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🎨 Creative Map the multiverse!

Fred

Surely you jest, Mr Fred
RPGnet Member
Validated User
Those threads about Amber reminded me of Patternbound, my Godbound conversion for the setting. In it, I created a system to describe Shadows and navigate through them. I even wrote up some genre settings in it and prepared a spreadsheet.

I realized it might be a fun project if everybody wrote up their campaign worlds, favorite settings (from games, novels, TV shows), etc. and posted them here. Kinda like we were mapping the multiverse.

Not wanting to be accused of trying to inflate my downloads, I'm copying the pertinent explanations here in spoiler blocks, as well as the examples I wrote up.

Have fun!

Spoiler: Show
Creation is divided into four axes of existence, with Amber and the Courts of Chaos at opposing extremes: the poles. The axes are: Magic, Tech, Time, and Weird. Each has 10 degrees of variation (40 in total, 42 if you count Amber and the Courts of Chaos) and the cross-reference of these steps creates a coordinate system for the multiverse.

Each combination of the four coordinates references an area of creation that groups together all Shadows that share those traits. So two Shadows that both have Low Magic, an Industrial tech level, a time rate 10 times faster than Amber, and no “weirdness” will be found at coordinates 3430. It’s what Amberites call the “law of congruency of correspondences”.

This doesn’t mean they are exactly alike (they can be if they are reflections, slightly different versions of the same universe). One might be a Victorian Shadow where occultists ply their trade through the Royal Institute of Thaumatology, while the other is a Wild West reality where magic is virtually unknown.

Differentiating between two Shadows at the same coordinates can be done by name, Tags and a two- or three-line description. For example, the two Shadows above could be described as:

Albiona: Victorian, Institutionalized Magic, British Earth; a Shadow where the 19th-century British empire rules over a significant part of Earth with the help of the magi from the Royal Institute of Thaumatology.
Conehill: Wild West, Pleasure, Blue Humans; Conehill is the greatest city in the world of Azure and there you can find all sorts of delightful past-times, from the chemical to the sensual, but also a quick death.

TRIP DURATION
Each step in an axis represents one day of regular shadow walking, four hours of hellriding, or nine days of traveling the Royal Way. So, going from a Shadow at 3541 to another at 3563 would take 4 days, 16 hours or about five weeks, respectively; the difference between the two Shadows being four steps: two in the Time axis and two in the Weird axis.

Between Shadows at 0000 and Amber, or 9999 and the Courts of Chaos, there’s only 1 step, not four. Yggdrasil, the intelligent tree that sits midway between Amber and the Courts of Chaos is just a few hours from 4444 or 5555 Shadows.

Moving between Shadows within the same set of coordinates should be substantially faster than regular shadow movement. And travel between reflections should be even quicker. Going from Albiona to Conehill, from the example above, should take hours of shadow walking, no more. Shifting from Albiona with a closed bakery to another version where said business is still open should take a minute, at most.

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.

Spoiler: Show
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.


Spoiler: Show
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.

Spoiler: Show
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.

Spoiler: Show
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.

Spoiler: Show
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.

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.

Sample Shadows
ARCEM (from Godbound)
Coordinates: 6315 (Very High, Renaissance, x1, Superabilities)
Tags: Broken, Demigods, Chaos attack
Description: this Shadow has been sundered by divinely powered conflict. It’s also under attack by Chaos forces using Black Roads, called Night Roads locally.
Notes: there’s so much magical energy in Arcem, its inhabitants were creating artificial gods and transhuman bloodlines a thousand years ago. Also, more than one nation has advanced clockwork mechanisms, hence the Renaissance Tech level. And I chose to treat godbound as paranormals, instead of an aspect of the magic level.

ARKHAM
Coordinates: 4568 (Normal, Early Modern, x100, Mythoic)
Tags: Cthulhu, Roaring ‘20s, Slow Time
Description: the Shadow where the stories crafted by Lovecraft’s and friends take place, always circa 1920s.
Notes: this is an example of how you can play with the coordinate system to create any universe you want. The Slow Time ensures there will always (for game purposes) be the ‘20s. However, it also means that spending one day there will mean more than three months have gone by on Amber and about a month and a half on Earth.

