock forms a portal, granting intangibility (immune to physical damage) for 1d6 rounds in the void.
- Failure: The lock darkens, triggering a Hazard (e.g., void surge, Vigor TN 8 or 2d6 damage) or summoning a foe (e.g., Shadow Beast, Str d8, Vigor d6, Fighting d6, Damage 2d6).
- Activation: A multi-action process requiring three successes:
- Power: Phase Shift (2 PP/action, Range: Touch, Duration: Instant).
- Notes: Adjust TNs or foe stats for party Rank (e.g., +2 TN for Veteran).
Shadowrun (6th Edition)
Item Name: Hollow Gate’s Keeper
- Type: Magical Focus (Artifact)
- Description: An ornate lock etched with symbols of absence, it opens a portal to a void dimension, guarding a high-value target with a fusion of magic and tech.
- Force: 6
- Availability: 18R
- Cost: 60,000¥
- Karma Cost to Bond: 12
- Mechanics:
- Activation: Unlocking requires a three-step run:
- Arcana or Assensing + Logic (Threshold 5): Decode the riddle’s themes (e.g., Nothingness, Silence, Balance) from symbols or astral signatures.
- Reflection on Absence: Role-play an act of absence (e.g., discarding a deck for Emptiness), judged by the GM. Success grants +2 Edge for the next roll.
- Counterspelling + Intuition or Engineering + Logic (Threshold 6): Open the portal astrally or mechanically. Edge can reroll failures.
- Success: The lock forms a portal, granting intangibility (immune to physical damage) for 10 combat turns in the void.
- Failure: The lock blackens, triggering a mana surge (Drain Value 6, resisted with Willpower + Counterspelling) or summoning a Force 4 Void Spirit (B3 A5 R4 S2 C4 I4 W4, Powers: Engulf).
- Activation: Unlocking requires a three-step run:
- Notes: Restricted (R) due to its arcane nature; adjust Thresholds for runner experience (e.g., +1 per 4 runs).
Starfinder (Core Rulebook)
Item Name: Hollow Gate’s Keeper
- Item Level: 11
- Type: Hybrid Item (Magic/Tech)
- Price: 25,000 credits
- Bulk: 1
- Description: An ornate lock with symbols of absence, it opens a void portal to guard a site with hybrid ingenuity.
- Mechanics:
- Activation: Requires three checks over 10 minutes (or 1 minute with risk):
- Culture or Mysticism (DC 27): Unravel the riddle’s concepts (e.g., Void, Equilibrium) from symbols or data.
- Reflection on Absence: Role-play an act of absence (e.g., releasing a resource), judged by the GM. Success reduces the next DC by 3.
- Engineering or Mysticism (DC 29): Trigger the portal. Critical success halves the time.
- Success: The lock forms a portal, granting intangibility (immune to physical damage) for 8 minutes in the void.
- Failure: The lock darkens, triggering a trap (e.g., Void Pulse, 5d6 necrotic damage, Reflex DC 18 for half) or summoning a guardian (e.g., Ethereal Predator, CR 9).
- Activation: Requires three checks over 10 minutes (or 1 minute with risk):
- Capacity: 10 charges (recharges 1/day in darkness).
- Usage: 1 charge per activation attempt.
- GM Notes: Adjust DCs or guardian CR for party level (e.g., CR 7-9 for levels 8-10).
Traveller (2022 Update, Mongoose 2nd Edition)
Item Name: Hollow Gate’s Keeper
- Type: Artifact (Alien Relic)
- TL: 15 (beyond Imperial tech)
- Weight: 2 kg
- Cost: Cr275,000 (black market)
- Description: An ornate lock with symbols of absence, it opens a void portal to guard a lost site with alien craftsmanship.
- Mechanics:
- Activation: A Difficult (10+) task chain:
- Education or Science (Archaeology) 8+ (1-6 hours): Decode the riddle’s themes (e.g., Absence, Balance) from symbols. Effect reduces the next roll’s DM by -1 per 2 points.
- Reflection on Absence: Role-play an act of absence (e.g., abandoning a plan), judged by the Referee. Success grants +2 DM to the next roll.
- Mechanic or Psionics 10+ (10-60 minutes): Open the portal. Boon dice apply.
- Success: The lock forms a portal, granting intangibility (immune to physical damage) for 2d6 minutes in the void.
- Failure: The lock blackens, triggering a hazard (e.g., void rift, 3d6 damage, END 8+ to avoid) or summoning a guardian (e.g., Void Drone, Armor 10, Hits 20, Weapon 2d6).
- Activation: A Difficult (10+) task chain:
- Notes: Adjust task difficulty or guardian stats for crew skill (e.g., +2 difficulty for Veteran crews).
Warhammer 40,000: Wrath & Glory (Revised Edition)
Item Name: Hollow Gate’s Keeper
- Type: Artefact (Relic)
- Value: 7 (Rare)
- Keywords: Imperium, Xenos, Psychic
- Description: An ornate lock with symbols of absence, it opens a void portal to guard a sacred or heretical site with warp-tinged power.
- Mechanics:
- Activation: A Tier 2 objective requiring three tests:
- Scholarship or Lore (Warp) (DN 5): Unravel the riddle’s concepts (e.g., Nothingness, Purity) from symbols or visions. Success grants +1 die to the next test.
- Reflection on Absence: Role-play an act of absence (e.g., forsaking ambition), judged by the GM. Success adds 1 Wrath point on a Glory.
- Tech or Psychic Mastery (DN 6): Trigger the portal. Shifting a die to a 6 (Exalted Icon) speeds success.
- Success: The lock forms a portal, granting intangibility (immune to physical damage) for 1 scene in the void.
- Failure: The lock darkens, risking Corruption (Willpower DN 5 to resist 1d3 points) or summoning a foe (e.g., Warp Shade, Threat 3, Wounds 8, Damage 5).
- Activation: A Tier 2 objective requiring three tests:
- Ruin Cost: 1 (GM spends to trigger failure effects).
- Notes: Adjust DN or Threat for Tier (e.g., DN 4 for Tier 1, Threat 5 for Tier 3).
