Gravity Screw: Difference between revisions

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== [[Tabletop RPG]] ==
* ''[[Dungeons & Dragons]]'':
** In ''[[Planescape]]'' cosmology some planes (in the original Manual of the Planes (1987), while on the Elemental Plane of Air, later on others as well) have "subjective gravity". There's no intrinsic "up" and "down", so inanimate objects are halted at least by air friction, but thinking travellers couldmay choose the "down" direction and automatically move in that direction. (Provided that they knew that the laws of physics didn't apply in the Plane of Air... otherwise, they'd assume that "down" was whichever direction their feet were facing, and fall infinitely. [[Not the Fall That Kills You|Not that it would kill them, of course]]: Air is not so empty that it's possible to collide with something else, but this happens very rarely. On other planes it may happens e.g. in tunnels. In which case several nearby creatures tend to "settle" on a single direction.]])
** The ''Dungeons and Dragons'' example above extends all the way to 3.5. In the fourth edition, they have some different Gravity Screws. On some planes gravity is subjective, so you can walk across any surface including walls and ceilings. Also, you can simply choose not to be affected and effectively fly with poor maneuverability.
** The Reverse Gravity wizard spell.
* A Polish tabletop RPG, ''Strefa Smierci'' ("Death Zone"), featured gravity anomalies as one of the dangers of the wastelands; an anomaly would appear as an aftereffect of the area getting bombed with high-level phlebotinum. Unexpectedly walking into one was one of the easiest ways to die there.
* ''[[GURPS]]'' has rules for operating in high or low gravity. Zero gravity can result in the character becoming physically ill.
 
 
== [[Video Games]] ==