Essence ofSafehouse
byWintercat
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AI summary
Gives you a dimensional safe-house you can teleport to and from anywhere, plus the ability to turn any door frame into a portal so others can enter, and to bookmark a few locations for return trips — with additional bookmarks earned as the safe-house improves and existing ones freely overwritten. Should the world be destroyed or made uninhabitable, the safe-house offers you a random choice of three fictional worlds you know, and it begins as a four-room apartment — living room with kitchenette, bathroom, bedroom and small office with a workbench — and grows new rooms over time, stocked by a restocking pantry and fridge holding enough for four people for two days or one person for a week, replenished nightly at midnight. The bedroom's double bed grants peaceful dreamless sleep even to a traumatised insomniac and eases shock, the office holds an internet-free computer loaded with any game at least ten years old, and its workbench lets anyone setting items on it instinctively grasp how they might be combined and what that would take — the workbench being, initially, the safe-house's biggest advantage.
Generated précis — the sections below are the author's original text.
Description
Taste of Strong Coffee mixed with Vodka, with a fiery aftertaste and a rush of power, free from any actual intoxication or hangovers.
Effects
14You gain a small Dimensional Safe-House, and an ability to teleport there and back from anywhere, as well as using any door frames to form a portal to and from said Safe-House to grant access to others you might want to invite in.
You gain the ability to 'bookmark' a few locations to teleport back to them even if you enter the Safe-House from another location, but this requires you to first use your ability to Enter the Safe-House from that location, and a bookmark for that location can be set from inside the Dimensional Safe-House after. The Safe-House can initially only save 3 separate bookmarks, and it can always return to the last location a user arrived from, as long as it remains safe and viable. If a location that a user entered from is no longer viable, such as in a collapsed building, or dangerous such as submerged under a tidal wave, any return-trip will reroute to a nearby safe location to emerge at.
In the Worst Case Scenario if something destroys the World, or renders it simply uninhabitable, you find the Safe-House granting you a random choice between 3 'fictional' worlds you are familiar with, and 1 completely random one, allowing you to choose from those 4 to relocate to another world. This world-travel is only available as a 'last resort', but there are other essences that can easily open up options for world-hopping, this is mainly meant as a way to escape a Dead-End scenario without hope. (Note that ending up in Worm's Earth-Bet doesn't count, but living past Golden Morning and stuck in a dead Earth-Bet would.)
Additional 'bookmarks' can be gained and acquired as per the rest of the rules of improvement for the Safe-House, but once a bookmark has been set, it can be easily overwritten by the user if and when they want to. This can be used to actually use the Safe-House as a make-shift fast-travel method with some practice, but it will still take a bit of time to travel to each location and set up a bookmark at them, as well as unlocking additional bookmarks to increase the library of viable locations beyond the initial 3.
The Safe-House starts off as a small 4-room apartment with a living room slash kitchenette, a bathroom, a separate bedroom, and a small office with a workbench. It can grow and develop new rooms over time, or expand present ones, but this will not be instantaneous. Each day at noon a small amount of 'improvement budget' is gathered, and achieving various tasks or achievements can acquire extra, and paying a price for new room unlocks or improvements can allow these to be gained faster.
The Safe-House comes with a restocking Pantry Closet and Fridge. Neither are endless, and have enough supplies to feed 4 people for 2 days time, or 1 person for a bit over a week, but each day at Midnight the Pantry and Fridge get restocked. There's a similar bit of boons in a small Bathroom First Aid Kit with bandages and a bottle of Pain-Killers, as well as a cabinet under the sink containing spare rolls of toilet-paper. Similar upgrades to other rooms open up pretty fast in list of options.
The Bedroom contains a bed big enough to comfortably serve 2 people, allowing peaceful, dreamless sleep even to worst insomniac with trauma and mental strain. Its secondary effect alleviates shock and trauma, allowing them to be overcome faster and easier than would be possible otherwise.
The Office contains an old computer that has no internet connection, but a variety of 'older games' for entertainment, anything that is at least 10 years old is fair game for it, and the computer runs these without issue. It also comes with necessary programs for writing documents, making charts, and whatever else might be necessary, as well as a printer hooked up close by.
The Office also includes a small Workbench that has a weird quality about allowing someone putting items down on it to instinctively know ways to combine things, and what it would take. The products of such creations tend to work better than the sum of their parts, but a person can only use the Workbench so many times in a single day, before they find themselves unable to use its unusual abilities until the next Noon has come to pass.
The Safe-House is useful for someone on the run or struggling through a difficult world where they don't belong, but its biggest cheat, initially, is the abilities of the workbench. Its improving nature allows it to become a lot more significant in time, but anyone just hiding out in it at length will find their growth stagnating over time.
(Optional Pick) Anyone who hides in the Safe-House for a week straight will find themselves actually kicked out and locked out for 48 hours, it is meant to help make things possible for tougher journeys, not try and skip out on such journeys entirely. This can be a temporary drawback that earns the user additional points faster earlier on, or a permanent restriction, depending on the user's preference, but can be ignored entirely by someone who would prefer not to deal with it.
(Optional) You can include a small garage, or parking spot, into your Dimensional Safe-House, big enough to store a single road-vehicle into it safely, allowing you to teleport it away by touching it. Retrieving a vehicle usually requires getting into it and driving it out of the small garage or parking spot however, to avoid dropping it into the wrong spot and causing damage to its suspension by mistake. One extra foot of drop by careless idle thought could prove costly at the local car mechanic later.
This can be expanded to include additional options such as a small dock-side spot for a boat, or services such as free maintenance and clean-up, restocking jerry-can of fuel, and so on, into the small garage later down the line, or close to the parking spot.
If you have additional ideas you feel should logically be possible to include, feel free to adjust and change the Essence for a custom fit, the primary goal is to have fun.
- Categories
- utilitytechnologymagiccraftingitems
- Traits
- teleportationcompanionsdimensional travelportalssummoning
- Keywords
- vehicleselemental powersgame mechanicswriting