Planar Traits
In D&D, each plane of existence has its own properties that can be
split into four categories – physical traits, elemental and energy traits,
alignment traits, and magic traits. Let us try to represent these traits in GURPS. Many of the planes have more specific traits that deserve expanding upon in separate posts, but now right now.
PHYSICAL TRAITS
Gravity
The direction of gravity’s pull may be unusual,
and it might even change directions within the plane itself.
Normal Gravity: Most planes have gravity
similar to that of the Material Plane. The usual rules for characteristics,
carrying capacity, and encumbrance apply. Unless otherwise noted in a
description, it is assumed every plane has the normal gravity trait.
Altered Gravity: The gravity on a plane with this trait can have a different intensity
than on the Material Plane. Use the rules under Different Gravity (p. B350).
No Gravity: Individuals
on a plane with this trait merely float in space, unless other resources are
available to provide a direction for gravity’s pull. Use the rules for zero
gravity under Different Gravity (p.
B350). Unlike in space, bones usually do not degenerate on a plane with this
trait. Free Fall skill is useful nonetheless. Some planes with this trait
provide alternative ways of movement, like moving by thought.
Objective Directional Gravity: The strength of gravity on a plane with this
trait is the same as on the Material Plane, but the direction is not the
traditional “down” toward the ground. It may be down toward any solid object,
at an angle to the surface of the plane itself, or even upward. In addition,
objective directional gravity may change from place to place. The direction of
“down” may vary.
Subjective Directional Gravity: The strength of gravity on a plane with this
trait is the same as on the Material Plane, but each individual chooses the
direction of gravity’s pull. Such a plane has no gravity for unattended objects
and non-sentient creatures. This sort of environment can be very disorienting
to the newcomer, but is common on “weightless” planes.
Characters on a plane with
subjective directional gravity can move normally along a solid surface by
imagining “down” near their feet. If suspended in midair, a character “flies”
by merely choosing a “down” direction and “falling” that way. Movement is
straight-line only. In order to stop, one has to slow one’s movement by changing
the designated “down” direction.
It takes a successful Will, Free
Fall, or Body Sense roll to set a new direction of gravity as a free action;
this check can be made once per second. Any character who fails this roll in
successive seconds receives a cumulative +1 bonus on subsequent checks until he
or she succeeds.
Typically, it is not necessary to
calculate speed and acceleration for a safe landing, so you can require a
character to make an aforementioned roll at a -2 penalty to decelerate oneself
and land safely. One a failure the character falls, taking 1d crushing damage
to a random hit location (or 1d/2, if he fell on a soft surface). This can be
improved via the following technique.
Safe Landing
Hard
Default: Will-2, Body Sense-2, or Free Fall-2.
This technique is used for safe landing on a
plane with the subjective directional gravity trait.
Time
The rate of time’s passage can vary on
different planes, though it remains constant within any particular plane. Time
is always subjective for the viewer. The same subjectivity applies to various
planes. Travelers may discover that they will pick up or lose time while moving
among the planes, but from their point of view, time always passes naturally.
Within the D&D cosmology, time flows at a normal rate, and all planes have
the normal time trait. Planes with the flowing time trait or the erratic time
trait change the game too dramatically for most players' tastes. The only
exception to this is the Astral Plane, which is a timeless plane for purposes
of aging, hunger, thirst, and natural healing.
Normal Time:
This trait describes the way time passes on the Material Plane. One hour on a
plane with normal time equals one hour on the Material Plane. Unless otherwise
noted in a description, every plane has the normal time trait.
Timeless: On
planes with this trait, time still passes, but the effects of time are
diminished. How the timeless trait can affect certain activities or conditions
such as hunger, thirst, aging, the effects of poison, and healing varies from
plane to plane.
The danger of a timeless plane is
that once one leaves such a plane for one where time flows normally, conditions
such as hunger and aging do occur retroactively.
