Planar Travel

Characters with this mutation can make a 3-meter square door into alternate planes of existence anywhere with in a 15 meter range of themselves. This door lasts for only 30 seconds and what plane it opens to is beyond the character's control. With potentially billions of such planes it's unlikely anyone entering such door will ever find their way back to this plane of existence. While a rare ability when it is exhibited it has a practical tendency to be used for the purpose of banishing people from this world as a form of high punishment.
==Read Out==
Range: 15 meters
Duration 30 seconds
Number: Variable
Type: Conscious Mental
Use: Once per week
Damage: None from entering the door.
==GM Notes==
GM should consider weather or not they are capable of tackling the complexities of this power's inclusion before approving it's use. The GM should also consider if the power is too distracting or would derail the plot which at times can be quite entertaining. Player Characters using the power to escape danger and then trying week by week to get home is the makings of an entire campaign.
This power is not intended for use by players to travel other planes regularly (as that's not what Gamma World is about though the power allows it) but rather intended to be used as a banishing mechanic or a way to cast aside an object around which has developed much strife. The short time span in which the door is open, the randomized destination, and use of the power once per week are to give players reasons to pause and consider if going into one is worth the risk of never going home. Below is a randomizer for where these doors may open to when a player character uses this power for any reason. Since the power is generally meant to be used as punishment, quickly dispatching enemies, disposing of evidence, or other malicious ends high rolls equal more horrid planes while low rolls equal more benevolent and peaceful planes. So positive realms are at the top of the list while negative realms are at the bottom end with planes similar to the Gamma World in the middle.
If at any time the door would open to the plane the user is currently in the door fails to materialize. Where it would open a flash of temporarily blinding light is produced with those in 15 meters (including the person using this power) being unable to move nor see for 30 seconds which is how long the door would be open.
=== Randomizer ===
Roll a d50. Plane may move up or down in position as the list is organized.)
Roll	Description
1 	Door opens to a reality where the Social Wars never happened with those issues that in the Gamma World erupted into violent near total social collapse being effectively addressed. Due to centuries under the World Government nations have been abolished and technology has progressed far beyond what the ancients had at the onset of the Social Wars. The world is effectively an Ecumenopolis and thus the door way opens to an ally in some part of the city or metallic corridors if the characters are underground. Flit Cars soar between towering structures as floating signal lights mediate the traffic. This plane doesn't have the player characters in it. The reason being that while horrible the Social Wars set in motion (through a decrease in population) events that brought the player character's ancestors together. In short, the player characters where never born. As for characters from CEEPs (or just suspended at the onset of those wars) their character long ago past away living the lives they would of led had the Social Wars not happened.
2 	Door opens to a reality where the major Social Issues that lead to the Social Wars where largely put aside or used to rally behind the Autonomist banner. Specifically those seeking to break from the World Government to resolve Society's issues as their people saw fit. Seeing the World Government as a hindrance to swifter local solutions. Thus instead of the Social Wars this plane experienced the 'Autonomy War' which succeeded but still devastated the world. Rather then Restorationists there are various sovereign governments that have formed from the break up of the World Government. These are not based on the nations before the Social Wars but rather upon regional features and they have shifted territorial influences over the years though armed conflict as they try to impose their solutions upon their neighbors. Each issues it's own currency and does not recognize the Domar as having any value.
3 	This world is like the Gamma World except Cyberoids -half clone androids- (but not CIs, MBCs, and mechanical androids) where granted full citizenship before what in Gamma World was known as the Cyberoid Uprising of 2325; which was part of the Social Wars. As such they retain such under the Restorationist banner. The Created are still a faction but they do not accept Cyborgs nor Cyberoids in this reality.
4 	This plane is like the Gamma World except Zeethh (Gamma Grass) doesn't exist, nor has it ever existed. Gamma Grass has claimed many lives in the Gamma World- lives if lost in this one where not lost from an encounter with Zeethh.
5 	This plane is like the Gamma World except Gamma Lizards don't exist nor have they ever. As such this plane has not experienced the terror that is such a beast.
6 	If the character using this power is not in the Gamma World the door opens to the Gamma World.
7 	What's seen in the doorway appears to be a reflection of the Gamma World with the image being flipped across the vertical axis. As the two parties are doing the same thing during those 30 seconds they interrupt one another as the door has opened up to a mirror reality where actions are the same but the image of those actions flipped along the vertical axis. Other then this the mirror selves speak the same words and are morally and personality wise identical.
