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Map the Multiverse
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===Interpreting Shadow=== Of course, this system depends heavily on interpretation. Two people can have different ideas on how to stat a given reality. For example, the Shadow that houses the Star Trek setting is clearly No Magic, Space Opera, x2 time rate, and has psionics (Weird 4). But it also has a plethora of near omnipotent entities, like Q. Someone might think it belongs in Weird 5, 6 or even 7. If you are the only GM, that’s not an issue, but if the master seat is rotatory, it can create problems. Try to discuss and reach a compromise. For example, all those ultrapowerful beings in Star Trek seem to be highly evolved species that transcended their physical form, not insanity-inducing cosmic monstrosities. So, in a way, they are the result of the Thematic Powers Weird level. Someone might argue that, in this case, maybe Tech should be bumped up to Singularity, but it’s always better to stat a Shadow based on the traits of its most prominent area of interaction. Star Trek is not a setting where people are running around ascending into higher dimensions or rebuilding star systems. These things exist (a Shadow is a whole universe, after all), but are not the norm in Star Trek. Thus, the appropriate Tech level is Space Opera. Note that a reality’s subrealms are not different Shadows. The D&D world of Oerth (from Greyhawk) is a Shadow that includes the Prime Material Plane and all the other dimensions, like elemental planes, the Happy Hunting Grounds, the Abyss etc. It’s up to the GM if shadow walking or shadow shifting allows a character to move between these subrealms.
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