Infinite Cosms (Forum Game)

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jhosmer1
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Infinite Cosms (Forum Game)

Postby jhosmer1 » Thu Sep 21, 2017 8:07 am

Inspired by Exploring the Storm's post in the Setting Discussion Forum, I propose a little thought experiment/game.

Here's how it works. Using a random number generator of your choice, roll up the 4 axioms of a cosm in the Infiniverse and try to describe it. I would suggest a computer die-roller set to 1d30-1, so as to generate a result between 0-29. (Axiom 30 is boring).

I'll start... and I got a doozy from the generator.

  • Magic 1 -- Concepts of luck, omens, and superstitions exist but do not actually occur or have power.
  • Social 2 -- Family or pack bonds form. Hierarchies exist, governed by instinct or combat.
  • Spirit 1 -- Concepts of existence beyond the physical and visible are possible, but have no effect.
  • Tech 16 -- Coal engines provide power. Precision-machined parts enable pocket watches, bifocals, muskets, and rifling. Inoculation and anesthesia become common practice.

Mainspring

It is a world of gears and springs, with metal "trees" and "leaves" made of cogs, "rivers" of spinning wheels, and creatures of clockwork.

No one knows if Mainspring was once populated by humans and became this way by accident, or if this is just a very improbable result of the Infiniverse, but life is very different in this cosm. Everything, from the land and "water" to the creatures that populate it, are made of clockwork gears and springs. The Automata, as the creatures are called, come in many shapes and sizes, from small flying "insects" and "birds" to giant leviathans.

There is no civilization as humans recognize it. Automata engage in Darwinian struggles, each striving to dominate others through combat. Occasionally, a pair will fight and form a pairing under the control of the dominant Automata and produce offspring through the pairing of their Heartsprings. Even the "plants" and "landscape" fight for dominance (though the landscape operates on a geological timescale).

Despite being made of cogs and springs, the Automata possess possibility energy, focused in their Heartsprings. While not eternity shards (except in the largest and most powerful Automata--who are likely possibility-rated) they possess a spark of possibility that allows them to live, grow, and reproduce by sharing their energy to produce a new Heartspring.

World Laws

The Law of Clockwork: This allows the existence of Heartsprings and the Automata.

The Law of Domination: As Tharkold.

The Law of Ferocity: As Tharkold.
Last edited by jhosmer1 on Fri Sep 22, 2017 8:33 am, edited 1 time in total.

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Gargoyle
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Re: Infinite Cosms (Forum Game)

Postby Gargoyle » Thu Sep 21, 2017 8:59 am

I used the Troll Dice and Probability Calculator. Pretty easy, just type in "1d30-1" and set the number of rolls to 4.

I also got something interesting, much different than yours.
13, 7, 29, 26

Magic 13 - Highly Magical creatures such as elementals and dragons spontaneously manifest and thrive. Mind reading becomes possible. Living beings can transform into other living beings, but risk is involved. Conjuration spells become possible but only illusionary effects. Permanent magic items, such as enchanted swords and rings, may be created. Magical creatures are typically enslaved into armies by champions of the Immortals.

Social 7 - Commerce and differentiation of labor develop. Specialized roles like tradesmen, soldiers, and slaves are supported. Small tribal villages are the only organization.

Spirit 29 - Rituals have power on a planetary scale. The Immortals are omnipotent when they combine their power, but not omniscient, and they almost never ally.

Tech 26 - Light projection becomes precise enough to allow holograms without a medium. Nanotechnology and "memory" materials become practical. Cybernetics are superior to natural components. On Tempest there is little in the way of new technology and no cybernetic manufacturing, the only technology typically crafted is powered armor and high tech melee weapons.

The world of Tempest was once much like Core Earth, but the arrival of the Immortal gods of war changed everything. Everyone chose sides, becoming champions of one of the Immortals, and a terrible war reigned, destroying cities and society, reducing the world to a primitive tribal society. The extreme power of the Immortals is only checked by their hatred for one another. They typically send legions of elementals and other creatures against each other and often walk among their champions.

