Travel

Despite the Cluster being one happy ball of collected realities, each World still has its own rules and underlying magic. In practice, this means that things taken from one world to another tend not to last very long, especially if it’s more complicated than a stick or a rock. Even the stick and the rock are going to break down over time.

SO WHAT DOES THAT MEAN?

It means that just because one World has advanced technology doesn’t mean that tech will work once you cross the ice. Your characters have to adapt to and work within the World you’re in. While in Hale, you can enjoy the high-speed magrails. In Rasalge, learn to pilot the massive hollow townships. Your characters can’t bring a bunch of laser pistols from SriDOS to conquer Ha-ren…but neither can any opponents. Within a World, the playing field is mostly even. Realities protect themselves, even from benign influence. That laser pistol won’t work, but neither will your CD player.

BUT MY STUFF…MY WEAPONS?

Your CORSAIR field kit has been tested to work no matter where you go; the process by which this stuff is made allows for this. In addition, your weapons are part of WHO YOU ARE as a Hand; while they can be broken or swapped out over time, they can’t be taken away from you. It’s why you have a limit on how many you can functionally use.

Rings, Guild powers, healing abilities – all these things function regardless of where you are.

ALCHEMY AND WONDERWORKS

This is also why Wonderworks matter so much – they serve as a way to replicate popular technology and quality of life improvements in a way that reinforces the personal reality of the device, making it strong enough to withstand a different environment.

In short, be careful what you bring with you. If you’re worried something personal might get damaged by travel, ask the GM. Your Safeguard will always safely guard your things.