
| Dec. 15th, 2008 12:44 pm Planar HERO final: part two Here's my second Planar HERO document, this one detailing the various traits of the planes. This document is much more mechanical in focus, so if anybody versed in HERO sees any glaring errors, that would be good to know. Also, if those planar-savvy bloods among us see any planar traits I've missed or misrepresented, that'd be great to hear about, too.
Planar HERO The Planes
Planar HERO is a Planescape resource for the HERO system. This document is designed to outline the various effects of the planes and their connections in mechanical terms. Having thus provided a standard for planar effects, individual GMs may more easily work out unique effects for particular realms or demiplanes.
Our first topic of address shall be standardised planar effects – those things which may be encountered on a number of planes.
Gravity: On many planes, gravity is of differing strength or direction than on the Material. This comes in a few flavours: Heavy, Light, Objective, Subjective, or None.
Heavy: Gravity on this plane is much higher than normal. On a heavy gravity plane, falling characters and objects fall at a rate of 8” per segment. The maximum velocity remains 30” per segment (unless modified by some other planar condition). All characters have their Jumping value reduced by 2”. Object weights are effectively doubled for encumbrance and carrying purposes. Reduce all maximum ranges of powers by ¼. Finally, heavier-than-usual gravity is taxing. END costs for all physical actions are doubled.
Light: Gravity on this plane is much lower than normal. On a light gravity plane, falling characters and objects fall at a rate of 3” per segment. The maximum velocity remains 30” per segment (unless modified by some other planar condition). All characters have their jumping value increased by 2”. Object weights are effectively doubled for encumbrance and carrying purposes. Increase all maximum ranges of powers by ¼. Finally, lighter-than-usual gravity is awkward. All DEX-based skills and HtH attacks are made at -1.
Objective: Gravity on this plane is normal, but aligned to a surface other than the traditional ground. Alignment of gravity may also change periodically. This style of gravity requires no mechanical modifications.
Subjective: Gravity on this plane is determined by the belief of each individual. As such, it is considered a no gravity plane for objects and other creatures which lack an EGO score, although directed attacks (such as a fired arrow) treat gravity normally. Typically when entering a subjective gravity plane a person will naturally orient to an apparent down. After this, down can be changed as a half-phase action with a successful EGO roll. With an EGO roll at -5, gravity may be negated entirely, or changed in very rapid successions, granting the character an effective Flight speed of EGO/3”. This requires a half-phase action and an additional roll to maintain each turn.
None: Gravity on this plane is non-existent. Characters and objects do not fall, simply moving in the direction pushed until they run into another object. Attacks with range do not have a maximum range (although the Range Modifier still applies). Since there is no gravity, object weight and encumbrance are not issues (although objects still have mass, so very large objects will resist movement).
Morphology: This trait describes how easily the fabric of the plane can be changed. This comes in two kinds: Divinely and Highly.
Divinely: Divinely morphic planes are subject to the whims of powers and creatures of similar stature. Any creature with a Divine or Cosmic Energy Pool may alter the landscape and planar traits of a divinely morphic plane with an EGO roll.
Highly: Highly morphic planes are alterable by a mortal act of will. Any character may alter the landscape (and, in some cases, planar traits) of a highly morphic plane with an EGO roll.
Energy: Many planes are suffused with energy of some kind. These energy traits are referred to as dominance, and usually make the plane more hostile to non-native life. Energy-dominant planes also usually have enhancements or restrictions on the type of magic that works in them.
Air-Dominant: An air-dominant plane is mostly empty space (but not a vacuum). Creatures of elemental earth are opposed on such a plane, suffering a -2 to all PRE-based checks.
Earth-Dominant: An earth-dominant plane is mostly stone, earth, or some other type of solid mineral. Such planes usually do not offer much empty space, so travellers must be wary to enter into “safe” zones only – where mortal life can move and breathe. Characters with Tunnelling would do well. Creatures of elemental air are opposed on such a plane, suffering a -2 to all PRE-based checks.
Fire-Dominant: A fire-dominant plane is filled with flames, lava, and superheated toxic gases. Characters on a fire-dominant plane suffer 2d6 killing damage (fire, AVLD: ED only vs. fire) every segment. Creatures of elemental water are opposed on such a plane, suffering a -2 to all PRE-based checks.
