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=The Axes= This section explains what each step in the axes means. Most are straightforward, with only Weird being more open to interpretation. Still, readjusting the steps in the axes if you want a different distribution shouldn’t be problematic. The notation for the axes isn’t difficult to remember: Magic, Tech, Time and Weird, or MTTW (kinda like Matthew). Magic and Tech are the two most common parameters to describe worlds in RPGs, so they come first. This way, you know the second T has to stand for Time. [[File:axes.jpg|center]] ==Magic Axis== This represents the abundance of magic in a Shadow. The more widespread the magical energy in a reality, the more probable it’s that its manipulation is known and employed. This correlation, though common, isn’t necessarily true. Two Shadows, one with an open war between mystical factions and another where magic is secret and practiced by covert groups, can both have a Normal Magic level. On the other hand, there can exist a No Magic Shadow in which the inhabitants believe magic and its effects are real, and so perform spells and rituals (ineffectually). Magic tends to be Shadow-specific: traditions from one reality don’t work in another, unless it’s a reflection or a very similar Shadow. For example, Harry Potter magic doesn’t work in Middle- Earth, and Arda’s magic has no power in Shadowrun’s Sixth World. There can be versions of these Shadows that allow extraplanar traditions to work normally, but these will have a higher Weird than the original. Magical energy is, usually, inexhaustible, but in some Shadows it is a finite resource. Casting spells, enchanting artifacts and any other uses will deplete magic. Such realities will have a higher Weird rating too. Mechanical effects of the magic level in a Shadow are left to the GM, but can be plundered from her favorite RPG systems. The ones listed below, like special traits for magic-users and recharging rates, are just examples and may be absent, higher or lower, as desired. • '''No:''' this Shadow lacks magical energy. Magic items don’t work (a +2 sword is just a sword) and creatures made of mystical energy or dependent on magic to survive die. • '''Trace:''' there’s a minuscule amount of magic and accessing it may require a special trait. It takes years, maybe decades, to harness enough energy for even a minor effect. Magic item abilities may not work or do so almost imperceptibly, and recharging may be impossible or take a very long time (x1,000). Creatures made of mystical energy or dependent on magic to survive will wither and, eventually, die. Some may be able to survive in a very weakened and painful state. • '''Very Low:''' magical energy is extremely low, but usable. Accessing it may require a special trait. Casting spells and enchanting are strenuous activities that take time. Magic items function at a very reduced efficiency and recharging takes a long time (x100). Creatures made of mystical energy or dependent on magic to survive can live, but are weakened. • '''Low:''' magic level is not optimum, but allows regular practice, so that sorcery becomes a “profession”. Wielding magical energy may still require a special trait. Casting spells and enchanting are difficult activities that take time. Magic items function at reduced efficiency and recharging may take longer (x10). Creatures made of mystical energy or dependent on magic to survive live, but are not at full power. • '''Normal:''' the “regular” level of most magical Shadows. Magic is abundant enough that sorcery is another common activity in society, though its practice may require some special trait. Casting spells and enchanting function at the appropriate level of difficulty and exertion of the tradition. Magic items, as well as recharging, operate normally. Creatures made of mystical energy or dependent on magic to survive exist without any problem. • '''High:''' magical energy is so abundant that most everyone can perform it, even if they lack any special trait. Casting spells and enchanting are easier. Magic items may perform better and recharging is faster (x10). Creatures made of mystical energy or dependent on magic to survive may be strengthened and/or feel inebriated. • '''Very High:''' magic is so prevalent, anyone can use it. At this level, technological development may be impaired, since most everyone relies on magical solutions. Casting spells and enchanting are very easy. Magic items operate at higher levels of ability and recharging is incredibly fast (x100). Creatures made of mystical energy or dependent on magic to survive have their powers enhanced and may be in an almost permanent high. • '''Ubiquitous:''' magic is everywhere. If magical energy were water, this Shadow would be the abyssal depths of the ocean. Not only everyone can use magic, but most fauna and flora may also be magically active. Casting spells and enchanting are almost effortless and can have flashier results, be they successful or not. Magic items operate at far higher levels of ability and recharging is almost instantaneous (x1,000). Creatures made of mystical energy or dependent on magic to survive become extremely powerful and may feel overconfident or even megalomaniacal. • '''Wild:''' like a Ubiquitous Shadow on steroids. The roaring maelstrom of magical energy makes magic easy, simple and unpredictable. Casting spells may be as easy as speaking and can have far-reaching consequences; using a common object in an emotionally significant manner may create powerful artifacts. Creatures made of mystical energy or dependent on magic to survive become godlike and may change completely in psychological terms. Some may not survive, unable to handle the powerful energies present. • '''Omni:''' this Shadow not only has Wild magic, but is also permissible to all magical traditions in the multiverse. Any sorcerer or witch from any Shadow can perform magic here. Some Shadows at this level are nothing more than vast reservoirs of magical energy that can be tapped from other realities. ==Tech Axis== This refers to the technological advancement found in a Shadow. Low tech, up to Medieval level, tends to be multiversal: a plough pulled by oxen, a bow and a miller’s wheel will function in any Shadow. There’s a reason Amberites use swords and horses, instead of disintegrators and flying cars. As tech level rises, incompatibilities based on physical laws appear, getting