Table of Contents
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Balance
Project Multiverse's core concept is that anyone can make anything - to a point. We have rules to make sure that things are generally fair and appropriate. When two groups collide, we suggest dice rolls for anyone who can't agree on the outcome.
To make things interesting, and provide our storytellers with more ways to reward players for their involvement in plots, the “Balance” system described here expands on those simple dice rolls with a set of optional ways to measure power and handle conflicts. As of the creation of this article, it is not canon and is opt-in for those who want to use it, but that may change in the future.
Core Rules
- A “conflict” is an occasion where two or more entities (characters, nations, etc) are at odds with each other. This can be a disagreement, a trade negotiation, a border dispute, etc.
- A conflict may be large (an entire war) or small (a single skirmish). A large conflict may have multiple small conflicts within it.
- Conflict outcomes are handled by dice rolls. The winner of the roll wins the conflict, but it's up to the players to decide how they win.
- Before rolling dice, players should agree on the conflict's Stakes. A border dispute might see the border moved, a negotiation might result in better terms for one group or the other, a foot race might be about seeing who can reach a goal the fastest, and so on.
- Participants may use larger dice when they have advantages, as outlined below in Tiers. This gives even the disadvantaged players a chance at victory.
- Participants may use items rewarded by GMs and Staff to influence the outcome of their rolls, as determined by the item. Only one item may be used per conflict, per player.
- Have fun!
Powers
Project Multiverse currently acknowledges five different “power sources” that Shards and Characters can take advantage of. Each Power is treated equally and are separated largely for thematic reasons. Anything that can be accomplished by one Power can be accomplished by any other Power with the appropriate fluff. The strength of a Shard's or Character's Power is defined by their Tiers, as listed below.
Technology - The use of tools and science to improve a species' control over the forces of the world. - Higher levels could represent spacecraft, androids, and so on.
Magic - The manipulation of natural forces by exerting ones will over them, the manipulation/aide of spirits, and other similar fantasy tropes. - Higher levels could represent summoning dragons, creating homonculi, traveling to other planes/shards, and so on.
Psionics - Using the strength of mind to move objects, read thoughts, communicate mentally, or inflict pain. - Higher levels could represent creating weapons from mental energy, teleporting, controlling the masses via mind control, and so on.
Divine - Power granted by a higher being that grant their followers abilities they could not possess on their own. May take the form of miracles, magic-adjacent affects, and so on. - Higher levels could represent summoning godly entities, causing tsunamis, strikes of divine fire, and so on.
Natural - The capabilities of your species' bodies without the benefit of the other powers. - Higher levels could represent stronger inherent abilities, better combat capabilities, genetic modifications, living ships, and so on.
Tiers
To determine what dice each player should roll, you should compare the appropriate Tiers. There are separate Tiers for Shards and Characters. If neither matches, players should use the closest match.
“Tier Points” are used to allocate how strong your Shard or Character are in a given Power. Additional Tier Points are given by Staff upon completion of various plot goals, site-wide activities, etc, and may not always be permanent.
If you don't spend all of your points immediately, you can allocate them in the future at any time.
Shard Tiers
All the things that your Shard can do are determined by the Tiers of their Powers. This prevents one Shard from having the best magic, technology, etc, by doing things like having a powerful magic species, a powerful technology base, and so on.
Shards can have up to 7 Tier Points at their creation and can allocate those points into Powers as they see fit to make a unique identity for their Shard. If you can't accomplish everything you want with your Shard during its creation, know that you can gain up to 5 more permanent points in the future. Any further increases after this will come from temporary items or opportunities.
1 Cost
Tiers in this category cost 1 Tier Point.
- 0 - No capability. Characters living in this Shard have no concept of what this is. Some may speculate that more exists, but it cannot be proven or taken advantage of. (EX: Magic, Divinity, Psionics for Modern Earth.) - 1 - Pre-industrial. This power can be used for subsistence farming, foraging, hunter-gathering, simple tools and weapons. - 2 - Industrial. Power is used in wider-scale applications, such as assembly line production, general medical use, powered transportation, etc. (EX: Industrial Earth, Mid-fantasy) - 3 - Atomic. A deeper understanding of the power and its principles expands its use. Flight, limited access to space, city-scale weaponry, and more convenient applications of the power begin to show up in character's daily lives. (EX: Modern Humanity) - 4 - Stellar. The civilization can use the power to access space in a regular fashion, including regular sub-light travel. Medical advancements may include modifications to the body and notably longer lifespans. Daily application of the power is likely convenient and common. (EX: The Expanse) - 5 - Space-Faring. It is common for members of this civilization to spend time in space using this power with little-to-no risk. Efficient energy generation (such as fusion or psionic crystals) becomes commonplace, artificial semi-sentients (such as advanced AIs or artificial spirits) are possible, weapons may rely more on energy than physical manipulation (such as lasers or focused magical attacks). Interstellar travel may be possible, but it is long and risky. Spaceships may have some degree of armament similar to the technologies used groundside. (EX: Terrans from Starcraft)
2 Cost
Tiers in this category cost 2 Tier Points.
- 6 - Interstellar. Civilization can commonly and reliably travel the distance between systems within a few weeks to a few months, depending on distance. Weaponry built on advanced understandings of this power is more portable. Space warships are more common and have weaponry designed for use solely in that environment. Lifespans may be extended indefinitely by use of the power and health concerns are mostly negated. (EX: Protoss from Starcraft) - 7 - Post-scarcity. Access to multiple systems worth of resources mean that most members of this civilization can have anything they wish. Travel between systems is a casual affair and done in comfort. Bodies have likely been modified such that medicine or healing are no longer strictly required. Individuals may seek to store their consciousness in constructs to give them other experiences or extend their life indefinitely. The most powerful weaponry of this civilization can destroy small planetary bodies (with sufficient narrative buildup and time for response). (EX: The Culture series by Iain M Banks, The Galactic Empire from Star Wars)
3 Cost
Tiers in this category cost 3 Tier Points.
- 8 - Great Builder. Civilization has advanced to the point that they can harness the energy of a star by means of a Dyson Sphere, Matrioshka Brain, or other megastructure-scale project. Manipulation of gravitational forces, scratch-made AI or life with full sentience, super-dense materials, creation of entire worlds, and more are possible at this level, although they may take generations to complete. (EX: Forerunners from Halo) - 9 - Trans-sentient. Intergalactic travel, ascension into higher states of being, creation of matter from (essentially) nothing, generating alternate dimensions/universes for convenience sake
Character Tiers
Character Tiers are used only for relative measures of strength. While they are based on Shard Tiers, they don't follow the examples 100% - IE, if your Character is Tier 7 in Psionics, it does not mean that they can personally guarantee the resource needs of an entire Shard. Only that they are stronger than a character with Tier 6 in Psionics.
Characters belong to a Species, who have their own unique strengths and weaknesses, as appropriate to the Shard they come from. Species are based on their Home Shard's Powers, but may move one Tier Point from one Power to another to show their diversity.
Player Characters and/or special NPCs are products of the Shard they come from, but they also stand above the average denizen of that realm. You can allocate one point to a Power of your choice, representing your enhanced capabilities. This may give you Powers unusual to your home Shard, such as psychic potential in a species that normally has none. You may wish to speak to your GM or Shard Master before putting points into something unusual.
PCs will often find useful items along their journeys that may give them even greater powers. Most, but not all, of these items will be single use, with permanent enhancements coming from only the greatest of challenges.
OOC
- Player Whisper created this on 2023/03/18 20:35.
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