Water-Dominant: A water-dominant plane is entirely liquid. Characters should not expect to find breathable air on such a plane. Creatures of elemental fire are opposed on such a plane, suffering a -2 to all PRE-based checks.
Positive-Dominant: A positive-dominant plane is suffused with the energies of life and creation. All living creatures on such a plane gain 1d6 Healing (regeneration, 1 BODY/turn). On some positive-dominant planes, referred to as major positive-dominant, this BODY can provide extra BODY beyond a character’s normal maximum. However, if a character’s BODY reaches double its normal total, the character explodes in a burst of light, suffering 6d6 killing damage (positive energy vs. Power Defence). All undead creatures on a positive-dominant plane suffer 1d6 killing damage (positive energy vs. power defence) every turn. Undead creatures are also opposed, suffering a -2 to all PRE-based checks.
Negative-Dominant: A negative-dominant plane is suffused with the energies of death and entropy. All living creatures on such a plane suffer 1d6 killing damage (negative energy vs. power defence) every turn. On some negative-dominant planes, referred to as major negative-dominant, this damage instead occur every segment. Any living creature killed through negative energy on such a plane raises as an undead creature, usually a shadow or wraith. Living creatures are also opposed, suffering a -2 to all PRE-based checks. All undead on a negative-dominant plane gain 1d6 Healing (regeneration, 1 BODY/turn).
Alignment: Some planes possess an alignment – a set of moral and ethical imperatives that suffuse the plane’s entire reality. Aligned planes come in two varieties: mildly aligned and strongly aligned. A plane may have two separate alignment traits (ex. Mildly law-aligned, strongly good-aligned). Finally, an aligned plane will foil alignment detection abilities – if the plane is evil, a character will be unable to make out if any individuals on it are also evil.
Mildly: A mildly aligned plane opposes characters of the opposite alignment, imposing on them a -2 penalty to all PRE-based checks.
Strongly: A strongly aligned plane opposes characters that do not share its alignment, imposing on them a -2 penalty to all PRE-based checks.
Magic: Many planes alter the way magic works on them. This comes in a few general traits, although some planes may possess unique ways that they alter spells.
None: Such a plane permits no magic. All spellcasting fails.
Wild: Magic is erratic and difficult to control on wild magic planes. Whenever a spell is cast, the caster must make a choice: she can use luck or skill to make the spell work. If trying to be lucky the caster must make a Luck roll, typically requiring two points of luck to succeed. If trying to be skilful, the caster must make a roll using the appropriate magic skill. If successful, the spell casts normally. If not, the spell incurs Side Effects as per wild magic (which may or may not permit the spell to be cast anyway, at GM discretion).
Impeded: On an impeded plane certain types of magic (or, in rare cases, all magic) is more difficult to cast. To cast a spell requires a roll with the appropriate magic skill, often at a penalty.
Enhanced: On an enhanced magic plane certain types of magic (or, in rare cases, all magic) is more potent in some way. A spell may have a power advantage applied to it or have extra Active Points.
Limited: On a limited plane some types of magic do not function. Such a plane is like a no magic plane, but only applies to some spells.
Our second topic is to outline the basic effects for each plane and, if applicable, its layers.
Astral Plane Traits: No gravity; Timeless; Enhanced magic: all Timeless: Although time flows on the Astral, its effects are diminished. Characters do not need to eat, they do not age, and natural recovery of BODY does not occur. However, aging catches up with a character upon departure from the plane. Enhanced Magic: Spellcasting is faster and easier on the Astral. Any spells with Extra Time or Concentration have those limitations removed. Transitive Connections: Spells relying on the Ethereal plane, Plane of Shadow, or Plane of Mirrors do not function. Travel by Thought: All characters on the Astral plane have Flight INT”. Unlike normal flight, this has no turn mode and there are no movement changes for climbing or diving.