8 	This world is very close to the Gamma World proper except the Domars issued by the Restorationists are all Blue as no one knows what the value of the different colors where before the Social Wars. They don't accept Domars of other colors (such as those before the Social Wars).
9 	This world is very close to the Gamma World proper except the Domars issued by the Restorationists are all Red as no one knows what the value of the different colors where before the Social Wars. They don't accept Domars of other colors (such as those before the Social Wars).
10 	This world is very close to the Gamma World proper except the Domars issued by the Restorationists are all Green as no one knows what the value of the different colors where before the Social Wars. They don't accept Domars of other colors (such as those before the Social Wars).
11 	This world is very close to Gamma World proper except the Domars issued by the Restorationists are all yellow as no one knows what the value of the different colors where before the Social Wars. They don't axcept Domars of other colors (such as those before the Social Wars).
12 	The door leads to a plan very close to the Gamma World except Yexils never existed. As no one is really sure where they came from no explanation can be provided.
13 	The plane is very much like Gamma World proper except the Restorationists are not trying to restore the USA, Canada, Mexico, etc but continent wide super states known as the Asiatic Federation, European Union, North American Union, Latin American Union, and Union of Africa which will likely seem alien to any one native to the Gamma World. The world government they are trying to restore is simply called the Global Union. Instances of flags or other cultural/national identifiers familiar to the player characters are replaced with icons of those entities.
14 	This plane is very much like Gamma World proper except all Restorationists fly a Green Flag with a white corner and Green Star, and everyone speaks Esperanto. It's one where a world government (simply called Tero) has survived the plane's equivalent of the Social Wars. Anyone coming here from another plane will require an Esperanto Lexicon referencing their native language and Esperanto to communicate or will need to spend enough time here to learn the language if they do not have telepathy. No one in this plane can understand any other spoken language.
15 	Plane appears identical to the Gamma World except males are females, and females are male. Even androids are built with the opposite body design; androids becoming gynoids. Due to this and the fact the two parties are doing the same action in those 30 seconds they end up interrupting one another as if the door is suddenly a mirror. So if they where both pushing someone through the door said person runs into their counterpart and thus neither is pushed through the door.
16 	Plane appears identical to the Gamma World except Humanoid characters are Pure Strain Human and Pure Strain Human characters are Humanoid.
17 	This plane appears identical except in this one the Restorationists are not a united global organization with intentions of restoring the world government. Rather they are fractured upon national ties with no global coordination between their efforts. This may not be immediately apparent.
18 	In this plane their is no organized effort to restore the nations of the Old World. Effectively there are no Restored Nations, rather the people of this reality are content to forge a new path. While many are interested in the past as something to be learned from those wanting to restore the old nations (rather then simply integrate old world knowledge to better the new sates) are few and thus lack major followers. As a result the Bonapartist Empire, Brotherhood of Thought, and Seekers are more prominent filling the comparative gap left by this plane's absence of the Restorationists.
19 	In this plane the World Government survived the Social Wars and launched a Restoration Initiative which serves as this plane's version of the Restorationists. Any where their would be a national flag of a Restored Nation in the Gamma World their is instead the flag of the World Government. Instead of localized administration the Restorationist struggle with the heavy centralization of the World Government as local issues take longer to address. Some territory held by the Restorationists is smaller in this reality due to the challenge of commanding a global military, the Autonomists of the Social Wars, and priorities being on global rather then local matters. 'Free States' do exists being established during the Social Wars by breaking away from the World Government during those conflicts. These states are not rooted in the restoration of pre-World Government nations but new ones that borrow a lot from regional history. These 'Free States' issue their own currencies (typically gold pieces or paper notes) while the World Government continues to issue Domars. In this reality the value of each colored Domar is known which means someone arriving here with Domars from another plane could be wealthier or poorer then they are in the Gamma World proper.
20 	In this plane when the World Government was near to collapse during the Social Wars a military coup took charge in the name of restoring order. It has since that time transformed into the Imperium, whose flag resembles the World Government's save in having two olive branches encircling the Earth Symbol. Rather then a Dove and Olive branch being used in some mission areas a Falcon is displayed with it's Wings out stretched. Beneath the Falcon are the letters UPOC which stand for United Peace Order and Civility. It's at odds with some groups that would be known as Restorationists in Gamma World proper, namely Autonomists (a pre-war faction seeking greater autonomy under the World Government or to break from it) have evolved into various Restored Nations who are resisting the Imperium. The Imperium accepts Pure Strain Humans and Humanoids, but not Mutant Animals, Androids, nor Plants as citizens and operates as something between a Citizen Republic and Constitutional Dictatorship.
