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Generic mechanic illustration for Portable Two-Part Teleport Network
mechanic

Portable Two-Part Teleport Network

Automaton Teleport Trick

A trap setter can place an anchor on a mobile automaton, send it elsewhere, and activate the matching trigger for controlled long-distance travel.

Story so far

Two-part teleport traps normally require the same user to set both trigger and anchor, preventing crawlers from simply trading endpoints through guild rooms. Carl realizes that nothing prevents the already-set anchor from moving after placement.

His Trap Master skill attaches anchors to spider automatons, which Samantha carries to the destination. Carl arms matching triggers in the Havana woods and limits one to himself. When an automaton reaches the Capitol, stepping on the trigger should send him to it.

The network cannot place anchors inside stairwell chambers, but it can move between ordinary active-floor locations and may eventually support other crawlers after Donut trains the required skill.

Appearance

A trigger glyph in a forest connected by a beam to a spider-carried anchor fifteen kilometers away.

Role

The network gives Carl targeted map-scale mobility without a conventional teleport spell.

Relationships

Trap Master — The skill allows placement on non-static automata.
Teleport Anchor Automatons — They carry the remote half.
Stairwell Chamber Trap Exclusion — The strict zone rule blocks direct exit placement.
Samantha — Her flight and internal storage deliver the anchors.
Sources — 1 recorded facts, by chapter
Chapter 59
  • A trap setter can place an anchor on a mobile automaton, send it elsewhere, and activate the matching trigger for controlled long-distance travel.
Character portrait