Ethereal Plane Traits: No gravity Transitive Connections: Spells relying on the Astral Plane, Plane of Shadow, or Plane of Mirrors do not function. Ethereal Movement: Though there is no gravity, characters on the Ethereal may move normally through an act of will. However, all movement modes on the Ethereal are halved. Border Ethereal: The border ethereal is the portion of the Ethereal plane that lies next to other planes. While in the border ethereal the Sight and Hearing sense groups are Transdimensional to the neighbouring plane, although attacks may not cross over. Deep Ethereal: The deep ethereal is the portion of the Ethereal plane that is far from other planes. The deep ethereal is highly morphic, such that a character may produce objects out of the ethereal protomatter. This requires an EGO roll, with appropriate penalties for more complex objects. Objects crafted from protomatter last one hour for each point the character made her EGO roll by. Ethereal mists are thick on the deep ethereal, imposing a -3 to Sight-based PER checks.
Plane of Shadow Traits: Enhanced magic: shadow; impeded magic: fire, light; highly morphic Enhanced Magic: The plane of shadow favours darkness. Spells with a shadow special effect are Difficult to Dispel and Penetrating. Impeded Magic: Spells with the fire or light special effects require a magic skill roll to successfully cast. Light spells take a -2 penalty on this roll. Highly Morphic: The Plane of Shadow is alterable by mortal will. Characters may create objects out of the surrounding shadowstuff with an EGO roll. Penalties may apply for more complex objects. Objects crafted from shadowstuff last one hour for each point the character made her EGO roll by. Transitive Connections: Spells relying on the Astral plane or Ethereal plane do not function.
Plane of Mirrors Traits: None. The Plane of Mirrors functions similarly to the Material plane. Transitive Connections: Spells relying on the Astral plane or Ethereal plane do not function.
Temporal Energy Plane Traits: Subjective gravity; Erratic time; Enhanced magic: time; Limited magic: weather Erratic Time: Timeflow is unstable on the Temporal Energy Plane, relative to the rest of the multiverse. Travellers may spend a day on the plane to find that outside of it, a century has passed – or that time has receded ten years. We leave the exact effects of this temporal flux to the GM. Enhanced Magic: Spells that alter the flow of time (such as a spell granting all allies +1 SPD) are Reduced END (½ END) or, if based on Continuing Charges, have the time of the Charge doubled. Limited Magic: Spells that alter or affect the weather do not function. Transitive Connections: Spells relying on the Astral plane do not function.
Plane of Air Traits: Subjective gravity; Air-dominant; Enhanced magic: air; Impeded magic: earth Enhanced Magic: Air spells have Increased Maximum Range and Area of Effect (radius) applied to them. If the spell is already AoE (radius), double the radius. If the spell is AoE, but not radius, change it to radius. Impeded Magic: Earth spells require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral plane do not function.
Plane of Earth Traits: Heavy gravity; Earth-dominant; Enhanced magic: earth; Impeded magic: air Enhanced Magic: Earth spells are Armour Piercing and Reduced END (½ END) or, if based on Continuing Charges, have the time of the Charge doubled. Impeded Magic: Air spells require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral plane do not function. Air Pockets: Most of the Plane of Earth has no breathable air. Only large, inhabited air pockets have air for travellers to use.
Plane of Fire Traits: Fire-dominant; Enhanced magic: fire; impeded magic: water Enhanced Magic: Fire spells have Increased Maximum Range and an extra 10 Active Points. Impeded Magic: Water spells require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral Plane do not function. No Air: The Plane of Fire has no breathable air, only superheated deadly gases.
Plane of Water Traits: No gravity; Water-dominant; Enhanced magic: water; impeded magic: fire Enhanced Magic: Water spells have Increased Maximum Range and Reduced END (½ END) or, if based on Continuing Charges, have the time of the Charge doubled. Impeded Magic: Fire spells require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral plane do not function.
Negative Energy Plane Traits: Subjective gravity; Major negative-dominant; Enhanced magic: negative energy; Impeded magic: positive energy Enhanced Magic: Negative energy spells have an extra 10 Active Points. Impeded Magic: Positive energy spells require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral plane or Plane of Mirrors do not function. Doldrums: Some areas of the Negative Energy Plane are only negative-dominant, rather than majorly so.
