Agent skill

horizon-realm-creator

Create Horizon Realms (Umbral pocket dimensions) for Mage: The Ascension 20th Anniversary Edition. Handles Rank, build points, Structure, Inhabitants, Magick, Security, merits/flaws, and maintenance costs. Requires mage-rules-reference for Practice/Resonance lookups. Cross-references sanctum-creator, library-creator, node-creator for sub-components. Triggers: create a horizon realm, design an umbral realm, M20 pocket dimension, chantry realm, umbral sanctuary.

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Install this agent skill to your Project

npx add-skill https://github.com/majiayu000/claude-skill-registry/tree/main/skills/other/horizon-realm-creator

SKILL.md

Horizon Realm Creator

Design mechanically valid Horizon Realms for M20.

What is a Horizon Realm?

A pocket dimension in the Umbra, created by mages (requires Spirit 5) or occurring naturally. Unlike small Demesnes, Horizon Realms are substantial territories with their own physical laws, inhabitants, and histories. Many Chantries use them as primary bases.

Rank, Build Points, and Maintenance

Rank Description Build Pts Base Maint (Q/mo)
1 Trivial 11 1
2 Minor 22 2
3 Very Weak 33 3
4 Weak 44 4
5 Average 55 5
6 Strong 70 10
7 Very Strong 85 15
8 Significant 100 20
9 Powerful 115 25
10 Extremely Powerful 150 50

Build Points: Spend on traits. Unspent points convert to +1 Quint/month maintenance each.

Horizon Realm Background: Costs double normal. Rating 1-5 = access only. Rating 6-10 = ownership (access + 5).

Primary Earthly Connection

Every Realm has a Primary Earthly Connection—the first place it connected to Earth. Influences default Environment and nature. Need not be an active portal.

Structure Traits

Size (5 pts/dot)

Dots Description
1 Single room
2 Small building and yard
3 Large building and grounds
4 City-sized
5 Country-sized
6 Entire world

Environment (3 pts/dot)

Dots Description
1 Same as Primary Earthly Connection
2 Mundane, mostly similar to connection
3 Any mundane Earthly environment
4 Fully mundane but unearthly (gold cliffs, metal seas)
5 Magical with subtle effects
6 Anything possible (non-Euclidean, solid Time, fire rain)

Access Points (2 pts each)

Direct connections bypassing Avatar Storm and Pericarp. One free unless Inaccessible Flaw.

Portal Types: Permanent, Shifting, Keyed, One-Way, Guarded

Inhabitant Traits

Trait Cost 0 1 2 3 4 5
Plants 2/dot None Few Diverse local Diverse global Rare magical Significantly magical
Animals 2/dot None Few Diverse local Diverse global Rare magical Significantly magical
People 5/dot None Few servants Some unconnected Self-sustaining Mixed supernatural Fully mixed society
Ephemera 4/dot Incidental Few minor Modest power Few powerful unique Most unique Varied and diverse

People 2+: Create named NPC profiles. Ephemera 3+: Create named spirit profiles.

See references/inhabitant-templates.md for profile formats.

Magick Traits

Resonance (2 pts/dot)

Like Node Resonance—aligned magic gets bonuses, opposed gets penalties.

Query via mage-rules-reference:

bash
python lookup.py references/resonance-traits.json "Forces"

Focus (4 pts/dot)

Makes Practices coincidental or always Vulgar. Each dot either:

  • Makes one Practice level (from 1) coincidental, OR
  • Makes one Practice level (from 5) always Vulgar

With Prism of Focus: Use Reality Zone rules with Practice modifiers.

Spheres (6 pts/dot)

Adds or subtracts 1 from Sphere ratings in Realm. Each dot = +1 or -1 to one Sphere.

Note: Allows use above Arete but doesn't grant extra dice.

Special Phenomena (2 pts/rank, max = Realm Rank)

Universal Sphere-like effects, rated by total Sphere dots involved.

Security Traits

Guardians (3 pts/dot)

Dedicated guardian beings. Each dot = 10 Freebie Points for building guardians (Gods and Monsters pg. 121-220).

Arcane (2 pts/dot)

Like the Background—makes Realm forgettable, destroys records.

