GURPS
WebWorlds

Cyclopedia


Clusters:

A "Cluster" is simply a group of linked worlds. The worlds of Infinity Inc. (from GURPS Time Travel and related supplements) and the worlds of an AD&D Spelljammer universe are two separate examples. A world need not be restricted to one cluster. For example, the same world could be part of an Infinity Inc. campaign (because it's a near parallel of earth) and a Spelljammer campaign (because it's in a crystal sphere). (It would be a pretty strange world, but this is just an example.) Clusters can be defined however a person desires, but are most commonly defined by means of travel or similarity of reality.

- A world might have sub-dimensions. Where sub-dimension exist they share a Proximity 0 connection with the primary dimension of that world (examples include: a fantasy world's Ethereal Plane; a horror world's Spirit Realm; a Cthulu-like world's Dreamlands; a cyberpunk world's Cyberspace; a futuristic world's hyperspace). In general, these sub-dimensions have no connections with any other worlds outside of their own cluster.
- Every world in a given cluster shares an unflavored Proximity 2 connection.
- A world might be a member of more than one cluster, in which case it has unflavored Proximity 2 connections to all members of every cluster that it is a member of.
- Each world in the GURPS WebWorlds has at least a Proximity 4 connection with every other WebWorld.
- A world might not be a member of any clusters, in which case the only assumed connection is the overall Proximity 4 connection.

The above statements are the general assumptions, and can be modified:
- Inter-Dimensional Coordinators (IDCs) can flavor or remove the Proximity 2 connection among certain clusters. This lets you define a pair of clusters that can only reach each other through roundabout routes.
- Single Dimension Designers (SDDs) can weaken, flavor, or remove any connections related to their world as they see fit. This takes precedence over any other modifications made to the connections.
- SDDs can strength, unflavor, or add any connection to any world they wish, so long as the SDD of the target world does not object.

(Dataweaver and Jeff Wilson)

Connections:

Connections define how easy it is to get from one world to another. They can vary with time, location, means of operation (magic, psionics, technology). Connections also describe what can travel to the other world (bodies, minds, or just information). Many dimensions also have special laws governing dimension travel, and a connection need not be the same in both directions.

Connections may be affected by:
- Flavor
- Gauntlet

For a number of ideas on connecting worlds and world-building, check out Chessboards: Planes of Possibility by Wizards of the Coast.

See Proximity

(Jeff Wilson)

Flavor:

A connection's Flavor states unique restrictions applied to that connection. Some examples of Flavor follow:
- A connection might only be available to certain methods of dimensional travel.
- A connection might be weaker for purposes of leaving a particular world. That is, it is harder to leave a particular world than to enter.
- A connection might be weaker for purposes of entering a particular world. That is, it is harder to enter a particular world than to leave.
- A connection's Proximity varies over time.
- A connection's Proximity varies by location

See Connections

(Dataweaver)

Founding Member

The title holder wields no power, it simply give the holder the right to append his/her name with a cool title and notes that he/she/it was a constructive member in the foundation of the Gurps Multiverse (or whatever) project. It also give the holder the right to whine and moan about the new-fangled ideas that will come in the future or to go on about the good-old days when the discussions were well-ordered and meaningful.

Frameworks

Frameworks are partially developed worlds, and are intended to be used by multiple GMs with as few hassels as possible. Once a framework has been posted, a GM may add to it without worrying about what the original author thinks. Frameworks are often developed for short, limited adventures.

(Jeff Wilson {Jeff_Wilson63@bigfoot.com})

Gauntlet

The theory of the Gauntlet states that the difficulty in moving between worlds is in some sense based on the differences between the two. Larger differences mean more difficulty.

Truly random travel would most likely leave the character breathing vacumn, but random travel weighted towards destinations closer to your own would result in something like Sliders.

The difficulty rating of moving from one dimension to another contains three essential parts:
- Entrance Gauntlet
- Exit Gauntlet
- Difference Gauntlet (how different the worlds are from each other)
Formula:
Your Exit Gauntlet + Difference + Their Entrance Gauntlet = overall difficulty
An example of this - say if you are traveling from our Modern Earth to a world controlled by Nazis the formula would look like this:
Our Earth: Exit Gauntlet 2, Entrance Gauntlet 4
Nazi World: Exit Gauntlet 2, Entrance Gauntlet 3, Difference 1 (the difference between the worlds)
Difficulty to travel is 6 (Exit (2) + Difference (1) + Entrance (3))

See Connections

(William Robert Night)

Kellal

Kellal is a famous world that has suffered heavily through The Elders' Death, and for a long while was quarantined. Kellal was noted for it's Outsider artifacts, but is now noted for the extreme level of Paranoia of it's cities.

(Steven Marsh)

Nexus

Some observers say that Nexus is the center of the Multiverse, the hub around which the Multiplicity spins. They believe that all worlds can be classified as to how far from Nexus they are. A strong Atomist contingent even believes that the Worlds are arranged similarly to electron shells round an atom.

Others say that since they can't get tenure at Nexus University they can't be sure it truely exists, and therefore the whole idea stinks. An even stranger claim is made by the The Faculty of Imaginary Physicks at Nexus University who state that reality is unreal and that the WebWorlds are in fact imaginary.