Positive Energy Plane Traits: Subjective gravity; Major positive-dominant; Enhanced magic: positive energy; Impeded magic: negative energy Enhanced Magic: Positive energy spells have an extra 10 Active points. Impeded Magic: Negative energy spells require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral plane, Plane of Mirrors, or Plane of Shadow do not function.
Plane of Smoke Traits: Subjective gravity; Air-dominant; Fire-dominant; Enhanced magic: air, fire; Impeded magic: earth, water Enhanced Magic: Air and fire spells have an extra 10 Active Points and Area of Effect (radius) applied to them. If the spell is already AoE (radius), double the radius. If the spell is AoE, but not radius, change it to radius. Impeded Magic: Earth and water spells require a magic skill roll at -1 to cast. Transitive Connections: Spells relying on the Astral plane do not function. Smoky: The thick smoke on the Plane of Smoke is not breathable air. Additionally, Sight-based PER checks are made at -5.
Plane of Ice Traits: Light gravity; Air-dominant; Water-dominant; Enhanced magic: air, water; Impeded magic: earth, fire Water-Dominant: The Plane of Ice does not have any of the liquid traits from being water-dominant. However, it still opposes fire creatures. Enhanced Magic: Air and water spells have Area of Effect (radius) and Reduced END (0 END) applied to them. If the spell is already AoE (radius), double the radius. If the spell is AoE, but not radius, change it to radius. If the spell is built on Continuing Charges, double the time of the Charge. Impeded Magic: Earth and fire spells require a magic skill roll at -1 to cast. Transitive Connections: Spells relying on the Astral plane do not function. Cold: Characters on the Plane of Ice suffer 2d6 killing damage (cold, AVLD: ED only vs. cold) every segment.
Plane of Magma Traits: No gravity; Fire-dominant; Earth-dominant; Enhanced magic: earth, fire; Impeded magic: water, air Enhanced Magic: Earth and fire spells are Armour Piercing and have an extra 10 Active Points. Impeded Magic: Air and water spells require a magic skill roll at -1 to cast. Transitive Connections: Spells relying on the Astral plane and Plane of Mirrors do not function. Magma: The viscous liquid of the Plane of Magma requires characters to swim through, though their Swimming speeds are halved. There is no breathable air, and Normal Sight is blocked.
Plane of Ooze Traits: No gravity; Earth-dominant; Water-dominant; Enhanced magic: earth, water; Impeded magic: fire, air Enhanced Magic: Earth and water spells have Armour Piercing and Increased Maximum Range. Impeded Magic: Fire and air spells require a magic skill roll at -1 to cast. Transitive Connections: Spells relying on the Astral Plane and Plane of Mirrors do not function. Ooze: The thick ooze of the Plane of Ooze halves Swimming speeds and blocks Normal Sight.
Plane of Lightning Traits: Subjective gravity; Air-dominant; Positive-dominant; Enhanced magic: air, positive energy; Impeded magic: earth, negative energy Enhanced Magic: Air and positive energy spells have Increased Maximum Range and an extra 5 Active Points. Impeded Magic: Earth and negative energy spells require a magic skill roll at -1 to cast. Transitive Connections: Spells relying on the Astral plane do not function. Lightning: Every minute, an arc of lightning shoots through a group of characters, targeting one randomly. The lighting makes a ranged attack (OCV 10) to deal 2d6 killing damage (lightning vs. ED). Characters wearing metal armour suffer -2 DCV against this attack.
Plane of Radiance Traits: Subjective gravity; Fire-dominant; Positive-dominant; Enhanced magic: fire, positive energy; Impeded magic: water, negative energy, shadow Enhanced Magic: Fire and positive energy spells have Increased Maximum Range and an extra 5 active points. Impeded Magic: Water and negative energy spells require a magic skill roll at -1 to cast. Spells with the shadow special effect require a magic skill roll at -2 to cast. Transitive Connections: Spells relying on the Astral plane or Plane of Shadow do not function. Radiant: All characters on the Plane of Radiance are subject to a Flash Sight 1d6 every segment. Successive segments of Flash are cumulative. Any character Flashed continuously for more than a minute is permanently blinded. Characters that close or cover their eyes are not subject to the Flash.