Flowing Time:
On some planes, time can flow faster or slower. One may travel to another
plane, spend a year there, then return to the Material Plane to find that only
six seconds have elapsed. Everything on the plane returned to is only a few
seconds older. But for that traveler and the items, spells, and effects working
on him, that year away was entirely real.
When designating how time works on
planes with flowing time, put the Material Plane’s flow of time first, followed
by the same flow in the other plane.
Erratic Time:
Some planes have time that slows down and speeds up, so an individual may lose
or gain time as he moves between the two planes. The following is provided as
an example.
d6
|
Time on Material Plane
|
Time on Erratic Time Plane
|
1
|
1 day
|
1
minute
|
2-3
|
1 day
|
1 hour
|
4
|
1 day
|
1 day
|
5
|
1 hour
|
1 day
|
6
|
1
minute
|
1 day
|
To the denizens of such a plane,
time flows naturally and the shift is unnoticed.
If a plane is timeless with respect
to magic, any spell cast with a non-instantaneous duration is permanent until
dispelled.
Morphic Traits
This trait measures how easily the basic nature
of a plane can be changed. Some planes are responsive to sentient thought,
while others can be manipulated only by extremely powerful creatures. And some
planes respond to physical or magical efforts.
Alterable Morphic: On a plane with this trait, objects remain where they are (and what
they are) unless affected by physical force or magic. You can change the
immediate environment as a result of tangible effort.
Highly Morphic:
On a plane with this trait, features of the plane change so frequently that
it’s difficult to keep a particular area stable. Such planes may react
dramatically to specific spells, sentient thought, or the force of will. Others
change for no reason.
Magically Morphic: Specific spells can alter the basic material of a plane with this
trait.
Divinely Morphic: Specific unique beings (deities or similar great powers) have the
ability to alter objects, creatures, and the landscape on planes with this
trait. Ordinary characters find these planes similar to alterable planes in
that they may be affected by spells and physical effort. But the deities may
cause these areas to change instantly and dramatically, creating great kingdoms
for themselves.
Static: These
planes are unchanging. Visitors cannot affect living residents of the plane,
nor objects that the denizens possess. Any spells that would affect those on
the plane have no effect unless the plane’s static trait is somehow removed or
suppressed. Spells cast before entering a plane with the static trait remain in
effect, however.
Even moving an unattended object
within a static plane requires winning a Quick Contest of ST against ST 15.
Particularly heavy objects may be impossible to move.
Sentient: These
planes are ones that respond to a single thought - that of the plane itself.
Travelers would find the plane’s landscape changing as a result of what the
plane thought of the travelers, either becoming more or less hospitable
depending on its reaction.
ELEMENTAL AND ENERGY TRAITS
Four basic elements and two types of
energy together make up everything. The elements are earth, air, fire, and
water. The types of energy are positive and negative.
The Material Plane reflects a
balancing of those elements and energies; all are found there. Each of the
Inner Planes is dominated by one element or type of energy. Other planes may
show off various aspects of these elemental traits. Many planes have no
elemental or energy traits; these traits are noted in a plane’s description
only when they are present.
Air-Dominant:
Mostly open space, planes with this trait have just a few bits of floating
stone or other elements. They usually have a breathable atmosphere, though such
a plane may include clouds of acidic or toxic gas. Creatures of the earth
subtype are uncomfortable on air-dominant planes because they have little or no
natural earth to connect with. They take no actual damage, however.
Cold-Dominant:
Planes with this trait usually are composed mostly of snow and ice. Mean
temperature on such planes is -40°F. See Cold (p. B430) for details.
Earth-Dominant:
Planes with this trait are mostly solid. Travelers who arrive run the risk of
suffocation if they don’t reach a cavern or other pocket within the earth.
Worse yet, individuals without the ability to burrow are entombed in the earth
and must dig their way out (1 foot per second). Creatures of the air subtype
are uncomfortable on earth dominant planes because these planes are tight and
claustrophobic to them. But they suffer no inconvenience beyond having
difficulty moving.
