Dimensional Terms
| Term | Description |
| Alternate Earth | These realities contain worlds that are very much like Earth, except that specific events did not occur in quite the same way. There are two types of alternate Earths - a Divergent Earth in which the history of events did not differ from the history of our world until a particular event occurred, and a Parallel Earth in which no particular point of divergence can be identified. It should be noted however that any Parallel Earth could in fact turn out to be a Divergent Earth upon further investigation. |
| Astral Travel | The astral plane which is a separate dimension which seems to run through most dimensions. A character who has no other means of travelling can enter other dimensions by projecting his astral form and simply following the astral plane into those dimensions. While the limit on the amount of time a character's astral form can be out-of-the-body before damage occurs remains the same, it must be remembered that time passes at different rates in different dimensions (GM's Discretion). |
| Beacons | If the character is travelling through unfamiliar dimensions then some form of beacon must be maintained within the user's dimension so he can find his way back again. On many occasions Doctor Strange has used a lit candle or his own amulet to provide a path of light back to his own dimension. A beacon allows the traveller to return to his own dimension with ease even if he passes through unfamiliar dimensions on the way. If the beacon is extinguished, the traveller becomes lost and must travel through dimensions at random until he finds a familiar one. |
| Continuity | A Continuity is a single reality. Characters can hail from alternate dimensions and other universes but still all belong to the one continuity. |
| Dimension Phasing | This is the term applied to seeking a specific dimension by going from one dimension to another until the traveller finds the one he seeks. This applies to characters who are travelling to unfamiliar dimensions, to characters involved in a trans-dimensional pursuit, etc. To leave the Earth dimension a character must use a dimensional aperture to escape the Earth dimension to another one, then travel from there through other dimensions to the desired destination. |
| Effects of Dimension Travel |
The human mind is a frail thing when confronted by a reality that contradicts the senses and what we believe to be constant physical laws. Some dimensions are so bizarre in their existence that they can seriously challenge a character's sanity. The character can resist the danger by making successful Insanity and HF saves. |
| Megaverse | There are certain universes which are tied to a multiverse which do not share any open similarities to it, and thus are not strictly part of the larger universal hierarchy but at the same time are not so far removed that they exist in a separate multiverse. |
| Multiverse | A collection of alternate universes with a similar nature and a universal hierarchy. It includes both alternate and divergent earths. |
| Mystic Realm | These realities are governed by natural laws which lend themselves to an interpretation of magic. While such worlds could, also be classified as alien, that designation is usually reserved for worlds whose natural laws more clearly resemble Earth's. |
| Nexus | The GM may assign certain nexus points to the city, state, or country that a hero occupies. Nexus points are always difficult to reach and are sometimes downright dangerous. Usually myths and legends grow around the nexus points such as the Bermuda Triangle, haunted sites, hallowed burial grounds, and the like. These nexus points will offer immediate access to other dimensions. |
| Omniverse | The Omniverse is the collection of every single universe, multiverse, dimension (alternate or pocket) and realm mentioned in not only the player's universe but also any other including Marvel Comics, DC Comics, Image, Dark Horse, Archie, and every universe ever mentioned or seen. Everything is in the Omniverse, and there is only one Omniverse. |
| Plane | There are many, many planes throughout the multiverse. 2 planes can lie side by side like pages in a book, yet (since each plane is closed and self contained) it will be impossible to travel between them without the aid of a powerful source. Some are small and others vast. In some planters are arranged in solar systems and orbit suns. In others flat planets are warmed by tiny suns of their own. Some contain nothing but empty void, others are completely solid. Each has its own physical and magical laws. |
| Rift | These open from one dimension directly into another. If a character is using one of the many magical items that opens directly into a specific dimension then his arrival is instantaneous. |
| Travel Distance and Speed | For game
purposes the distance between any two dimensions is measured in the dimensions
themselves. The placement of the dimensions is a random task filled by the GM
rolling 2D10 and adding them together to determine the number of dimensions
the player character has to travel before arriving at the right one. This means
that the character must pass through from 2 to 20 dimensions. The rate of Earth
time spent in passing through these dimensions depends on the character's normal
movement speed. Consider a dimension as equal to 3 areas for movement rate.
Therefore, if a character has a normal movement rate of 3 areas per round, he
can move through one dimension per round. This represents a greatly accelerated
speed used only for dimensional travel. A character must fully concentrate on
his movement to pass through dimensions at this rate. He is allowed no use of
universal or dimensional powers while he is moving through dimensions. If a character encounters another character or
creature within another dimension the movement rate for both parties reverts to
normal within the dimension.
A character who travels quickly through dimensions must be careful. In passing through dimensions faster than two dimensions per round the character can create a moebius or time loop where it is impossible to stop or turn back. Once caught on this the victim can even see himself, repeated on the opposite side of the loop, travelling along. If the victim collides with himself all is lost. |
| Vortex | A vortex is a hole from one plane to an adjacent plane. Elemental matter either whirls into or erupts out of the vortex; a current of elemental matter flows in one direction, either toward or away from the connected plane. A vortex may appear to float in the air or lie on a surface. |
| Wormhole | A wormhole is a connecting passage between sections of space within the same plane. Wormholes are never straight, it bends and winds along its entire length. There is no gravity in a wormhole and a strong current of air constantly blows through the passage in a single direction. |
| Dimensions | Dimensional Terms |
| Surrounding Dimensions | The Multiverse |