Plane of Mineral Traits: Heavy gravity; Earth-dominant; Positive-dominant; Enhanced magic: earth, positive energy; Impeded magic: air, negative energy Enhanced Magic: Earth and positive energy spells are Armour Piercing and have an additional 5 Active Points. Impeded Magic: Air and negative energy spells require a magic skill roll at -1 to cast. Transitive Connections: Spells relying on the Astral plane do not function. Petrification: All non-earth creatures on the Plane of Mineral are subject to slow petrification: Major Transform 1d6 (target into stone, partial transform, standard effect: 3) every minute.
Plane of Steam Traits: Subjective gravity; Water-dominant; Positive-dominant; Enhanced magic: water, positive energy; impeded magic: fire, negative energy Water-Dominant: Though not completely liquid, the water in the air is very thick. Characters without the ability to breathe water (or lacking the need to breathe) spend double END for any physical actions. Enhanced Magic: Water and positive energy spells have an extra 5 active points and Reduced END (½ END) or, if based on Continuing Charges, have the time of the Charge doubled. Impeded Magic: Fire and negative energy spells require a magic skill roll at -1 to succeed. Transitive Connections: Spells relying on the Astral plane do not function. Foggy: Sight-based PER checks take a -3 penalty.
Plane of Salt Traits: Negative-dominant; Impeded magic: fire, positive energy; Limited magic: water Impeded Magic: Fire and positive energy spells require a magic skill roll at -1 to succeed. Transitive Connections: Spells relying on the Astral plane do not function. Leaching: The Plane of Salt leaches moisture out of all living creatures. They are subject to a Drain BODY 1d6 every turn. Water elemental creatures are considered Vulnerable (x2 effect) to this attack.
Plane of Vacuum Traits: No gravity; Negative-dominant; Impeded magic: earth, positive energy; Limited magic: air Impeded Magic: Earth and positive energy spells require a magic skill roll at -1 to succeed. Transitive Connections: Spells relying on the Astral Plane do not function. Void: There is no air on the Plane of Vacuum. There is also no alternative substance to breathe (such as on the Plane of Water). Characters that fly based on physical motion, such as wings, cannot fly.
Plane of Ash Traits: Negative-dominant; Impeded magic: water, positive energy; Limited magic: fire Impeded Magic: Water and positive energy spells require a magic skill roll at -1 to succeed. Transitive Connections: Spells relying on the Astral Plane do not function. Leaching: The Plane of Ash leaches heat out of all living creatures. They are subject to a 1d6 Killing Attack (vs. ED) every turn. Cold creatures (such as an ice genasi) are not affected by this attack.
Plane of Dust Traits: Light gravity; Negative-dominant; Impeded magic: air, positive energy; Limited magic: fire Impeded Magic: Air and positive energy spells require a magic skill roll at -1 to succeed. Transitive Connections: Spells relying on the Astral Plane do not function. Silt: The fine dust of the Plane of Dust gets into a character’s lungs, choking them. Any character who must breathe is subject to a 1 pip Killing Attack (NND, does BODY) every phase.
Ysgard Traits: Divinely morphic; Positive-dominant; Mildly good-aligned; Mildly chaos-aligned Positive-Dominant: Unlike the normal positive-dominant trait, Ysgard’s positive-dominant trait may also resurrect the dead – but only if they died on Ysgard. Transitive Connections: Spells relying on the Ethereal plane do not function. Muspelheim: The second layer of Arborea is fire-dominant.
Limbo Traits: Subjective gravity; Highly morphic; Strongly chaos-aligned; Wild magic Highly Morphic: Limbo is constantly changing. Any character may impose stability on the landscape with an EGO roll. The landscape stays fixed for one hour per point the roll was made by. A character may redefine the landscape with an EGO roll at -3. If attempting to change stabilised Limbo, this is an opposed EGO roll. The landscape remains in its new configuration for one hour per point the roll was made by. Transitive Connections: Spells relying on the Ethereal plane do not function. Chaotic: Limbo’s landscape continually changes. Sometimes it adopts one or more energy traits for a time.