EARTH
Coordinates: 0610 (No, Modern, x2, None)
Tags: Earth, Modern Day, Corwin/Flora
Description: our world in the “present” and where Corwin spent 400 years. It was also Flora’s personal Shadow for a while.
Note: I chose a No Magic Earth, but I can see up to a Low Magic one, as they use it on GURPS. Note that Earth is considered Flora’s personal Shadow, although Corwin spent a long time here. According to Sign of the Unicorn, one Amber day is 2.5 Earth days. So I chose to use Earth as the basis for the time flow of the Shadows based on genre media, i.e., most of them are Time 1.

EARTH-616/METROPOLIS
Coordinates: 4637 (Normal, Modern, x10, Cosmic)
Tags: Marvel/DC, Super-Heroes, Slow Time
Description: the main comic book Marvel or DC Earth, where times seems to run slower than normal.
Note: these Shadows are Slow Time to represent the “compressed timeline” aspect of these comic book universes. The cinematic versions of these may have lower Weird.

FEDERATION/REPUBLIC
Coordinates: 0814 (No, Space Opera, x2, Themed Powers)
Tags: Star Trek/Star Wars, Psionics/The Force
Description: the Shadows where you can find Kirk, Spock, Picard and company; and Jedi, Sith, lightsabers, hyperspace, and Old and New Republics, respectively.
Note: there may be a case for Republic to be Weird 5, given the vast array of abilities the Force provides.

HIGH CASTLE
Coordinates: 0613 (No, Modern, x2, Paranormal)
Tags: Earth, Nazi World, World Jumpers
Description: a Shadow Earth in the ‘60s where the Axis won the Second World War. Certain people have the ability to jump back and forth to an Earth with a history similar to our own.
Notes: this is the setting of The Man in the High Castle TV series, an adaptation of the eponymous book by Philip K. Dick. Note that the “regular” Earth they jump to is not the Shadow Earth described above, because this one has world jumpers, so it’s also Weird 3.

MIDDLE-EARTH
Coordinates: 5210 (High, Medieval, x2, None)
Tags: Tolkien, Third Age
Description: Arda circa the Lord of the Rings trilogy.
Note: First- and Second-ages Arda may have even higher levels of magic; for these cases, Magic 6 doesn’t seem off.

Tchau!
 
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Glamourweaver

Registered User
Validated User
A really interesting implication here is that technological breakthroughs alter a world’s position in the multiverse - and might even require other axes to shift, or alter axes rating on other worlds as it either moves around them or knocks them into a different position in said movement.
 

empulsive

40-something POC Nerd (he/him)
Validated User
NEWUNIVERSE
Coordinates: 3615 (Low, Modern, x2, Superabilities)
Tags: Recent Event, Super-Heroes, The World Outside Your Window
Description: A fairly recent Event (between 1-5 years) created superpowered people (semi?-)randomly around a world very much like our own, and unlike in a typical Slow Time superhero Shadow, things have not been static and time has been relatively flying by.
Note: Depending on the Event in question, this Shadow may end up inexorably increasing its Weird rating, and may naturally migrate towards the same coordinates as the more traditional super Shadows.
 

empulsive

40-something POC Nerd (he/him)
Validated User
(A few more. My apologies if I am using the Tags incorrectly...)

SOLAR FRONTIER
Coordinates: 0711 (No, Near Future, x2, One Feature)
Tags: Colonized Solar System, Slow Time, Exceptionally Efficient Engine
Description: In a universe where FTL is impossible, we've spread out all over the solar system thanks to a miracle engine technology. Humanity is anywhere and everywhere in the system, even some isolated enclaves out in the Oort, and the system is constantly crisscrossed by ships of every type imaginable in a hard sci-fi, follow the laws of physics (just don't look in the engine room!) kind of place.
Note: It's just slow enough to be annoying, and just interesting enough to be enticing to a certain kind of person. And then poof, you've lost a couple weeks at home...