21 	This plane is like the above plane but differs in that the Imperium does not accept Humanoids, rather it seeks to exterminate them. The Knights of Genetic Purity are an Imperial Order.
22 	This plane is like 20 but differs in that Serfs (the Humanoid race descended from the Super Soldiers of the 22nd Century Cold War) with in the coup who where affiliated with the Mutationists cause hijacked the Coup and thus the Imperium seeks to exterminate Pure Strain Humans with the Knights of Genetic Purity being seen as 'White Knights' in those lands that resist the Imperium's expansion. The term "Iron Society" becomes a promise of the Imperium; that promise representing a superior race and civilization forged with an Iron Will. This has caused a number of free societies not under the Imperium to be weary of Humanoids.
23 	Doorway leads to a reality where the Created are far more powerful, not being focused on subterfuge and subversion of organic society but forcefully eliminating it. They have a vast army of Warrior Androids, and control a 'Machine Empire' where Thinkers consult Think Tanks for guidance with a network connecting the various Think Tanks together on a global scale. Organic life, by the necessity of survival, works together as part of a Resistance while the Created burn forests, build new mechanical 'life' to replace Organic life, and in general destroy what remains of the world's ecology to build a new mechanical one. Cyborgs and Cyberoids are found among them as part of a 'conversion' process which when faced with death some organics accept though they often prove too 'chaotic' for the Machine Society and end up being executed for the sake of the machine, being seen as a defective 'cog' in the machine.
24 	During the Social Wars a Proto-Purist Terrorist organization successfully dispersed a virus targeting specific genomes. The World Government collapsed before it's Health Organization could effectively respond. The reality still has Humanoids but it's possible a Humanoid character lacks a counterpart here due to the plague. The plague is dormant in a few 'carriers' and thus sprouts up from time to time where certain traits are exhibited. Any Humanoid with Periodic Amnesia [D], Poor Respiration [D], or Vision Defect [D] has a 25% chance (per trait) of contracting the Plague for each day they are in this plane. If they contract it they'll begin suffering it's effects and die in 2d10 hours from cellular decay.
25 	Doorway leads to a reality where no Altered Plant developed sentience. Due to this the Jagets native to this plane do not have an inherent fear of sentient plants.
26 	Doorway leads to a reality where no Mutant Animal developed sentience. There are no Bonapartist nor Zoopremist in this world.
27 	Doorway leads to a reality where Pure Strain Humans are extinct. Their was no Consolidated Equity Estates Planning to build the vault like CEEPs and the Knights of Genetic Purity where crushed in their infancy through the efforts of Mutationists and Pure Strain Humans who rose against the Purists in the name of co-existence (members of the Brotherhood and the Seekers). Pure Strain Humans where not all killed off; rather a great number bred with Humanoids. The combination of breeding with Humanoids while being killed by Mutationists and The Created ultimately lead to the Pure Strains becoming extinct.
28 	Doorway leads to a reality where both Pure Strain Humans and Humanoids are extinct and no Android still functions. This version of the Gamma World is populated by Mutant Animals and Altered Plants. Without Humans the Zoopremist are not a faction. A faction called the 'Naturalist' do exist as a Seeker equivalent in this reality (though a more primativist nudist one). The Bonapartist Empire exists but it's not been built upon a fear of 'the Old Human Order' but simply upon the ancient Empire of France and some writings by Napoleon and Napoleon the III. This is a common trend in the plane with Mutant Animals looking to the histories of Human (Ancient) society to build their own in the image of the ancients. As such an equivalent of every Restored Nation does exists along with various others who draw from different periods of Human history for guidance. As Cybernetic Installations and Robots don't recognize commands from Mutant Animals their is no equivalent to the Archivists nor Followers of the Voice. There are however Radioactivists and a religion that worships the Ancients as Gods and accredits them with the uplifting of Mutant Animal kind as their chosen successors to carry on the torch of civilization. This religion is a reason, but not the only reason, why the Mutant Animal societies of this plane look so heavily into Human history for guidance and inspiration.
