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Planes of Exile
A sourcefile for the Exiled Psionic
 
A Rikonian World Setting

The Exiled Psionic is a psychic master whose psychic essence is too powerful to exist safely in our reality. These psychics must journey to other planes of existence. But where do they go? The answer is, the Planes of Exile. The Planes are a cluster of microdimensions which are intricately linked with dimensional tunnels. Each Exile exists in his own Plane which is the seat of his power. Though it is possible for Exiles to leave their dimension and travel to others, they do so very rarely because their powers are lessened when not in their own realm.
The Planes each have slightly different characteristics, depending upon the whims and subconscious minds of the Exiles who reside within them. Though the material that these worlds are constructed of looks and sometimes feels like real matter, it is actually a psionic matter/energy construct similar to ectoplasm. Most native objects taken out of the Planes of Exile will promptly vanish when cut off from the energies of the Planes.
Though multidimensional strands connect the various realms, each Exile has total control over which strands may be used as tunnels and which cannot, so Exiles cannot enter another Exile's domain unbidden.

The size of an Exile's realm is variable, depending upon personal preferrence, but is rarely larger than 10 miles. The setting is also variable. Some Exiles' realms appear to be forests, others have deserts. There are even some whose realms are modeled after futuristic cityscapes.

Select one from each of the following trait lists. Some have ISP costs. If you select an option which costs ISP, that ISP cannot be used by the Exile unless that option is negated. Many options do not require any ISP expenditure however.

Size: How big the realm is. The default is the size of a castle, but an outlay of ISP can expand the realm's size considerably.

  1. Small, castle sized. The entire realm is located within a building. If there are any doors or windows, they will either lead to gateways to other realms or to a void. Costs no extra ISP.
  2. Small, town sized: The realm is the size of a small town. Costs 15 ISP
  3. Medium, city sized. Costs 25 ISP
  4. Large, state/small nation sized: The size of an American state or a European nation. Costs 100 ISP
  5. Large: continent sized: The size of a continent. Costs 200 ISP
  6. Moon sized: The size of Earth's moon. Costs 300 ISP
  7. Planet sized: The size of Earth: 400 ISP. Gas Giant sized: 700 ISP

Shape: Ignore this option if the realm is castle sized

  1. Planar (one-sided): The world is a flat plane. Anything that goes over the edge falls into infinity
  2. Planar (dual-sided): The world is a two-sided plane. Anything that goes off the edge will fall onto the other side
  3. Planar (warped): The world is a flat plane, but each side is connected to the opposite side, so if one walks long enough, instead of reaching an edge, one would arrive back at the starting point.
  4. Sphere or other shape: The world is a 3 dimensional shape. Spheres are the most common, but may be a cube, pyramid, etc.
  5. Multi-Planar: A series of finite planes at various levels. There is a common gravity, and all planes are one-sided as in option #1. If an object falls of a plane but does not land on a lower plane, then it falls into an infinite void.
  6. Multi-Shaped: Similar to multi-planar, except that there are several shapes. The shapes may float in a constant position, orbit each other, or move purely at the Exile's whim

Landscape: What the outside of the realm looks like. It is possible (especially in larger realms) to have pockets where the landscape varies. If you envision the realm as looking different from any of these options, feel free to come up with your own

  1. Woodland: The realm is covered in forests and grasslands
  2. Arid: The realm is a desert
  3. Canyons
  4. Cyberworld: The realm looks like some kind of artifical planetoid, much like Cybertron fromt eh Transformers show or a Borg cube
  5. Varied: The realm is so varied that it cannot be readily classified.

Border Description: Just how the borders of the realm appear. Ignore if the realm folds in on itself (Shape option #3)

  1. Black Void: The border is a black featureless void. It is possible to see objects in the distance.
  2. Inky Blackness: Similar to option #1, but the darkness is a palpable thing which obscures anything which enters it like a thick fog.
  3. Swirling Lights: The void looks like the Aurora Borialis with swirling lights and colors
  4. Wall: The realm is enclosed by an indestructable wall. This wall is actually the edge of the space in which the realm exists and cannot be destroyed/penetrated/cracked/etc. by any known force, including those weilded by the gods.
  5. Ocean (Use only with 1-sided planar): The edges of the realm are surrounded by an ocean. This ocean can be any liquid. The most common is water, however there have been reports of oceans of blood, wine, soft drinks, and even acid
  6. Fire: Deadly flames surround the realm. The flames inflict 5D6 damage per minute to any item (even those immune to flame or possing mystical/mega-damage/divine properties). Only the Exile himslef is immune to the flames

Sky: Ignore for castle-sized realms

  1. None: The sky is a featureless blank. Any light is just there, without any source
  2. Backdrop: The sky is an image. It may be an imag eof a sky (like a fake matte set), a portrait of the Exile, a real time view of an area within the realm or almost anything else the Exile can think of
  3. PseudoCelestial: There are suns andd stars in the sky, but they're small and low-power. The sun is about the size of a small car and only a few miles up and the stars are small orbs ranging in size from baseball to basketball sized

Weather

  1. Calm: The weather is always clear. There is very little rain or wind and never any storms
  2. Sunny: The realm is always a sunny and cheery looking place. Chi users can draw 12 points of positive chi per melee from this realm at all times
  3. Dark/Stormy: Thunderstorms, downpours, and even tornados plague the land. The sun is never out. Chi users can draw 12 points of negative chi per melee from this realm at all times
  4. Lifeless: The air is still, there is never any wind or rain.
  5. Mood-Reflective: Sunny when the Exile is happy, stormy when he is angry, rainy when he is sad, etc.
  6. Semi-Random, follows logical patterns: The realm emulates real weather
  7. Totally Random: It can be sunny one minute and pouring down raint eh next. Storms are rare here unless the Exile wills them to come into existence.
  8. Dank, Foggy: Looks like a cliche movie scene set in 19th Century England

Life Forms: Note: Each life form or group of life forms costs ISP. These are not true life forms, but ectoplasmic constructs under the subconscious control of the Exile. The Exile can see through the eyes of some of these, but he can only see through one set of eyes at a time. If these creatures are killed, the ISP used to create them will return to the Exile at a rate of 30 per day.