---

STATUS QUO
Coordinates: 4623 (Normal, Modern, x5, Paranormal)
Tags: Magical Conspiracy, Earth, Deep History
Description: An Earth much like our own, this one is deliberately kept that way by a conspiracy of magic practitioners that exists as a society parallel to, but hidden from, the world. They maintain the Status Quo, which keeps humanity safe.
Note: The Status Quo can be a good or a bad thing, in the end. Sometimes both. Who are the good guys and who are the bad guys depends on your point of view. Also, they don't have nearly the monopoly on magic that they think they do, but shhh...

---

WORLDTREE
Coordinates: 7197 (Very High, Bronze Age, x1K, Cosmic)
Tags: Slow Time, Mythopoetic
Description: Worlds upon worlds are nestled in the branches of an enormous, mystical tree in this Shadow, where time runs slow as molasses. High Magi, Awakened Beasts, Elementals, and countless tribes of infinite diversity makes their homes in the leaves, but we dare not speak of what lives in the roots.
Note: Is this the actual Yggdrasil?

---

STELLAR IMPERIUM
Coordinates: 1722 (Trace, Space Opera, x5, Significant Detail)
Tags: Hardish Sci-Fi, FTL, Space Feudalism
Description: Not that much further advanced technologically than the SOLAR FRONTIER, this Shadow features on significant difference - it has a working faster than light drive. This particular FTL technology lends itself to the creation of a pseudo-feudal civilization across the whole of explored space.
Note: Given the speed at which the Shadow is running, and the instability of the civilization's government, who knows how much longer the imperium will last? Also, what's with that tiny trace of magic?
 

LordDraqo

Technical Shaman
Validated User
I am very impressed with this and it actually resembles something that I was going to do for my Lords of Gossamer & Shadows campaign. I shall have to give it a better look when I get a moment, and see how/where it applies.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
I have a few minutes and my phone, so here are some things.

While I am not part of the Mush/MUD, the setting has been borrowed by others.

We focused on the Golden Circle
http://wiki.roadtoamber.com/golden-circle

If you need a bit more...
http://wiki.roadtoamber.com/setting-summary

with some more information
http://www.clockworksky.net/rp_am_pl_sna.html

There are some recursions here that would make great additions to your Amber Mega-Region.
https://forum.rpg.net/showthread.php?766289-necro-The-Strange-Seeking-Recursion-ideas/
 

Fred

Surely you jest, Mr Fred
RPGnet Member
Validated User
A really interesting implication here is that technological breakthroughs alter a world’s position in the multiverse - and might even require other axes to shift, or alter axes rating on other worlds as it either moves around them or knocks them into a different position in said movement.
I have a sidebar in the PDF addressing if a reality oves after its coordinates are first established.

Patternbound said:
Do Shadow coordinates change?
The simple answer is: no. This system is meant to make the GM’s life easier. If she had to track where all the Shadows were drifting to, she’d go crazy. So, once established, the coordinates are permanent.

The complex answer is: maybe. As the tech evolves, mana is depleted, etc., the Shadow drifts along the proper axis. In this case, Time becomes an even more important axis, because it regulates the pace of this drift. GMs wanting to use this option, but avoid insanity may rule that there always is a similar Shadow at the original coordinates and that’s where the characters always return.

Shadowstorms and powerful Amberites able to control a reality’s destiny and/or timestream may also change a Shadow’s coordinates, but these tend to be one-time alterations – the Shadow doesn’t keep moving after that.
Can you explain the part about forcing other worlds' axes ratings to change?

NEWUNIVERSE
Nice! Do you think newuniversal, the Warren Ellis' remake, would clock at a higher Weird level, given the osmic superstructure thing?

(A few more. My apologies if I am using the Tags incorrectly...)
That would be impossible -- it's just a way to describe the reality, not a superstructred mechanical system like in the Sine Nomine games. You're doing fine. :)

The worlds you described seem like known TV/RPG settings (Solar Frontier sounds like The Expanse). Was that what you were shooting for? If so, you don't need to "hide" their name. If not, carry on.