Law of Honorable Combat
One of the precepts of the Immortals is that guns and other ranged weapons are considered dishonorable, and ranged attacks from devices of all sort are a contradiction on Tempest. Cosm cards penalize "dishonorable" actions such as Trick, and reward melee combat.

Law of Taking a Side
Anyone not pledging allegiance to an Immortal with a simple prayer ritual takes an extra point of Shock damage when Fatigued. Pledging allegiance to an Immortal grants you access to that Immortal's list of miracles.

Law of Eternal Righteous War
Something something something...war never ends. Pretty much a cosm card thing.

I'm picturing holy warriors warring for dominance on a post-apocalyptic world, armed with nothing but old power armor and melee weapons and miracles, led by their Immortal gods of war, and hordes of magical creatures enslaved by miracles.

Perhaps a bell curve would produce fewer extreme results. 3d10-1 anyone? Also, maybe it's appropriate that this is post 666 for me.
"That old chestnut?"

Gargoyle

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jhosmer1
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Re: Infinite Cosms (Forum Game)

Postby jhosmer1 » Thu Sep 21, 2017 9:12 am

Gargoyle wrote:Perhaps a bell curve would produce fewer extreme results. 3d10-1 anyone? Also, maybe it's appropriate that this is post 666 for me.


Well, I think the extreme results make for stranger cosms :lol:

For those who want it, though, what about 6d6-7 for a result between 0-29? Too flat a curve?

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Gargoyle
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Re: Infinite Cosms (Forum Game)

Postby Gargoyle » Thu Sep 21, 2017 9:15 am

jhosmer1 wrote:
Gargoyle wrote:Perhaps a bell curve would produce fewer extreme results. 3d10-1 anyone? Also, maybe it's appropriate that this is post 666 for me.


Well, I think the extreme results make for stranger cosms :lol:

For those who want it, though, what about 6d6-7 for a result between 0-29? Too flat a curve?


Yeah, that might be dull. Despite my reservations, we did come up with something with those weird numbers, so maybe we should stick with 1d30-1 for a while.
"That old chestnut?"

Gargoyle

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jhosmer1
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Re: Infinite Cosms (Forum Game)

Postby jhosmer1 » Thu Sep 21, 2017 9:23 am

Gargoyle wrote:Yeah, that might be dull. Despite my reservations, we did come up with something with those weird numbers, so maybe we should stick with 1d30-1 for a while.


Well, there are 810,000 combinations. If someone gets too extreme a result, they can always re-roll. I just ask that you re-roll ALL four axioms, not just a few. No picking and choosing axioms to keep.

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DerHuthmacher
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Re: Infinite Cosms (Forum Game)

Postby DerHuthmacher » Thu Sep 21, 2017 9:29 am

He, funny.

My results are:

Magic 19 - Spells may be made permanent, though this significantly increases the difficulty of casting them.
Social 14 - Financial exchanges allow trading stocks, commodities, and futures. Insurance policies and lending libraries appear.
Spirit 12 - Miracles that cause direct mental harm to opponents become possible. Such powers usually require touching the target, or elaborate rituals to deliver harm over distance.
Tech 18 - Machinery supports repeating rifles, recoil-operated machine guns, and internal combustion engines. Submarines, hydrogen airships, and gliders become available. Theoretical physics can describe and predict almost all everyday phenomena.

Everflow has always been a world of conflict and strive. It's multiple competing faiths have been leading war against each other, all claiming that they follow the 'one true god'. Mages have been fighting against each other; kingdoms and nations have been waging war for resources and land and slaves. Scientists have developed a means to extract Possibilty Energy from living beings, animals and plants and even human slaves to store it and power their 'artifacts'. Pirates and 'free men' roam in the gaps between the kingdoms and struggle for freedom, yet as often employ the same villanous tactics as those they fight against.

Law of Aether - This law allows the extraction of possibility from living beings. The 'Guild of the most renowned and proficient Scyentysts'
- a multi-national and (mostly) faithless society - calls this condensed product 'Aether'.