Fire-Dominant:
Planes with this trait are composed of flames that continually burn without
consuming their fuel source. Fire-dominant planes are extremely hostile to
Material Plane creatures, and those without resistance to fire are soon
immolated.
Unprotected wood, paper, cloth, and
other flammable materials catch fire almost immediately, and those wearing
unprotected flammable clothing catch on fire. In addition, individuals take 1d-2
burning damage every second they are on a fire-dominant plane. Creatures of the
water subtype are extremely uncomfortable on fire-dominant planes. Those that
are made of water take 1d burning damage each second.
Water-Dominant:
Planes with this trait are mostly liquid. Visitors who can’t breathe water or
reach a pocket of air will likely drown. Creatures of the fire subtype are
extremely uncomfortable on water-dominant planes.
Positive-Dominant: An abundance of life characterizes planes with this trait. The two
kinds of positive-dominant traits are minor positive-dominant and major
positive-dominant. A minor positive-dominant plane is a riotous explosion of
life in all its forms. Colors are brighter, fires are hotter, noises are
louder, and sensations are more intense as a result of the positive energy swirling
through the plane. All individuals in a positive-dominant plane gain Regeneration
(Regular).
Major positive-dominant planes go
even further. A creature on a major positive-dominant plane must make an HT
roll each second to avoid being blinded for 1 minute by the brilliance of the
surroundings. Protected Vision protects against this effect fully. Simply being
on the plane grants Regeneration (Fast). In addition, those at full hit points continue
to regenerate, gaining DR 1 (Ablative, -80%) every minute. This DR fades away
1d minutes after the creature leaves the major positive-dominant plane.
However, a creature must make a HT roll every minute that its DR (Ablative)
exceed its normal hit point total. Failing the roll results in the creature
exploding in a riot of energy, killing it.
Negative-Dominant: Planes with this trait are vast, empty reaches that suck the life out
of travelers who cross them. They tend to be lonely, haunted planes, drained of
color and filled with winds bearing the soft moans of those who died within
them. As with positive-dominant planes, negative-dominant planes can be either
minor or major. On minor negative-dominant planes, living creatures take 1d-3
toxic damage per second on a failed HT roll. At 0 hit points or lower, they crumble
into ash.
Major negative-dominant planes are
even more severe. They take 1d toxic damage on a failed HT roll. If they reach
0 HP or lower, they become a wraith. The Death Ward spell protects a traveler from the
damage of a negative-dominant plane.
ALIGNMENT TRAITS
Some planes have a predisposition to
a certain alignment. Most of the inhabitants of these planes also have the
plane’s particular alignment, even powerful creatures such as deities. In
addition, creatures of alignments contrary to the plane have a tougher time
dealing with its natives and situations.
The alignment trait of a plane
affects social interactions there. Characters who follow other alignments than
most of the inhabitants do may find life more difficult.
Alignment traits have multiple
components. First are the moral (good or evil) and ethical (lawful or chaotic)
components; a plane can have either a moral component, an ethical component, or
one of each. Second, the specific alignment trait indicates whether each moral
or ethical component is mildly or strongly evident.
Good-Aligned/Evil-Aligned: These planes have chosen a side in the battle of good versus evil. No
plane can be both good-aligned and evil-aligned.
Law-Aligned/Chaos-Aligned: Law versus chaos is the key struggle for these planes and their
residents. No plane can be both law-aligned and chaos-aligned.
Each part of the moral/ethical
alignment trait has a descriptor, either “mildly” or “strongly,” to show how
powerful the influence of alignment is on the plane.
Mildly Aligned:
Creatures who powers granted by a divine entity of an alignment opposite that
of a mildly aligned plane take a -2 penalty to Reaction rolls.
Strongly Aligned: On planes that are strongly aligned, in addition to -2 penalty to
Reaction rolls, such creatures gain a -1 penalty to IQ.
