13.6 Realm Traits
Specific areas can have unusual traits. Effects that change how physics or magic work in a particular area are called realm traits. It is common for the divine dominion of deities to have special realm traits chosen by the deity. Unusual realms can also exist naturally in any Spiritual Plane. Esoteric realm traits are less common on the Material Plane, but some planets or magical areas have unusual traits.
13.6.1 Atmosphere
The atmosphere in a realm can take one of the following forms:
- Air: The realm has breathable air suitable for humans. This is the default for all locations unless otherwise specified.
- Vacuum: The realm has no atmosphere at all. At the end of each round, everything in the realm takes 10 cold damage unless it is protected from the cold.
- Unbreathable: The realm has an atmosphere, but creatures that need air are unable to breathe it.
13.6.2 Gravity Direction
The direction of gravity in a realm can take one of the following forms:
- Massive: Gravity pulls towards object based on their mass, as it does in the real world. This is the default for all locations unless otherwise specified.
- Fixed: Gravity points in a fixed direction and with a fixed strength at all locations in the realm.
- Absolute directional: Gravity points in a consistent direction according to a rule that applies equally to everything on the realm, but which is not in a fixed direction. For example, a realm filled with floating spheres where gravity always points towards the closest sphere, but the strength and direction of gravity does not depend on the mass of the spheres, has absolute directional gravity.
- Subjective: Each creature in the realm chooses the direction of gravity for that creature. The realm has no gravity for unattended objects and
mindless creatures. You can control gravity in a subjective gravity realm using the control gravity ability.
Control Gravity
Minor action _______________________________________________________________________________________________________________________________________________________________________________________________________________
You can only use this ability while in a realm with subjective gravity.
Make a Willpower check with a difficulty value of 10. Success means that you choose the direction of gravity that applies to you in your current realm. Alternately, you can choose for gravity to not apply to you.
Failure means you gain a +2 bonus to the next control gravity ability you use in your current realm. This bonus stacks with itself and lasts until you succeed with this ability.
13.6.3 Gravity Strength
The strength of gravity in a realm can take one of the following forms:
- Normal Gravity: Gravity is about the strength of Earth. This is the default for all locations unless otherwise specified.
- None: There is no gravity in the realm. The weight of all objects is reduced by one weight category. Even while weightless, objects still have mass, so heavy objects can still slow your movements. The range limits of ranged weapons are quadrupled. Falling damage is impossible. A creature that jumps continues at the same rate indefinitely.
- Light: Gravity is about half the strength of Earth. The weight of all objects is halved. The range limits of ranged weapons are doubled. The horizontal and vertical jump distances for all creatures are doubled. Falling damage is halved.
- Heavy: Gravity is about twice the strength of Earth. The weight of all objects is doubled. The range limits of ranged weapons are halved, to a minimum of 5 feet. The horizontal and vertical jump distances for all creatures are halved. Falling damage is doubled. All fly speeds have a height limit of 5 feet, and gliding is impossible.
- Extreme: Gravity is about four times the strength of Earth. The weight of all objects is increased by one weight category. The range limits of ranged weapons are reduced to one quarter of their normal value, to a minimum of 5 feet. The horizontal and vertical jump distances for all creatures are also reduced to one quarter. Falling damage is quadrupled. Flying and gliding is impossible.
13.6.4 Light
Various realms are illuminated in different ways. Unless otherwise specified, this only determines whether there is an ambient source of light. It does not affect the behavior of other sources of light, such as torches or a sun. A realm can have multiple simultaneous traits that change its light.
- None: There is no ambient source of light in the realm. This is the default for all realms unless otherwise specified.
- Fixed Source: There is a single constant source of light in the realm.
- Mobile Source: There is a single source of light in the realm that moves around it, illuminating different parts of the realm at different times.
- Universal: All parts of the realm, even indoors, are constantly illuminated with either shadowy illumination or bright illumination. Total darkness is impossible without magic.
- Suppressed: All sources of light are downgraded to one step, to a minimum of either total darkness or shadowy illumination. This means bright illumination becomes shadowy, and brilliant illumination becomes bright.
13.6.5 Magic
Some realms have strange effects on the use of magic. A realm can have multiple simultaneous traits that change its magic.
- Normal: Magic functions normally. This is the default for all realms unless otherwise specified.
- Suppressed: Whenever a creature in the realm uses a magical ability as a standard action, minor action, or elite action, it must roll 1d10 + its rank. If the result is less than 10, the ability fails with no effect. This does not affect other types of magical abilities, such as passive magical abilities.
- Siphoning: Creatures in the realm have no attunement points, and they immediately deattune from all of their effects as soon as they enter the realm.
- Nullified: Creatures in the realm have no magical abilities of any kind. Magic items in the realm have no effect and cannot be attuned to.
13.6.6 Temperature
Some realms have unusual temperature effects. A realm can have multiple simultaneous traits that change its temperature.
- Normal: Temperature is determined normally. This is the default for all realms unless otherwise specified.
- Warm: The realm has a minimum ambient temperature that it reaches if left alone, even indoors. Specific locations can still be cooled with effort.
- Siphoning: The realm siphons heat away. Sources of heat, such as fire, still have their normal temperature. However, that temperature is lost quickly as it radiates. It takes approximately four times the normal amount of heat to warm an area. Some realms may siphon heat more or less intensely.