Proximity:

Two universes can be "near" each other, meaning that travel between them is comparitively easy, or they can be "far" from each other, meaning that travel is difficult. Proximity represents how strong, overall, a particular connection is. Proximity 0 is the strongest, while Proximity 5 is - generally - the weakest. Each world or cluster designer determines how to implement Proximity for a world or cluster. Following are a few examples:

-Proximity 0 (Routine) connections are so routine that most people do not consider the worlds to be separate at all. Travel to the other world is done everyday. In many cases one dimension is known as a subdimension of the other. People regularly travel between or use worlds this type of connection. Examples: Cyberspace in a Cyberpunk game, Hyperspace in a Space game, The Spirit Lands in a game using Shamanism, the Umbra in a Werewolf game, the Astral Plane in Psionics or Magic, or The Faerie Lands in a Fairy Tales setting.

-Proximity 1 (Easy) connections are easily achieved. People often travel between the two worlds. Examples: Same Quantum connections in an Infinity Inc. campaign, Umbral Realms in a Werewolf game, Elemental Realms. Worldjumpers can reach these worlds at a cost of 1 fatigue.

-Proximity 2 (Moderate) connections are difficult, but possible to create. Most people will be familiar with other worlds with this proximity. Examples: One-quantum jumps in an Infinity Inc. campaign, Realms of gods and demons, the elven lands from Tolkien's Middle Earth. Worldjumpers can reach these worlds at a cost of 10 fatigue.

-Proximity 3 (Difficult) connections are very difficult to achieve and usually inconstant. Information on these worlds is probably limited to experts. Examples: Two-quantum jumps in an Infinity Inc. campaign. Magical gates which open very infrequently (like Witchworld prior to the latest book). Realms which only impinge on another at infrequent intervals. ("Every halloween, my son, the gates of hell crack, and demons ride the earth slaying all that we hold dear.") Worldjumpers typically cannot reach worlds of this type.

-Proximity 4 (Exceptional) is generally considered "out of range" with no contact between the worlds. However, there may be certain groups or special circumstances which enable travel to worlds in this proximity. Examples: Demons can get items from proximity 4 worlds which mortals cannot reach. This should be considered the default for worlds which are not specifically defined as having connections.

-Proximity 5 (Impossible) connections mean that the worlds are "out of range" by any means. No travel is possible under any circumstances.

-The Planar Travel spell(s) from GURPS Grimoire can be treated as being at a -1 penalty for Proximity 1 connections, -5 for Proximity 2 connections, and -20 for Proximity 3 connection. Proximity 4 connections typically require special penalties determined by the world designer.
-Gateways across a Proximity 1 or 2 connection would be more difficult to create (and maintain, if it requires maintenance) than they would be if they were using Proximity 0 connections.

See Connections

(Jeff Wilson)

Reality Bubbles

When an object or person is transfered to a new plane she or it might bring some of their reality with them. If they do then the area surrounding them is subject to the laws of their original reality.

This bubble has limited duration. Typically 5 min., a Week, a Month, or a Year. The area and duration of the reality bubble depends on the mode of transfer, and will only occur in those planes that specifically allow them.

(Simon Watkins)

Sliders

Sliders was a popular TV series in the mid '90s about a young physics graduate who had developed wormhole technology allowing him to travel between parallel dimensions of earth. I'm sure it involves complex calculus and other mathematical constructs and modeling tools too terrifying to imagine.

(Gary Hayman)

Tanelorn

Tanelorn is an idea by Michael Moorcock for his Eternal Champion Multiverse, where a million spheres of existence had legends or the reality of Tanelorn. Tanelorn was supposed to exist in some form or other on all realms of existence and was supposed to be a serene and tranquil place to live if it could be found. Many travellers of the Multiverse would seek it if they were lost in the hope of finding a way back or continuing their journeys.

(Oriental Hero)

Technological Resistance

Some Worlds have a resistance to items from higher Techs for that world.

Reduce the higher tech items' Malf by the difference of the Tech levels. (Using: Malf crit = 18, Malf ver = 19, and Malf NA = 20)

Faint Technological Resistance: Reduce by 1 per 3 levels of difference.

Weak Technological Resistance: reduce Malf by one for every two levels of difference, rounding up.

Strong Technological Resistance: reduce Malf by 2 for every level of difference.

Heavy Technological Resistance: Reduce by 2 per level, and halve the effectiveness of the item.

(banjo)

World Jumping
Methods
-Magical: (Gates, Spells, Ceremonies)
-Mental: (Dreaming, Astral Travel, Teleportation, "World Jumping")
-Technical: (Transporter Rooms, Gates, "Jump" Drives)
-Mystical: (Finding pathways between worlds, "Celtic" style Gatewayes, Shamanic Journeys, complex rituals, brought here for a purpose, Strange Weather/Storms/Fog that will get you REALLY lost, The Horatio Club)
-Practical/Mundane: (Callahans Bar, Riverboats, Trans-Subtle-Railways, Ordinary looking Doors)
-Post Modern: (Abducted by passing Aliens, Sucked into VR computer games, waking up one morning in a different place, Heavy Psychedelics "Woah, Bad Trip!", A street car to Desire, stepping into movies eg. "The Last Action Hero")

(banjo)

World Signature

Every world has a unique "signature" that manifests itself in many ways. To a mage this would be a sort of magical "scent"; to a parachronic engineer, it would be a certain setting for his devices; for a world-jumper, it would be a certain "feel" that the world has. However you define it, the world's signature is a "key" to the world; some methods or World Jumping rely on knowing this "key".

Each method of dimensional travel has its own approach to determining another world's Signature. The general rule of thumb is that you need to go to a world to get its Signature; any alternative should have an equivelent difficulty.

(Dataweaver)


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