Pandemonium Traits: Objective gravity; Divinely morphic; Mildly chaos-aligned; Mildly evil-aligned Objective Gravity: Down is towards the closest tunnel or cavern wall. Transitive Connections: Spells relying on the Ethereal plane do not function. Windswept: The howling winds of Pandemonium carry a number of unpleasant effects. The howling imposes a -5 penalty on Hearing-based PER checks. Every turn, characters are subject to a Flash Hearing 2d6. Successive segments of Flash are cumulative. Any character Flashed continuously for more than a minute is permanently deafened. Characters with earplugs or other protection are not subject to the Flash. The winds impose a -2 OCV on physical ranged attacks and snuff out open flames. For every day a character spends on Pandemonium she must make an EGO roll, with a cumulative -1 penalty per day. Failure indicates she has incurred some form of temporary madness from the constant screaming winds (the exact nature of which should be worked out between player and GM). Failure resets the -1 penalty. The duration is rarely more than a few days, although three or four failed checks while mad may result in the effect being permanent. Phlegethon: The third layer of Pandemonium has normal gravity. Additionally, all sources of light only shine half as bright as usual.
The Abyss Traits: Divinely morphic; Strongly chaos-aligned; Strongly evil-aligned Transitive Connections: Spells relying on the Ethereal plane do not function. Infinite Layers: The Abyss has an unlimited amount of layers, all of them horrible. These layers may possess any planar traits in varying combinations.
Carceri Traits: Divinely morphic; Mildly evil-aligned; Mildly chaos-aligned; Impeded magic: divination Impeded Magic: Divination spells require a magic skill roll at -5 to cast. This penalty can be reduced by 1 for each point of BODY (in blood) taken from a living creature. If the caster uses her own blood, it takes 2 BODY to reduce the penalty by 1. Transitive Connections: Spells relying on the Ethereal plane do not function. Prison: Characters may not leave Carceri under their own power. Only portals and marraenoloths allow a character to exit, and they rarely do so for characters placed on Carceri for punishment. Cathrys: The second layer of Carceri is filled with a deadly landscape. In the jungles acid permeates the air, dealing 1d6-1 killing damage (acid vs. ED) per segment. In the plains razor-sharp grasses and bushes dominate. Any character taking more than a half-move in a phase takes 1d6-1 killing damage (vs. PD, armour piercing). Porphatys: The snow and seas of the fifth layer of Carceri are mildly acidic. Every five minutes in contact with either makes characters take 1d6 killing damage (acid vs. ED). Agathys: The sixth layer of Carceri is bitterly cold, inflicting ½d6 killing damage (cold vs. ED) per segment. It is also negative-dominant.
The Grey Waste Traits: Divinely morphic; Strongly evil-aligned Transitive Connections: Spells relying on the Ethereal plane do not function. Apathy: The Grey Waste drains hope, joy, and colour from all who reside there. Once per week characters are subject to a Drain PRE and EGO 1d6. These points do not return while the character remains on the Grey Waste. Niflheim: Pervasive fog on the second layer of the Grey Waste imposes a -1 to Sight and Hearing-based PER checks.
Gehenna Traits: Divinely morphic; Mildly evil-aligned; Mildly law-aligned Transitive Connections: Spells relying on the Ethereal plane do not function. Sloped: Gehenna has no flat surfaces. Characters that cannot fly must make Climbing rolls to get around. A failure by 4 or more indicates the character falls down the slope, suffering 1d6 normal damage (vs. PD) per 2” fallen from the sharp stones. Mungoth: The third layer of Gehenna is icy, imposing a -3 on Climbing checks to move around. Additionally, acidic snow falls, dealing 1d6-1 killing damage (acid vs. ED) every minute.
Baator Traits: Divinely morphic; Strongly evil-aligned; Strongly law-aligned Transitive Connections: Spells relying on the Ethereal plane do not function. Avernus: Great fireballs explode randomly across the surface of the first layer of Baator. These deal 6d6 normal damage (fire vs. ED, AoE 3” radius). Dis: The entire second layer of Baator is a burning iron city. Touching the walls or ground deals 1d6 killing damage (fire vs. ED) per segment of contact. Phlegethos: The fourth layer of Baator has the fire-dominant trait. Cania: The eighth layer of Baator is supernaturally cold, dealing 2d6 killing damage (cold, AVLD: ED only vs. cold) per segment.
