Pan Ge’Diam is a well known outrealm of the iVerse™ Returning to The Steel Realms travel drains a few things and forces the character to leave behind any material not from their home plane due to the planet Helca’s Equitas (order) influence.
Items: “If it came with you, it can go home”. In general, normal mundane items can move back and forth without isue. If an item is imbued with mystic power while in Pan Ge’Diam, it will not return with the character. The exception to this is if the character’s essence was used to imbue the item willingly. If so, roll on a level equal to the essence used – success means its enough a part of the character to return with them, otherwise it will not. If the essence was drained unwillingly, the item will stay and the essence return with the character.
Amplified Power: Each character gains an amplified power while in the realm of Pan Ge’Diam. This power withers and goes away.
Pets and creatures gaining sentience: The sentience is lost, and any bond is lost. Unless any CP was spend on bonding with the animal – in which case the character makes a check against the level equal to the CP used. Success means that half the level of awareness and sentience are kept – typically putting such creatures with the awareness and perception of a pre-teen.
Action Points: All gone. The jolt of going between worlds remove all AP from a characters pool.
Energy: All energy (mana, etc.) pools are totally drained upon returning. They begin restoration 48 hours after the return though.
If a character sacrifices a point of essence, they retain their potential energy totals. Tell them they feel a pulling, as if the energy is bleeding out of them – though not in a dire, permanent feeling. If the essence is expended, make a [fated] check against each energy pool on its level or base SAN (whichever is lower). If the check is successful, the pool of energy is added to by an amount = 5x Result Level. Characters with codes of conduct with indicate sacrifice for a greater good need to make a SAN check to choose to NOT lose essence. Even if they do, they will have anxiety for the 48 hour period as well and have to make a SAN check each (fated; end of each day until success) to get rid of the anxiety.
Knowledge: All information gained and memories of it returns with the character, unless noted.
Ability: Unless the abilities were acquired in a way 100% unique to the setting, they will return with the character.