The penalties for the moral and
ethical components of the alignment trait do stack.
Neutral-Aligned: A mildly neutral-aligned plane does not apply a circumstance penalty
to anyone.
The Material Plane is considered
mildly neutral-aligned, though it may contain high concentrations of evil or
good, law or chaos in places.
A strongly neutral-aligned plane
would stand in opposition to all other moral and ethical principles: good,
evil, law, and chaos. Such a plane may be more concerned with the balance of
the alignments than with accommodating and accepting alternate points of view.
In the same fashion as for other strongly aligned planes, strongly neutral-aligned
planes apply the penalties to characters with powers granted by non-neutral
divine entities. The penalty is applied twice (once for law/chaos, and once for
good/evil), so neutral good, neutral evil, lawful neutral, and chaotic neutral
creatures take a -2 penalty and lawful good, chaotic good, chaotic evil, and
lawful evil creatures take a -4 penalty.
MAGIC TRAITS
A plane’s magic trait describes how
magic works on the plane compared to how it works on the Material Plane. Particular
locations on a plane (such as those under the direct control of deities) may be
pockets where a different magic trait applies.
Normal Magic:
This magic trait means that all spells and supernatural abilities function as
written. Unless otherwise noted in a description, every plane has the normal
magic trait.
Wild Magic: On
a plane with the wild magic trait spells and spell-like abilities function in
radically different and sometimes dangerous ways. Any spell or spell-like
ability used on a wild magic plane has a chance to go awry. Treat the plane as
having continuous wild mana (GURPS
Thaumatology, p. 59).
Impeded Magic:
Particular spells and spell-like abilities are more difficult to cast on planes
with this trait, often because the nature of the plane interferes with the
spell. Treat this as a low mana zone, usually aspected.
Enhanced Magic:
Particular spells and spell-like abilities are easier to use or more powerful
in effect on planes with this trait than they are on the Material Plane. Natives
of a plane with the enhanced magic trait are aware of which spells and
spell-like abilities are enhanced, but planar travelers may have to discover
this on their own. Treat this as a high mana zone, usually aspected.
Limited Magic:
Planes with this trait permit only the use of spells and spell-like abilities
that meet particular qualifications. Magic can be limited to effects from
certain colleges, to effects with certain properties, or any combination of
these qualities. Spells and spell-like abilities that don’t meet the
qualifications simply don’t work.
Dead Magic: These planes have no magic at all. Treat this
as a zero mana zone. The only exception to the “no magic” rule is permanent
planar portals, which still function normally.
SPECIFIC PLANES AND THEIR PROPERTIES
Specific planes not only have a
combination of the described traits, but can also have unique features. For
their traits see Manual of the Planes
or the planes section of the D&D 3.5 SRD. Some of the
unique traits work differently in GURPS.
Ethereal Plane
-
No
gravity.
-
Alterable
morphic.
-
Mildly
neutral-aligned.
-
Normal
magic.
The Ethereal Plane
is a misty, fog-bound dimension that is coexistent with the Material Plane and
often other planes as well. Travelers within the Ethereal Plane describe the
plane as a collection of swirling mists and colorful fogs. The Material Plane
itself is visible from the Ethereal Plane, but it appears muted and indistinct,
its colors blurring into each other and its edges turning fuzzy. Ethereal
denizens watch the Material Plane as though viewing it through distorted and
frosted glass (treat this as a straightforward -4 to spot objects at any range,
and -8 to resolve fine details). This is a feature of the plane itself; there
is no need to purchase it as an ability. While it is possible to see into the
Material Plane from the Ethereal Plane, the Ethereal Plane is usually invisible
to those on the Material Plane. Normally, creatures on the Ethereal Plane
cannot attack creatures on the Material Plane, and vice versa. A traveler on
the Ethereal Plane is invisible, incorporeal, and utterly silent to someone on
the Material Plane.