Acheron Traits: Objective gravity; Divinely morphic; Mildly law-aligned; Mildly evil-aligned Objective Gravity: Down is towards the nearest surface. Transitive Connections: Spells relying on the Ethereal plane do not function. Thuldanin: The second layer of Acheron slowly petrifies creatures. Every thirty days creatures are subject to a Major Transform 3d6 (target into stone, partial transformation). This Transformation does not heal back while the character remains on Thuldanin. Tintibulus: The third layer of Acheron is subject to constant loud ringing and clanging, imposing a -4 to Hearing-based PER checks. Ocanthus: Deadly razor storms sweep across the fourth layer of Acheron. They attack with a SPD of 4 (Phases 3, 6, 9, and 12), an OCV of 8, and deal 2d6 killing damage (vs. PD, Armour Piercing).
Mechanus Traits: Objective gravity; Divinely morphic; Strongly law-aligned; Limited magic: wild, illusion Objective Gravity: Down is towards the face of the nearest cog. Transitive Connections: Spells relying on the Ethereal plane do not function. Cogs: Moving from one cog to another requires a DEX roll. Failure indicates the character falls between the gears and takes 10d6 normal damage (vs. PD, Penetrating). Each phase the character may make a Climbing roll to escape, or take the damage again.
Arcadia Traits: Divinely morphic; Mildly law-aligned; Mildly good-aligned Transitive Connections: Spells relying on the Ethereal plane do not function.
Mount Celestia Traits: Divinely morphic; Strongly law-aligned; Strongly good-aligned Transitive Connections: Spells relying on the Ethereal plane do not function.
Bytopia Traits: Objective gravity; Divinely morphic; Mildly law-aligned; Mildly good-aligned Objective Gravity: Down is towards the closest ground. Transitive Connections: Spells relying on the Ethereal plane do not function. Crossing: Great spires of rock connect the two layers of Bytopia. In the middle of crossing over, gravity changes. A DEX or EGO roll is required to not fall from the spire when this happens.
Elysium Traits: Divinely morphic; Minor positive-dominant; Strongly good-aligned Transitive Connections: Spells relying on the Ethereal plane do not function. Entrapping: The perfection of Elysium enchants mortals and makes them stay. Every week a mortal stays on Elysium, she is subject to a Major Transform 1d6 (works against EGO, not BODY). When the Transformation is complete, the character will not willingly leave the plane. If forcibly removed, the Transform will heal back normally. Eronia: The second layer of Elysium is windy, making things difficult for fliers. Any creature with Flight has its movement rate halved.
The Beastlands Traits: Divinely morphic; Mildly good-aligned; Mildly chaos-aligned Transitive Connections: Spells relying on the Ethereal plane or Plane of Mirrors do not function. Wilding: Characters on the Beastlands slowly show animalistic features indicative of their inner nature. Every day characters are subject to a Minor Transform 1d6 (partial transform).
Arborea Traits: Divinely morphic; Strongly good-aligned; Strongly chaos-aligned Transitive Connections: Spells relying on the Ethereal plane do not function.
The Outlands Traits: Divinely morphic Transitive Connections: Spells relying on the Ethereal plane do not function. Rings: The Outlands is divided into ten rings. In the outermost ring magic is unimpeded. For every ring in, all spells and psionics are affected by a Suppress 5d6 (standard effect: 15). These rings stack, such that in the eighth ring from the Spire all spells and psionics are reduced by 30 Active Points. Within four rings of the Spire Divine and Cosmic Energy Pools slowly cease functioning, at a rate of 100 points per ring, such that at the Spire even the greatest of gods have no divine power.
Sigil Traits: Objective gravity Objective Gravity: Down is towards Sigil’s street. Transitive Connections: Sigil touches all planes, allowing any spells to operate. The Cage: Nothing may enter or leave Sigil, save through the Lady’s portals. Furthermore, She bans powers from entering, such that any creature with a Divine or Cosmic Energy Pool may not enter the city. Other entities may also be barred, at the Lady of Pain’s discretion.Current Location: cipher HQ, Elysium Current Mood: creative
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