  1. Basic Plants (grass, moss, shrubbery): 1 ISP per cubic yard
  2. Large trees: 1 ISP per 10 feet of height
  3. Carniverous Plants (a'la Venus Flytraps): 20 ISP each. Each plant has 3D6x10 SDC and a bite that inflicts 2D4x10 damage. Plants have 2D4 APM and are +3 to strike.
  4. Trapping Vines: 1 ISP each. Same as under the Plant Control super ability description
  5. Small, non-sentient creatures (rodents, bugs, etc): These creatures just kind of move in the background and look natural so long as one does not examine them too closely. The Exile cannot see through their eyes and cannot command them unless they are within his line of sight. 1 ISP per 100
  6. Pet Level Sentients: These are small creatures like cats, dogs, squirrels, etc. They look and act like a household pet and can display surprising levels of personality. They can be commanded to perform simple tasks like fetch or guard. The Exile can also choose to see through their eyes. 1 ISP per creature
  7. Subhuman/Primate: Similar to a monkey. The construct will have an almost humanlike personality but exhibit little real intelligence. Will often be playful and mischievious. 5 ISP each
  8. Human (Simple): A simple human or humanoid who can perform simple tasks. This is similar to the basic AI option in the robot section. The construct can perform a basic task such as tending a bar, operating an inn, or driving a stagecoach, but is helpless at performing other tasks. Cannot be used for espionage or combat. 15 ISP each
  9. Human (Advanced): Equal to the Astral Avatar found under the Exiled Psionic listing
  10. Superhuman: Same as #5, but the Exile can add super powers or psionics. The Exile must have a willing superbeing in that realm or as a mortal avatar to have access to a power and this ability can NOT be applied to Astral Avatars on other worlds. Costs 20 ISP for a minor super ability or less psi and 40 ISP for a major ability or super psi

Conveniences: The Exile can create items to make himself and any guests feel more comfortable and fulfil simple functionality. Simple items with no moving parts and low mass (less than 100 lb) such as clothing, blankets, light furniture etc. can be created at no ISP cost, provided no more than 100 lb. worth of objects are created within one 2 hour period. Every 100 lbs above this amount costs 5 ISP, and any moving part costs 1 ISP. Energy sources cost 5 ISP, plus 5 ISP each time they are used (for objects which are used continuously, the cost is 5 ISP per 15 min. of operation). Objects with moving parts and or machinery require the Exile to have the same skills he would require to build the object himself (he just doesn't need to gather any parts) or have an expert on hand inside his realm who is willing to let the Exile tap into his mind. Items created by the Exile CANNOT be taken from his realm. Upon leaving the realm, the item will fade into ectoplasm and vanish.

Buildings: The Exile can create buildings as well. Every ten rooms cost 1 ISP (basement rooms cost double). If a room has more than 8 doors, or more than 12 windows, then it costs an additional ISP per additional door or window. If the Exile has the basic electronics skill, he can add electrical outlets as well. There need not be any wiring. The outlets draw their power direct from teh psi energy that courses through the realm. Costs 1 ISP per 50 outlets. The Exile can also provide plumbing for 1 ISP per 2 rooms equipped

Transit: The Exile himself is capable of flight and line-of sight teleportation, but can still make use of these methods. More than one option may be chosen. NOTE: Some modes of transit can be speeded up temporarily by expending ISP. This is a standard expenditure and the ISP will regenerate normally.

  1. None: Characters must walk wherever they wish to go
  2. Pedwalks: Moving pedwalks are arranged accross the realm.
  3. Subway: Can be an urban subway, a chariot, giant hollow worm, or some other form, but it is basically a subway. Can travel up to 90 MPH, must follow tracks. The train's speed can be increased by 10 MPH for 5 minutes per 5 ISP expended
  4. Airplane: Same as subway, but airborne. Costs 1 ISP per plane Can travel up to Mach 2
  5. Car: May appear to be a car, chariot, giant lobster, etc. Can be piloted by a visitor, but can also be taken over by the Exile at any time. The car can go up to 90 MPH but speed can be increased by 10 MPH for 5 minutes per 2 ISP expended. Can be made to fly for 4 ISP per minute (unlimited altitude)
  6. Transit Points: Teleportation points. Can be a booth, stone, platform, etc. Can also be automatic or require deliberate activation. Costs 1 ISP per platform. 5 if the point leads to the Exile's home dimension
  7. Doorways: Same as transit points, but this is a door which may be opened, closed, or locked, and must be walked through. Same cost as transit points.

Special Abilities In the Realm: All Exiles can performs feats such as making their voices boom throughout the sky, make giant visages of themselves appear in the sky, and other flashy and somewhat ego-boosting tricks.