Law of Conflict - Conflict means evolution. Every kind of conflict is considered favoured, be it a heated argument or the inevitable battle such discussions almost invariably lead to. [Edit: As a conclusion - Everflow is always changing and even the axioms are in constant change. It has recently raised it's Tech axiom to 18 and sunk it's Spirit axiom to 12, as more and more leaders are following the Scyentyst movement, but that is not to say this will be the same in the next hundred-or-so years.]

Law of Domination - There are only the strong and the weak. Those who have been made prisoners mostly end as slaves to their captors, and nowadays more often than not as fodder for the Aether-machines.
---
Hell is where the heart is.

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Exploring the Storm
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Re: Infinite Cosms (Forum Game)

Postby Exploring the Storm » Thu Sep 21, 2017 9:43 am

Hmmm....

Law of Aether - This law allows the extraction of possibility from living beings. The 'Guild of the most renowned and proficient Scyentysts'
- a multi-national and (mostly) faithless society - calls this condensed product 'Aether'.

Possibility vampires anyone? Instead of sucking out blood the vampire sucks out possibilities and the more they ingest makes them stronger as it increases their physical strength over time. Or lets them bottle the possibilities and used in elixirs like the 'Aether' concept.


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DerHuthmacher
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Re: Infinite Cosms (Forum Game)

Postby DerHuthmacher » Thu Sep 21, 2017 9:47 am

Exploring the Storm wrote:Hmmm....
Possibility vampires anyone? Instead of sucking out blood the vampire sucks out possibilities and the more they ingest makes them stronger as it increases their physical strength over time. Or lets them bottle the possibilities and used in elixirs like the 'Aether' concept.


Neat. I can see some Scyentysts inventing potions from Aether that lend them longer life and restores youth.
---
Hell is where the heart is.

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Exploring the Storm
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Re: Infinite Cosms (Forum Game)

Postby Exploring the Storm » Thu Sep 21, 2017 9:51 am

That would be an interesting possibility in the game, special 'science' that allows that.

What about having certain springs or geyser that pop up in the world that has liquid possibilities that can be bottled and the are in Core Earth and the High Lords battle for control of them?

Definitely weaken already strained relationships and allow the Storm Knights to take advantage of distracted High Lords.



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Rabbitball
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Re: Infinite Cosms (Forum Game)

Postby Rabbitball » Thu Sep 21, 2017 10:03 pm

  • Magic 3 Innate, accidental visions of the future or past can occur in extraordinary people.
  • Social 27 Social structures seamlessly incorporate factions and societies even of a completely alien nature. Psionic powers of all kinds manifest commonly without assistance.
  • Spiritual 15 Symbols or artifacts that imbue blessings or powers begin working for any wielder, regardless of whether they have a matching faith skill.
  • Tech 5 Wheels become available. Mathematic concepts and theories develop.

Apius
Apius was originally home to intelligent bees. As they met other species, they were able to incorporate them into the "hive". But unlike many other such worlds, each race maintains its identity, its culture, and its society. However, each individual functions innately for the good of all.

Each society worships its form of a master deity, which the native Apians call the Beekeeper. They believe that it is this deity, in whatever form their followers imagine it to be, that guides them to harmony and truth within overall society.

Occasionally, someone comes up with a revelation of the future, or a device to help society along. These are seen as signs of the Beekeeper's power and divine insight, and are gifts that derive entirely at the whim of the Beekeeper. Asking for such gifts is considered taboo.

World Laws
Law of Position Everyone has a place in society, defined by race, talents, and societal need. Acting outside that place is contradictory
Law of Cooperation When multiple people are attempting a task, it is considered Favored.
Law of Routine As people know what is generally best for the society, doing other things is unusual, and likely to draw suspicion.
Dominick Riesland, aka Rabbitball
Co-author, Aysle Sourcebook for Torg Eternity
Creator of the Cosmversal Grimoire
"Those who will not follow are doomed to lead"—Anarchist, Magic: the Gathering


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