Additional Traits

Trait Cost Effect
Gauntlet Modifier 2 pts/±1 Raise (Merit) or lower (Flaw) from default 5
Quintessence Wellspring 10 pts/Q/mo Generates Quint (max = Rank)
Dimensional Locks 4 pts each Specific Sphere effects don't work
Seasonal Cycle 2 pts/season Realm has distinct seasons affecting magic

Merits and Flaws

See references/merits-flaws.md for complete list.

Common Merits: Quintessence Efficient [7], Genius Locus [5], Spiritual Abode [2], Deep Umbral [4], Astral [3], Mobile [5], Morphic [6], Self-Repairing [6], Bountiful [1-5], Training Ground [5]

Common Flaws: Inaccessible [-4], Bleeding Out [-7], Dying [-8], Corrupted [-4], Parasitic [-5], Haunted [-2 to -5], Technocratic Interest [-3]

Key Rules:

  • Quintessence Efficient can stack (each halves current maintenance)
  • Bleeding Out doubles base maintenance (apply before Quintessence Efficient)
  • Genius Locus: Attributes cost 3 pts, Abilities cost 1 pt, starts at 0

Creation Workflow

Phase 1: Concept

  1. Rank: Power level (determines build points and maintenance)
  2. Creator(s): Who made it? (requires Spirit 5)
  3. Purpose: Chantry base, sanctuary, research, prison, embassy
  4. Primary Earthly Connection: Where it first connected
  5. Paradigm: What magical philosophy it embodies

Phase 2: Budget

Calculate build points from Rank. Plan allocation across Structure, Inhabitants, Magick, Security.

Phase 3: Structure

Purchase Size, Environment, Access Points. Match to concept and purpose.

Phase 4: Inhabitants

Purchase Plants, Animals, People, Ephemera. Create profiles for important inhabitants.

Phase 5: Magick

Purchase Resonance, Focus, Spheres, Special Phenomena. Match to paradigm.

Phase 6: Security

Purchase Guardians, Arcane. Design guardian beings using 10 FP/dot.

Phase 7: Merits and Flaws

Select from references/merits-flaws.md. Balance story potential.

Phase 8: Calculate Costs

Total Build Points Used = Sum of all trait costs + Merit costs - Flaw refunds
Remaining = Rank total - Used
Converted to Quint/Month = Remaining points (1:1)
Final Maintenance = Base + Converted + Merit/Flaw modifiers

Phase 9: Create Sub-Components

Invoke other skills for Realm components:

  • sanctum-creator: Sanctums within the Realm
  • library-creator: Libraries within the Realm
  • node-creator: Nodes connected to or within the Realm
  • Guardian spirits using Gods and Monsters rules

Phase 10: Write History

Creation circumstances, major events, Avatar Storm impact, current status.

Validation Checklist

  • Rank matches build points (11/22/33/44/55/70/85/100/115/150)
  • Total costs ≤ available build points
  • Maintenance source identified
  • Quintessence Wellspring ≤ Realm Rank
  • Special Phenomena ≤ Realm Rank
  • Environment supports Plants/Animals ratings
  • Size accommodates described features
  • Merit/Flaw combinations are legal (see incompatibilities)
  • People 2+ has named NPCs
  • Ephemera 3+ has named spirits
  • Sub-components have detail files (sanctums, libraries, nodes)
  • Cross-linking complete between all files

Incompatible Combinations

  • Bountiful + barren Environment 1
  • Inaccessible + purchased Access Points
  • Has Subrealm + Rank ≤ 2
  • Subrealm (Flaw) + Rank ≥ 8

Chantry Integration

When creating as part of a chantry:

  1. Include Horizon Realm Background in chantry budget (costs double)
  2. Link to chantry document and history
  3. Note which members live there, created it, maintain it
  4. Connect Node/Library/Sanctum backgrounds appropriately

Output Format

See references/output-template.md for complete format.

Quick Summary Line:

[Name]: Rank X | Size [desc] | Build: X pts | Maint: X Q/mo | [Key Merit/Flaw]

Advanced Mechanics

See references/advanced-mechanics.md for:

  • Quintessence accounting and sources
  • Node within Realm mechanics
  • Background vs Rank distinction
  • Merit/Flaw stacking rules
  • Mobile Realm movement
  • Genius Locus capabilities

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