Physical Conditions - Positive Energy (TIP)

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The Positive Energy Plane is the plane of life. It's also called vim, vigor, life-energy, the soul, spirit, chi, chakra, or kundalini (and many more names as well). It's the plane of creation from which all things acquire their inherent beauty, value, and very existence.
That's why planewalkers always get this plane all wrong. They don't think they have to worry about survival in a place like this. It's probably the most peaceful, nurturing place in all the multiverse, right? Nope. See, the plane's filled with so much of this vibrant, energizing force that anybody coming here gets quickly overwhelmed and overloaded. Too much energy, even energy bursting and seething with life, is just as bad as none at all. The fragile physical bodies of most berks just can't handle the influx of energy and quickly explode.
A body can only describe the energy of the plane as vibrant and full of life. From this plane, all life in the multiverse (there's probably an exception, but I don't know about it) gets its spark. When a newborn comes into the multiverse, the fragile beginning of life originates here. When a wizard or priest creates a magical automaton and brings it to life, he gets the power from here. The tiny germ at the center of a seed that'll grow into a mighty oak originally came from here.
Like the name implies, this entire plane's one big (that is to say, infinitely so-the Editor) mass of energy. There's no terrain, no water, no sky-nothing but energy. There's no ground upon which to stand or build a shelter. Even pockets of other elements are blasted into tiny particles as soon as they arrive in the plane, so there're no handy spheres of air or chunks of earth to use as a resting place. The plane has no gravity, so there's nothing to orient a basher at all.
'Course, getting from place to place on a plane where the places don't really matter (there really aren't any) doesn't mean much. Moving around's not really a body's main concern in the plane of Positive Energy. Survival is.
==Getting Here==
Getting to this plane's probably about the hardest thing a body'll ever do. Oh, a cutter reads now and again about some place that doesn't have many portals or paths leading to it, but the real dark is that they don't have a thing on the plane of Positive Energy. There just aren't many ways to get here. No one's going to intentionally set up a means to come to the plane (there's not much reason to, a body's got to admit), and those who find a "natural" portal leading here probably won't consider it valuable enough to even make note of it.
Lots of top-shelf planewalkers don't know this, but most plane-traveling magical items like cubic gates, staves of the magi, amulets of the planes, and whatnot have specific fail-safes built in that make it impossible to wind up in this plane (and probably the Negative Energy Plane as well).
The only real way to reach this plane is by a spell such as plane shift or by the really hard waytraveling all the way through one of the positive quasiplanes until a body hits the border-and who knows how long that could take?
==Hazards==
The energy that makes up the entirety of the plane is the chief hazard, though it takes some leatherheads a while to tumble to that. "Positive energy can't be bad," they say. Wrong. A traveler gains 2d6 hit points per round spent unprotected within the plane. For the wounded, it's free and quick healing. Even those folks fit and fine gain the hit points as extra vigor that's added to their normal total lasts 2d 10 turns if he leaves the plane. This becomes a problem when adding on the additional hp doubles the berk's total.
Then, as quick as a sword stroke, the sod's blasted into invisible gobbets of pulverized flesh as his soul flames, overloaded with positive energy, consuming him from within. It's not a pretty sight, believe me. Equipment and all manner of physical objects face the same fate if taken to this plane. Everything taken to this plane, unless it's magical, must make a saving throw vs. disintegration or be dispersed into its component elements.
Fortunately, there's protection available. A version of the spell negative plane protection called, ingeniously, positive plane protection keeps a body's soul from being overwhelmed by the influx of energy by shielding the cutter and his belongings from the plane's energy altogether.
===Breathing===
Breathing in this Energy Plane, where there's no air at all, can be a major difficulty. Now, I say "can" because sometimes it ain't. The dark of it is that an unprotected cutter, while she's absorbing the ambient energy of the plane, doesn't need to worry about suffocation. Even though she's unable to breathe, the plane's energy repairs any damage suffered by her lungs, brain, and whatnot from a lack of air. The plane's energy's enough to sustain her (food and water aren't really necessary, either, for the same reasons). Now, she might still feel like she can't breathe, and that takes some getting used to .... 
While under the influence of a spell that protects a body from the energy of the plane, a blood's suddenly got to worry about breathing. Spells based on the water breathing model (change a traveler's body so he can breathe whatever makes up the environment) or the airy water model (change whatever the environment is to something a body can breathe) don't work here, 'cause the energy can't be changed into anything. Thus, a traveler who likes breathing might be wise to bring along his own air or do without.
===Vision And Senses===
Once you're protected against the energy and have figured out how to breathe, now you've got to worry about the havoc the plane's energy can play upon a visitor's senses. The brilliant miasma of power here'll blind a sod's eyes instantly if they're not protected. The best way to protect your eyes is the simple, trusty blindfold. Darkness magic's snuffed out right quick by the power of the plane. Those who can somehow still see through the blinding light or while blindfolded still can't perceive much beyond 100 feet since the energy's so intense. Hearing's not affected much, but most folks tell tales of being able to sense more by touch than usual. An experienced blood can use such a heightened sense to make up for his lost vision (a Wisdom check at -6 allows a cutter to sense movement within 25 feet of him while in this plane by sense of touch alone). Unfortunately, spells inflicting sensations (like a symbol of pain) double in effectiveness in the Positive Energy Plane due to enhanced sense of touch.
===Combat===
Combat can be really interesting here. First off, the plane heals all wounds-some folks say it's time that does that, but I know it's positive energy (that's a joke, berk). Anyhow, it's true that a body that gets nicked finds himself flooded with positive energy and suddenly he's as good as new. Now, if a blood's got himself protected from the normal energy surge of the plane, he'll find himself without this particular advantage. That's why some canny basher figured out a way to lower the protection momentarily to let healing energy in when he got wounded. Here's how it's done:
A protected basher makes a Dexterity ability check. If successful, that means he's quick enough to give it a try (quickness is important, because if the protection's down for more than just a moment, it's gone for good). Next, he makes a Wisdom ability check to maintain control over the protection while it's down-like making sure the dam doesn't break when the gates are temporarily opened. If both checks are successful, the sod gains 2d6 hp, doesn't lose his protection, and the whole thing takes only a single round. If the first check fails, nothing happens at all and the time's wasted. If the second check fails, the protection fails, overwhelmed by the onslaught of energy, and then the sod's subject to the full power of the plane.
==Moving About==
The only way to move around is to literally "swim" through the energy, which doesn't let a body get anywhere very fast (half normal swimming movement rate). The real way to get anywhere is to just think of a location. That's it. Just think of a location in the plane and before he knows it, a hasher's there. Instant teleportation. Walls and whatnot don't mean much in this plane.