An ethereal creature
that can materialize temporarily to manipulate objects on the Material Plane,
like a ghost, must possess the following ability package:
Etherealness [177]: Insubstantiality (Accessibility, Not on the
Ethereal Plane, -10%; Always On, -50%; Can Carry Objects, Heavy Encumbrance,
+100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and
planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%)
[65].
If the creature has
any abilities that have the Affects Substantial, +40% enhancement, then apply
the Affects Substantial, +100% enhancement to Insubstantiality, increasing the
advantage’s cost to 192 points and the whole package’s cost to 257 points. Note
that Insubstantiality is not a magical ability - it will work in a no-mana
zone, it cannot be dispelled, etc. Jumper, on the other hand, is a magical
ability and disabling it can prevent the creature from materializing or
returning to the Ethereal Plane.
A creature with
Jumper (p. B64) can plane shift to the Ethereal Plane.
See Invisible (p.
B83) gets a new specialty – Ethereal. A character with See Invisible (Ethereal)
can see ethereal creatures regardless of the power source that grants the
etherealness.
The Ethereal Plane
is divided into two sections: the Border Ethereal, which overlaps the
material world; and the inner Deep Ethereal, which is a distinct place, with
abstract geography and unique denizens. To enter the Deep Ethereal from the
Border Ethereal or return to the Border Ethereal from the Deep Ethereal, a
character must use a new technique – Ethereal Crossing. You cannot plane shift
directly to the Deep Ethereal, even if you do it from the Border Ethereal.
Ethereal Crossing
Hard
Default: Meditation-6; cannot exceed Meditation skill.
A roll vs. Ethereal
Crossing allows you to enter the Deep Ethereal from the Border Ethereal. If you
concentrate for one minute (the shortest possible time), your Ethereal Crossing
roll is at -5; taking extra time (p. B346) gives bonuses that can compensate
for this. You have an additional penalty equal to twice your encumbrance level
(e.g., Heavy encumbrance gives -6). Successful or not, the attempt costs 1 FP.
Plane of Shadow
-
Magically
morphic. Certain spells modify the base material of the Plane of Shadow. The
utility and power of these spells within the Plane of Shadow make them
particularly useful for explorers and natives alike.
-
Mildly
neutral-aligned.
-
Enhanced
magic. The plane is treated as having high mana for darkness and shadow spells.
-
Impeded
magic. The plane is treated as having low mana for light spells.
The Plane of Shadow
has a ubiquitous illumination level of -5. The world is black and white on the
plane.
Astral Plane
-
Subjective
directional gravity.
-
Timeless.
Age, hunger, thirst, poison, and natural healing don’t function in the Astral
Plane, though they resume functioning when the traveler leaves the Astral
Plane.
-
Mildly
neutral-aligned.
Region of Dreams
-
Subjective
directional gravity.
-
Flowing
time. For every 10 minutes in Dream, only 1 minute passes on the Material
Plane. But the nature of the plane makes time spent on the plane less real. No
matter what visitors experience, only memories remain when they leave Dream.
Spells cannot truly be cast or learned, nor items won or lost.
-
Highly
morphic. Dreaming skill is used to morph the plane.
-
Mildly
neutral-aligned.
-
Normal
Magic: Spells can be cast normally, but travelers who leave Dream discover that
any spells they used on the plane weren't really cast (they still have them as
prepared spells or available spell slots). Similarly, any spells still in effect
when a traveler leaves Dream are gone as if they were never cast.
Plane of Mirrors
-
Static.
-
Mildly
neutral-aligned.
Elemental Plane of Air
-
Subjective
directional gravity.
-
Air-dominant.
-
Enhanced
magic. The plane is treated as having high mana for air spells.
-
Impeded
magic. The plane is treated as having low mana for earth spells.
Elemental Plane of Earth
-
Earth-dominant.
-
Enhanced
magic. The plane is treated as having high mana for earth spells.
-
Impeded
magic. The plane is treated as having low mana for air spells.
