Upcoming RP Session. Initial posting/notes. Quick Glossary: Reference terms.

Shatterzone: Boarder between one reality and the next. Typified by odd color variances, gravity, temperature changes and so forth.


Morphic Reality: The ground/land/plants and animals are mutable by the controller of the land. Though they operate under chosen rules and laws. *See native reality.


Stelae: Pillars used to support the reality barrier. Usually some form of stone/crystal structure and implanted at equal distances.


Technomancy: The art and path of blending both arcane energies and mechanical devices together.


Creative Energies: The manipulation of energy at the smallest level, sub-quark, to alter and change it as needed. Usually displayed as rippling effects in the local space-time.


High Lord/Magus: Ruler and deity of a particular zone within the Shatterzone. Capable of direct and essentially limitless control and change within the shatterzone. Larger or broad scale effects typically requiring multiple users to cooperate.


Spellweaving: The arcane style and path of manipulation of energy bonds and connections to summon/alter or create physical items that are typically found in an environment. From elemental energies to a sandwich as an example.


Factory, The: The Landing Fortress(es) of the Eternal Hand, former group which maintained and operated various shatterzones. Now reduced to a single structure and staffed by a skeleton crew. A place of immense magical and creative forces. Used as a base of operations and maintains the flow of energies throughout the shatterzone.


Facility, The: Secondary term for the Factory. Refers to its services branch. Services offered are as follows (EX): Body morphic adaptations, bodily merging/de-merging, soul recalibration and repair, soul implantation. Fusion of organic and non-organic resources or the de-fusion of the same.


Battle Fortress: Massive golem suits built by the Hand as guardians of worlds. Immense war machines designed around a single style or weapons loadout, capable of wielding firepower on a scale of super-dreadnoughts and larger for some designs. Reduced to a handful of remaining suits at this point in time. Once stationed in groups on key worlds as insurance against future threats or used as a deterrent against attack.


Construct/golem/mecha(Meka): Artificial life form, often semi-sentient, used as common labor and as surplus staff throughout the Factory. Specific versions are customized with more or less autonomy as required for a particular role or function.


Chamber, Lazarus: A Cradle of Creation, designed for rebuilding life from minimal remains. Capable of purging, blending and augmenting life forms. Can remove/replace diseases and frailties, reverse aging/increase aging and so forth. Provides extensive regeneration capabilities and can temporarily augment inherent magics when bathed in.


Fleshcrafting: Common term for the magical path of body change and growth. A simple but effective method of explaining the work that goes on.


STM: Subjective Temporal Measurement: Term used to refer to time dilation effects and differences between one shatterzone to the next, roughly equates to UTC+2, also used to refer to the year/century/millennial differences between them all centered around the galactic center as an axis point.


Temporal Calibration: The effect of the operator of a shatterzone being provided automatic linguistic/temporal knowledge of a particular era or region they are arriving in. Typified by basic data like entries, local language habits and so forth. Information will extend back as far as necessary temporally speaking to provide sufficient communication and understanding of the region.


Shatterline: The border of a shatterzone between itself and the native reality.


Portal/Rift: Quantum gateway used for travel at speed through a shatterzone.


Reality Rift: Side effect when demi/deific level entities enter a shatterzone, can be typified as momentary amnesia, sudden bouts of 'mortal' problems such as tiredness, illness, hunger. Abates once the being adapts to the zone via consult with the operator, or is allowed to sync with the energies of the realm. Can cause effects ranging from spontaneous transformation to temporary loss of power.


Temporal Sidestep: A ability which is granted by the shatterzone operator that permits those within to step backward a small increment of time and undo a recent action. May have side effects.


CVR: Common Valuable Resource: Used by members of the Hand as currency throughout the multiverse, ranging from gold to simple iron. Cast in bars and blocks and used as a medium of exchange.


Meta Dissonance: Side effect of a non-magical being entering a shatterzone, may temporarily undergo physical changes, memory alterations or even sudden adaptation to the native reality within the shatterzone. Beings with psychological imperfections are more prone to sudden adaptations to the shatterzone realm.


Native Reality: The rules of physics, science, and magic which operate within a shatterzone, typically created by the operator. Maintained by their collective stelae. Typically once the rules of a native reality are chosen they cannot later be altered, becoming hardwired into that particular shatterzone.


Nexus Storm: A violent 'snarl' between two realities as the energies strive to attain some form of balance, can cause mutation effects in all aspects of the reality around the storm. This ranges from strange warped animals and plants to the atmosphere itself changing, gravity, light and so forth altering until the storm passes.


Chronological Bubble: The ability of a magical being to maintain itself natively within a shatterzone in terms of memory, clothes, gear and physical appearance. This typically manifests once the shatterzone has accepted the arrival of the being in the form of a subtle glow about the being.

Rules details – Subject to alteration as needed.

Simple Events/Tasks: 4d6, 2-6 being a success. 1 being failure. Reduce each success by 1 per failure rolled.

Medium Events/Tasks: 5d6, 3-6 being success. 1-2 being failure. Reduce each success by 1 per failure rolled.

Complex Events/Tasks: 6d6, 4-6 being success. 1-3 being failure. Reduce each success by 1 per failure rolled.

Extreme Events/Tasks: 7d6, 5-6 being success. 1-4 being failure. Reduce each success by 1 per failure rolled.

Employees gain +2 successes prior to all rolled events.

Magical entities of any type gain +1 success prior to all rolled events.

A Magical Employee gains +2 successes prior to all rolled events and +1 after events are rolled to increase their odds of succeeding.

Information on specific RP threads, and slots, as well as timetables, will be established over the next few weeks.