more prevalent with each step. For example, gunpowder doesn’t burn in certain Shadows, but FTL systems are almost completely Shadow-specific. Usually, things start getting complicated at the Near Future level. Like in the Magic axis, Shadows that are permissive to non-native technologies have a higher Weird rating – unless the GM considers that the technology still works, but differently and in accordance to the new Shadow’s laws. For example, in a Traveller Shadow, Star Trek’s warp drive may not operate by creating a warp bubble and propelling the ship through normal space, but behave as a jump drive. This may warrant a one-level bump in the Weird axis. • '''Stone Age:''' pre-agriculture, hunter-gatherers, flint weapons; • '''Bronze Age:''' agriculture, cities, metal tools and weapons; Babylonia, Ancient Egypt; • '''Medieval:''' iron-working; Roman Empire, Middle Ages; • '''Renaissance:''' gunpowder, printing press; Earth’s 15th-19th centuries; • '''Industrial:''' steam power, railroads, telegraphs, ironclads, cartridge weapons; Victorian Era, Wild West; • '''Early Modern:''' airplanes, assault rifles, atomic bombs, radars, radios; Roaring ‘20s, World War II; • '''Modern:''' computers, electronics, biotechnology, television, jet planes, spacecrafts; late 20th to early 21st centuries; • '''Near Future:''' advanced genetic engineering, bionics, supercomputers/AIs; Cyberpunk, Solar System exploration/colonization; • '''Space Opera:''' androids/bioroids, beam weapons, FTL travel, teleportation, transhumanism, uplifting; Interstellar civilization; • '''Singularity:''' ascension, cosmic engineering, Dyson spheres/ringworlds; Ancient/highly evolved civilizations. ==Time Axis== This axis concerns the rate of time flow in relation to Amber. In Shadows at level 0, time passes at the same speed as in Amber. In those realities at higher Time ratings, time flow can be faster (fast time) or slower (slow time). The multiplier for each degree shows the difference in rate. At a Time 2 Shadow, time flows five times faster or slower than in Amber. In the first case, five days go by for every Amber day. If it’s a slow-time Shadow, then it’s the opposite: every Shadow day corresponds to five Amber days. Fast-time Shadows tend to be more common or, at least, more interesting to Amberites, so the default assumption for Shadows of Time greater than 1 is that they are fast time. If that’s not the case, then a Slow Time Tag should be included in its description. ==Weird Axis== This measures the chaotic anomalies that differentiate Shadows from similar ones. It means a Shadow is closer to the Courts of Chaos than it should be given its traits. The Weird rating should be based on the most prominent/powerful anomaly. If the Shadow has two discrepancies of equal level, then it can be bumped to the rating above. Details covered by Tech or Magic don’t justify a Weird rating greater than zero. For example, zombies are not an unusual thing to have in a magical world, so no Weird. In a modern Earth with no magic, though, such as The Walking Dead setting, they are, especially if the technological “explanation” is clearly handwaving. Seers or people with the Sight don’t merit a Weird rating if the origin of their power is magical. Shadows located between Yggdrasil and the Courts of Chaos (see the Merlin Asks sidebar in the next page) tend to have strange physical laws, even if their Weird rating is zero. Examples include anomalous gravity, chemical oddities, cosmic aberrations and so on. High Weird, though, can be used to represent otherwise "normal" settings that have extraordinary features. For example, a world of swashbucklers and galleons with Low magic, Renaissance tech, x2 time differential and Weird zero would be much closer to Amber than Chaos. However, this might feel odd if this reality's civilization lives in floating islands located in a gaseous ring of breathable air surrounding a giant, glowing ball of blue liquid. Weird can be used to fine-tune this. The names of the level are just examples of conditions for that step. • '''None:''' there’s no anomaly in this Shadow. It behaves exactly like expected. • '''One Feature:''' there’s one thing that’s different in this Shadow when compared to other reflections: colors (people, sky, sun, etc.), languages, existence/inexistence of a minor technology or feature. • '''Significant Detail:''' there’s one major anomaly or a few minor ones: species (lizardmen instead of humans), existence/inexistence of a major technology or feature (gunpowder doesn’t ignite, zombies in an otherwise normal world, lightsabers in an Arthurian Shadow). • '''Paranormal:''' this Shadow features a single paranormal ability (precognition, supersense of smell, world jumping, etc.); the existence/inexistence of a technological field, school of magic or features. • '''Thematic Powers:''' there’s a group of thematically linked abilities with a single origin (psionics, supernormals, etc.); the Shadow is permissible to a technology or magical tradition from another reality. • '''Superabilities:''' there are various different abilities, but they all stem from a single origin (virus, genes, exposure to a substance, etc.). “People with powers” realities are usually found in this level. • '''Metahumans:''' this Shadow features several different superpowers from a myriad of origins. It’s the Weird level of most super-hero worlds. Here you can also find Shadows that are permissible to a group of technologies or magical traditions from another reality, or one technological field or magical tradition from several Shadows. • '''Cosmic:''' Shadow-wide or even inter-Shadow conflicts and cataclysms, “relatable” cosmic entities, and almost constant timeline rearrangement are the province of this level. Shadows that are permissible to all technologies or magical traditions of another reality, or a group of technologies or magical traditions from several Shadows belong here as well. • '''Mythoic:''' insanity-inducing, dimensional-bending cosmic monstrosities can be found here. • '''Cross-Shadow:''' these Shadows are so close to the Courts of Chaos that the boundaries between realities are tenuous. You can find worlds that are a patchwork of different Shadows. Cynosure, Sigil, Nexus and such exist at this level. Here you also find Shadows that are permissible to all technologies and/or magical traditions from other realities.
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