29 	Doorway leads to a reality where Pure Strain Humans and Humanoids are extinct and no Android still functions. This version of the Gamma World is populated by Mutant Animals and Mutant Plants but only reptiles have developed sentience. Fens, Hissers, Keeshin, Menarls, and Sleeths dominate the planet. The Sleeths, as in Gamma World proper study the Ancients with scholarly purpose.The Sleeths and Menarls are very friendly but the Menarls and Fens do not typically get along (on account of the Menarls occasionally feeding upon a Fen that has transformed into a bird- the Menarl's preferred prey). The Hissers and Sleeths are the most civilized. The Hissers have matriarchal city states and nation-states governed by High Queens and Empresses. The Sleeths have scholastic societies governed by philosopher kings, councils of wisemen, or rational consensus.
30 	This plane is one with only two sentient life forms; the Lil and Wardents. Both inhabit the Forests but the Lil also inhabit the Jungles while the Wardents also inhabit the Mountain.
31 	This plane is one with only two sentient life forms; the Carrins (still accompanied by Bloodbirds) and Hawkoids.
32 	This plane is one where old cities have been largely purged of artifacts and a new mutant animal and mutant plant nature has reclaimed much of the world. There are no mechanical lifeforms that still yet function. The only sentient life are Grens who favor the Seeker's path to a most primitive (Tech I) extreme. They are responsible for this plane's lack of technology. As in Gamma World proper the Grens have a number of domesticated mutant animals guarding their communities.
33 	This plan is a version of the Gamma World where the only sentient life are Arks.
34 	This doorway leads to a reality where Pure Strain Humans and Humanoids are now extinct and no Android still functions. Additionally, while this plane is still populated by Mutant Animals and Mutant Plants neither has developed sentience. The old cities are overgrown as a new nature reclaims the planet. The few machines that do function carry on their ancient tasks with no masters to serve while gradually degrading in condition; many even now are of such poor condition as to be of no use.
35 	Plane appears to be forests not unlike those of the shadow years which stretch as far as the eyes can see.
36 	Plane appears as taiga not unlike those of the shadow years which stretch as far as the eyes can see.
37 	Plane appears as a tundra not unlike those of the shadow years which stretch as far as the eyes can see.
38 	Plane appears to be plains not unlike those of the shadow years which stretch as far as the eyes can see.
39 	Plane appears as chaparral not unlike those of the shadow years which stretch as far as the eyes can see.
40 	Plane appears as Savannah not unlike those of the shadow years which stretch as far as the eyes can see.
41 	Plane appears as deserts not unlike those of the shadow years which stretch as far as the eyes can see.
42 	Plane appears to be jungles not unlike those of the shadow years which stretch as far as the eyes can see.
43 	Plane appears to be swamps not unlike those of the shadow years which stretch as far as the eyes can see.
44 	Crystal clear water flows from every meter of the door for 30 seconds.
45 	Plane is full of various carnivorous plants with such features as blood sucking vines, carnivorous jaws, mobility, modified leaves, and spore cloud.
46 	Plane is covered in an oppressive dark yet flows with lava. The landscape is of black rock and scattered about it's surface are lone fires. A red liquid rains from the unseen skies noticeable only as it hits the lava flows and the ground around the lone flames. For those brief 30 seconds the plane's winds carry the sounds of mournful wails, fearful screams, and undying pain though no words can be discerned.
47 	Plane is of such a nature as to be unfathomable. Those who look into the door, while it's only visible for 30 seconds, will not comprehend what they see and must make a save vs MS. Pure Strain Humans who fail will fall unconscious for 1d3 days of mumbling before awakening with no memory of what they saw. Androids will reboot in 1d4 hours, also with no memory of what they saw. Mutants will gain the Insanity defect (in the process having their INT increased to 21). Those who are already insane need not make the check vs MS.
48 	Plane has the appearance of scorched Earth with intensity 2d6+6 radiation emanating from the door. The sky has a yellow-green tint to it and the clouds a faint brown.
49 	Flame erupts from every meter of the door for 30 seconds. Anything thrown in will be incinerated.
50 	Plane appears as a dense darkness from which nothing can be discerned. Those with Light Dependency die instantly upon being immersed in this plane.
51 	Plane appears as an expanse of white light from which nothing can be discerned. Those with Dark Dependency die instantly upon being immersed in this plane.
52 	Door way opens to a reality where the sol system doesn't exist. Thus all that is on the other side of the door is a vacuum that sucks anyone and anything into it for 30 seconds. As this can instantly kill player characters the GM reserves the right to re-roll.
Note: GM reserves the right to for narrative purposes choose any of these realms when the power is used by an NPC.
Category:Gamma World
Category:Gamma World Mutations
Category:Gamma World Mental Mutations