STELLAR IMPERIUM
Coordinates: 1722 (Trace, Space Opera, x5, Significant Detail)
From this write-up, I gather the universe, despite being space feudalism, is so hard that the FTL engine raises its Weird, instead of being folded into the description of the reality. Is that how you see it? I'm not criticizing, just trying to understand your reasoning. Like I say in the Interpreting Shadow section, people have different understadings of the rule, which I find cool and totally in the spirit of a multiverse engine. :)

I am very impressed with this and it actually resembles something that I was going to do for my Lords of Gossamer & Shadows campaign. I shall have to give it a better look when I get a moment, and see how/where it applies.
Thanks! I would love to see what you have done already.

There are some recursions here that would make great additions to your Amber Mega-Region.
And to also contribute:

WALKER WORLD
Coordinates: 0612 (No, Modern, x2, Significant Detail)
Tags: Earth, Zombies, Harsh
Description: A zombie rising led to the collapse of civilization. Now, survivors try to band together and survive the worst of humankind's.
Note: The setting of the TV show The Walking Dead.

Z NATION
Coordinates: 0613 (No, Modern, x2, Paranormal)
Tags: Earth, Zombies, Gonzo
Description: A zombie rising led to the collapse of civilization. Now, survivors try to rebuild the world amid elite conspiracies, evolving zombies and new apocalyptic threats.
Note: The setting of the TV show Z Nation. The Weird covers the different types of zombies and the zombie telepathy/control ability. There is an argument for Magic to be Trace or even Very Low.

Tchau!
 
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empulsive

40-something POC Nerd (he/him)
Validated User
Nice! Do you think newuniversal, the Warren Ellis' remake, would clock at a higher Weird level, given the osmic superstructure thing?
Yeah, the actual newuniversal would be weirder, not sure on the original New Universe. Probably. This is meant to represent the sort of "we're playing in the real world and we just got powers" game that we've all probably played at least once. Up the Weird if you want some more choices and craziness.

That would be impossible -- it's just a way to describe the reality, not a superstructred mechanical system like in the Sine Nomine games. You're doing fine. :)

The worlds you described seem like known TV/RPG settings (Solar Frontier sounds like The Expanse). Was that what you were shooting for? If so, you don't need to "hide" their name. If not, carry on.
I was thinking of these Shadows as more generic than a specific show or other property, while still being pretty clear about their influences. In the case of SOLAR FRONTIER, that could be tweaked to be the setting of my brother's homebrew tramp freighter game, or a version of Firefly, or the Expanse, or my own homebrew. STATUS QUO can be tweaked to fit a bunch of different masquerade type games, though the actual WOD and the like would probably be at different but close coordinates, I think.

From this write-up, I gather the universe, despite being space feudalism, is so hard that the FTL engine raises its Weird, instead of being folded into the description of the reality. Is that how you see it? I'm not criticizing, just trying to understand your reasoning. Like I say in the Interpreting Shadow section, people have different understadings of the rule, which I find cool and totally in the spirit of a multiverse engine. :)
This is, in my mind, the sort of generic Space Trader in an Imperial Space Opera setting, where there isn't any psionics, just ridiculously rare touches of magic. Looking at my post, I think that 7 should have been an 8, but their tech is the boring, extrapolated real-world physics type of Space Opera except for the Weird of the FTL drive. It's really a 7.5 tech rating. ;)
 

Jeep-Eep

*sideye intensifies*
Validated User
STIRRING SHADOWS

Coordinates:4614
Tags: Cyberpunk, Magic, Gonzo
Description: The magic cycled back around the turn of the century, and dragons jockey with CEOs for power as nightmares from the past stir, and awaken, and the forgotten lurk, scuttle and strike in the shadows.
Note:WHERE MAN MEETS MAGIC & MACHINE!
 

Fred

Surely you jest, Mr Fred
RPGnet Member
Validated User
PLANETARY
Coordinates: 4617 (Normal, Modern, x2, Cosmic)
Tags: Wildstorm, Super-Heroes, Secret History
Description: The world looks normal on the outside, but there's a secret history of wonder. Archeologists of the impossible try to uncover these buried truths.
Note: The setting of the Planetary comic book. Unlike the Marvel and DC universes, there's no "compressed timeline".

Tchau!
 
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