| Da'ath |
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The following is a system for a transitive plane specific to my campaign setting. It is a concept borrowed from the "Umbra" from the WoD RPG and the "Twilight" from the Nightwatch & Daywatch novels.
These "new" mechanics for the Gloom were adapted from a netbook which used 7 "layers" (I only needed one layer), for which I can no longer find the link.
For all intents and purposes, this plane replaces the plane of shadow and the ethereal plane in my campaign setting as transitive planes. Ghosts, "gloom-template" creatures, and other incorporeal things dwell here. The Plane of Shadow was incorporated into another plane within my setting (think Shadowfell and Feywild of 4e).
Anyway, I'd appreciate constructive comments and criticism in refinement of this latest revision.
| Da'ath |
I appreciate the suggestion (seriously), but wasn't really looking to spend money.
I don't tend to buy any adventures, adventure paths, races of X splatbooks and the like (well, since 2e). At best, I tend to buy the collections of individuals in need of cash at yard sales, from college students, and so on (which is how I acquired all 14 of the now out-of-print Star Wars Saga Edition books for around $40 total; same with the Conan d20 books).
DamnIAmPretty
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Anyway, I'd appreciate constructive comments and criticism in refinement of this latest revision.
The Gloom
Stealing this wholesale. Love the idea. I'd modify it a tad, but thats only by picking and choosing which WoD other dimension and means of entry in order to simplify some things. I'd borrow more from the Hedge, if only for the threat of a realm of dark thorns and ever-hunting fey. It give ghosts and others a constant reason to want to flee into the living realm.
I'd simplify means of entry (for my own version; yours is fine as is) to performing a rite at door or other entry. It'd be something you could learn, but always has the chance of someone leaving a door open to the other side...
But that's how I roll.
| Da'ath |
Da'ath wrote:
Anyway, I'd appreciate constructive comments and criticism in refinement of this latest revision.
The Gloom
Stealing this wholesale. Love the idea. I'd modify it a tad, but thats only by picking and choosing which WoD other dimension and means of entry in order to simplify some things. I'd borrow more from the Hedge, if only for the threat of a realm of dark thorns and ever-hunting fey. It give ghosts and others a constant reason to want to flee into the living realm.
I'd simplify means of entry (for my own version; yours is fine as is) to performing a rite at door or other entry. It'd be something you could learn, but always has the chance of someone leaving a door open to the other side...
But that's how I roll.
I took the idea from a novel/movie series called Nightwatch, Russian written, I believe. While I didn't like the movie, the "Twilight", as they called it, really took hold. After a search on the web, I found a guy who'd wrote it up exactly like the book, which was overly complex and I narrowed the scope a good bit. It has entirely replaced the plane of shadow and a couple other transitive planes in my setting.
You can find the original version here, which may or may not be useful to you. It is the entire basis for the version above.=)
I should add, in order to curb teleportation use in my game, i.e. rein it in a bit, all teleportation routes those traveling through the "Gloom," layer is determined by distance, and a time dialation effect. Travel is instantaneous, but you spend a certain amount of time in the gloom from a subjective perspective.