Elemental Plane of Fire
-
Fire-dominant.
-
Enhanced
magic. The plane is treated as having high mana for fire spells.
-
Impeded
magic. The plane is treated as having low mana for ater spells.
Elemental Plane of Water
-
Subjective
directional gravity.
-
Water-dominant.
-
Enhanced
magic. The plane is treated as having high mana for water spells.
-
Impeded
magic. The plane is treated as having low mana for fire spells.
Negative Energy Plane
-
Subjective
directional gravity.
-
Major
negative-dominant.
-
Enhanced
magic. The plane is treated as having high mana for necromantic spells.
-
Impeded
magic. The plane is treated as having low mana for healing spells.
Positive Energy Plane
-
Subjective
directional gravity.
-
Major
positive-dominant.
-
Enhanced
magic. The plane is treated as having high mana for healing spells.
-
Impeded
magic. The plane is treated as having low mana for necromantic spells.
Paraelemental Plane of Ice
-
Cold-dominant.
-
Enhanced
magic. The plane is treated as having high mana for cold and ice spells.
-
Impeded
magic. The plane is treated as having low mana for fire spells.
Paraelemental Plane of Magma
-
Fire-dominant.
-
Enhanced
magic. The plane is treated as having high mana for fire and earth spells.
-
Impeded
magic. The plane is treated as having low mana for cold and ice spells.
Paraelemental Plane of Ooze
-
Subjective
directional gravity.
-
Water-dominant.
-
Enhanced
magic. The plane is treated as having high mana for water and earth spells.
-
Impeded
magic. The plane is treated as having low mana for fire and air spells.
Paraelemental Plane of Smoke
-
Subjective
directional gravity.
-
Fire-dominant.
-
Enhanced
magic. The plane is treated as having high mana for fire and air spells.
-
Impeded
magic. The plane is treated as having low mana for earth and water spells.
Quasielemental Plane of
Lightning
-
Subjective
directional gravity.
-
Fire-dominant.
Damage dealt has surge modifier and treats metallic DR as DR 1.
-
Enhanced
magic. The plane is treated as having high mana for lightning spells.
-
Impeded
magic. The plane is treated as having low mana for earth spells.
Quasielemental Plane of
Mineral
-
Earth-dominant.
-
Enhanced
magic. The plane is treated as having high mana for earth spells.
-
Impeded
magic. The plane is treated as having low mana for air spells.
Quasielemental Plane of
Radiance
-
Subjective
directional gravity.
-
Fire-dominant.
-
Minor
positive-dominant. Blinds as if it was major positive-dominant.
-
Enhanced
magic. The plane is treated as having high mana for light spells.
-
Impeded
magic. The plane is treated as having low mana for earth and cold spells.
Quasielemental Plane of
Steam
-
Subjective
directional gravity.
-
Fire-dominant.
Deals non-incendiary damage.
-
Enhanced
magic. The plane is treated as having high mana for fire spells.
-
Impeded
magic. The plane is treated as having low mana for cold spells.
Quasielemental Plane of Ash
-
Cold-dominant.
-
Enhanced
magic. The plane is treated as having high mana for cold spells.
-
Impeded
magic. The plane is treated as having low mana for fire spells.
Quasielemental Plane of Dust
-
Subjective
directional gravity.
-
Air-dominant.
-
Enhanced
magic. The plane is treated as having high mana for earth spells.
-
Impeded
magic. The plane is treated as having low mana for air spells.
Quasielemental Plane of Salt
-
Each
visitor must roll HT every minute or lose 1 FP to dehydration.
Quasielemental Plane of
Vacuum
-
Subjective
directional gravity.
-
Minor
negative-dominant.
-
Impeded
magic. The plane is treated as having low mana for air spells.
-
Vacuum.
Ysgard
-
Divinely
morphic.
-
No
Elemental Traits. No one element dominates on Ysgard; all are in balance as on
the Material Plane. However, pans of the second layer, Muspelheim, are treated
as if they possessed the fire-dominant trait.
-
Minor
positive-dominant. Additionally, those slain in the never-ending conflicts on
Ysgard's fields of battle rise each morning as if Resurrection were cast on them, fully healed and
ready to fight anew. Even petitioners, who as outsiders cannot be raised,
awaken fully healed. Only those who suffer mortal wounds on Ysgard's
battlefields get the true resurrection effect; dead characters brought to
Ysgard don't spontaneously revive.
-
Mildly
chaos-aligned.
Limbo
-
Subjective
directional gravity.
-
Highly
morphic. All inhabitants are treated as having Control Limbo Terrain 1.
-
Sporadic
element-dominant. No one element constantly dominated Limbo. Each element is
dominant from time to time, so any given area is a chaotic, dangerous boil. The
elemental dominance can change without warning.
-
Strongly
chaos-aligned.
-
Wild
magic.
Pandemonium
-
Objective
directional gravity. In the cavernous tunnels of Pandemonium, gravity is
oriented toward whatever wall a creature is nearest. Thus, there is no normal
concept of floor, wall and ceiling - any surface is a floor if you're near
enough to it. Rare narrow tunnels exactly cancel out gravity, allowing a
traveler to shoot through them at incredible speed. The layer of Phlegethon is
an exception—there the normal gravity trait applies.
-
Divinely
morphic.
-
Mildly
chaos-aligned.
Abyss
-
Normal
Gravity. The top layer of the Abyss, the Plain of Infinite Portals, and many
other layers have the normal gravity trait, but other layers of the Abyss can contain
wildly different gravity traits that run the gamut of possibilities.
-
Normal
Time. Time flows at the same rate in the Abyss as on the Material Plane.
However, rumors persist of a layer where time flows backward with regard to
aging. The reverse flow is erratic, however, and a visitor could be
reverse-aged to childhood or out of existence altogether.
-
Divinely
morphic.
-
Mixed
Elemental and Energy Traits. This trait varies widely from layer to layer. In
the Abyss as a whole, no one element or energy constantly dominates, though
certain layers have a dominant element or energy, or a mixture of two or more.
-
Mildly
chaos-aligned.
-
Mildly
evil-aligned.
Carceri
-
Normal
Gravity: On the orbs, gravity is exactly like the Material Plane. Between orbs,
there is no gravity, which eases travel for those who can fly beyond the
clutches of each orb's gravity.
-
Divinely
morphic.
-
Mildly
evil-aligned.
Hades
-
Divinely
morphic.
-
Strongly
evil-aligned.
-
Entrapping:
This is a special trait unique to Hades, although Elysium has a similar
entrapping trait. A non-outsider in Hades experiences increasing apathy and
despair while there. Colors become grayer and less vivid, sounds duller, and
even the demeanor of companions seems to be more hateful. At the conclusion of
every week spent in Hades, any non-outsider must make a Will roll with a
cumulative -1 for every week he spent in Hades. Failure indicates that the
individual has fallen entirely under the control of the plane, becoming a
petitioner of Hades. Travelers entrapped by the inherent evil of Hades cannot
leave the plane of their own volition and have no desire to do so. Memories of
any previous life fade into nothingness.
Gehenna
-
Normal
Gravity. Gravity is similar to the Material Plane, but naturally occurring
volcanic mountains seem to float free in an infinitely larger void. Gravity is
normal on the steep slopes of a mountain, and a fall tumbles victims many miles
until a chance ledge catches them, or continued rolling abrasions of the fall completely
shred the victim.
-
Divinely
morphic.
-
Mildly
evil-aligned.
Baator
-
Divinely
morphic.
-
No
Elemental or Energy Traits. Elemental and energy influences are balanced,
except on the layer of Phlegethos (which has the fire-dominant trait). On the layer
of Cania, cold is king, and a special “cold-dominant” trait applies there.
-
Mildly
law-aligned.
-
Mildly
evil-aligned.
Acheron
-
Objective
directional gravity. The strength of gravity is the same as on the Material
Plane, but which way is down depends on which face of the cube you're on.
Walking across edges between faces can be dizzying for the inexperienced.
-
Divinely
morphic.
-
Mildly
law-aligned.
Mechanus
-
Objective
directional gravity. The strength of gravity is the same as on the Material
Plane but the direction is oriented to the face of each rotating cog. Walking
between cogs can be dizzying for newcomers—and dangerous if a traveler falls
between the cogs.
-
Divinely
morphic.
-
Strongly
law-aligned.
Arcadia
-
Divinely
morphic.
-
Mildly
law-aligned.
Celestia
-
Divinely
morphic.
-
Mildly
law-aligned.
-
Mildly
good-aligned.
Bytopia
-
Objective
directional gravity. “Down” exists in two opposite directions on the planes two
facing layers. Gravity is normal until one crosses the invisible border between
the two layers; then it reverses. Those who break through the border find
themselves falling toward the other plane.
-
Divinely
morphic.
-
Mildly
good-aligned.
Elyisum
-
Divinely
morphic.
-
Minor
positive-dominant.
-
Strongly
good-aligned.
-
Entrapping:
This is a special trait unique to Elysium, although Hades has a similar
entrapping trait. A non-outsider in Elysium experiences increasing joy and satisfaction
while there. Colors become brighter and more vivid, sounds more melodious and
soft, and even the nature of others seems more pleasant and understanding. At
the conclusion of every week spent in Elysium, any non-outsider must make a Will
roll with a cumulative -1 for every week he spent in Elysium. Failure indicates
that the individual has fallen entirely under the control of the plane,
becoming a petitioner of Elysium. Travelers entrapped by the inherent tranquility
and good of Elysium cannot leave the plane of their own volition and have no
desire to do so. Memories of any previous life fade into nothingness.
Beastlands
-
Divinely
morphic.
-
Mildly
good-aligned.
Arborea
-
Divinely
morphic.
-
Mildly
chaos-aligned.
-
Mildly
good-aligned.
Outlands
-
Divinely
morphic.
-
Mildly
neutral-aligned.
-
Normal
Magic, Impeded Magic, and Limited Magic. The Outlands has the normal magic
trait far from its central spire, but as one approaches the hub of the plane,
spells, spell-like abilities, and other supernatural powers are further and
further restricted. Where the surface of the plinth is near vertical, almost no
abilities (and few deity-level powers) function.
Far from the spire,
magic functions normally. Moving closer to the base of the spire, spells of
lower levels are impeded in this manner, according to the table below.
Distance from Spire
|
Effects
|
1,000 mi.
|
Low mana
|
900 mi.
|
All creatures gain immunity to poison
|
800 mi.
|
Psionic abilities don’t function
|
700 mi.
|
Positive and negative energy cannot be
channeled
|
600 mi.
|
No mana
|
500 mi.
|
Access to the Astral Plane prohibited
|
400 mi.
|
Divine powers of demi-deity rank or lower
annulled
|
300 mi.
|
Divine powers of lesser rank and lower
annulled
|
200 mi.
|
Divine powers of intermediate rank and lower
annulled
|
100 mi.
|
All divine powers annulled
|
Far Realm
-
No
gravity.
-
Flowing
time.
-
Highly
morphic.
-
Sporadic
elemental and energy traits.
-
Wild
magic.
-
Maddening.
Moving through the Far Realm is to see, hear, and think in a way that mortal
brains are not designed for. Travelers might sprout eyes on their palms, relive
a hundred childhoods simultaneously wherein their parents were secretly Far
Realm wights, or backward speaking begin. Visitors to the Far Realm must make a
Fright Check every hour with a cumulative -1 penalty per hour spent in the Far
Realm. Use the Confusion variant
table from GURPS Powers.
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