Calamity struck. Universes began tearing themselves apart due to cosmological strain. No one knows the specifics about why each of the destroyed universes was effected, but some benevolent forces managed to patch the tattered remains together. Because of this tearing and patching, only some of each universe proved capable of surviving the conflict. Will these portions try to figure out the secrets behind the universal tearing? Will they try to find the secrets behind the entities that patched together the Multiverse? Will their inherent differences spark war and conflict? Or will they simply be content to have relatively normal lives?
As a player within the Multiverse, your character’s role is entirely dependent on you! Do you want your character to be a righteous paladin, striking down evil? The evil duchess of a foreign land trying to recruit an army to help her take over the Multiverse? Or will they simply be a traveling storyteller? You can be any of these and more!
This massive project is the third iteration of the popular Multiverse Roleplay and is even more expansive than the last! Virtually any character is accepted, so long as they fit within the small ruleset, and the character events vary from Player versus Player, to Player versus Environment, to simple verbal events! These varied scenarios are separated by location, but can (and will) overlap occasionally. Maybe the duchess’ exploits have reached the ear of the barkeep in a tavern, or maybe a vampire hunt finds its way to a peaceful village. The possibilities are endless!
Like previous versions of the Multiverse, the Multiverse 3.0 is extremely accepting of player creativity, allowing for location submissions, event submissions, and anything is able to be submitted for consideration and possible implementation!
Some basic rules are as follows;
A) The site’s rules apply to all roleplays, including this one, so you need to follow those to the letter in addition to the rules explained below.
B) No inappropriate humor or statements.
B) No inappropriate humor or statements.
How about the non-combative rules;
-There’s no real limit as for the non-combative characters about what race they can be or what occupation they might have.
-Any character that is participating in a non-combative area must be operating at Level 1. This does not mean that the character’s real level must be 1, but if they’re Superman, then they can’t just walk around a non-combative area snapping people like twigs.
-Any character that is participating in a non-combative area must be operating at Level 1. This does not mean that the character’s real level must be 1, but if they’re Superman, then they can’t just walk around a non-combative area snapping people like twigs.
Now for the combat rules;
The Multiverse Level System is a set of rules that has the goal of providing the most fair (and therefore, fun) combat experience within the Multiverse.
There aren’t too many rules to the MLS, as there are far too many powers available and no way of knowing when new ones might show up. The MLS is vague, but to the point that it can accept almost any set of powers, abilities, and/or equipment; while still providing a fair experience.
One thing to note about Power, Abilities, and Equipment is that all three are inherently equal. However, because of their equality, any mention during the rules of any of the three can be interchanged freely. This simply means that if you have thirty kinds of batarangs, it will be judged the same as if someone had thirty spells or thirty powers.
Powers, Abilities, and Equipment each have their own levels and their levels are determined by their ease of use and effectiveness. For example, if a character has the power to explode things on command, then they wouldn’t be able to have as powerful of explosions as someone who has to use physical explosives, due to the fact that snapping your fingers and exploding things is far easier than tossing a timed grenade and hoping that your opponent stays still long enough to get blown up.
-Powers are traits that a character has that they have not either earned through training or were born with. For instance, Spider-Man’s spider-strength and Ms. Marvel’s flight are powers, because they were not born with those, nor did they earn them through training.
-Abilities are traits that a character has that they’ve earned through training or were born with. For instance, Bullseye’s aim and Cyclops’ optic blasts are abilities because they were either born with it or they earned it by training. Magic tends to fall under abilities as it usually has to be learned or the castor is born with it.
-Equipment is any object that grants the user the ability to do more or less than they could without it. These include, but are not limited to, lengthening attack ranges (via guns or other projectiles), providing heightened durability (through armor and the like), or simply being able to do calculations easier (with a calculator). However, equipment can grant the user powers and enhance abilities. For instance, binoculars provide the wearer the ability to see further, while the Gem of Cyttorak gives Juggernaut the power to become unstoppable.
Rules;
1) A character’s strongest move must be within their level. If they charge long enough, then they can achieve the max damage for their level, but they cannot have an attack that exceeds their level. Maximum damage for a level is primarily judged on a power by power basis. The max damage for a level will result in a knockout of someone of equal level, while it could one hit kill someone of lesser level. Characters are allowed to have powers, abilities, or equipment below their level, just not above.
2) The more powers a character has, the less powerful each is allowed to be. This is only circumvented if the character has adequate weaknesses to counterbalance how powerful they are. For instance, if a character wanted to have the top strength of their level and the top speed of their level, they would not be allowed; though they could forgo speed for strength or vice versa. An example of the circumvention is Superman. Superman would have top of his level speed, strength, and durability; but the fact that he has no invulnerability towards magic and that an easily accessible material can weaken him to the point of dying over a short period of time, evens it out significantly.
3) There will be a judge watching every fight, but they are not the only ones who can provide input. Any participant or spectator can and is advised to, provide their opinions on rulings or proceedings within the fight.
4) In order for a fight to occur, all parties within must be in agreement to the fight. This does not mean that the characters have to agree to the fight, just the players of said characters. Any attack done outside of battle is completely avoidable, but not negate-able; this means that the fireball might miss, but if it hits, then it will deal its damage. This rule is not mandatory and some may wish to take the hit, but the option is always available for those that want it.
5) No attack or otherwise harmful effect, can automatically hit. Powers cannot be cast directly on the opponent, but can be in the form of touch or projectile. For instance, a petrification spell can be cast, but it must either be in the form of a projectile, can only be cast upon touching an individual, can only be cast with eye contact, etc. Powers that move at so fast speeds that they are unlikely to ever be dodged are carefully watched by the judge, participants, and spectators to ensure fairness.
6) Attacks cannot automatically succeed. Similar to the previous rule, a power that hits is subject to fair speeds of effectiveness. For instance, a bullet will deal its damage as soon as it punches through or against the victim, but a petrification spell cannot immediately petrify, though it can partially petrify the victim immediately. The ruling for this is determined by judges and is one aspect of characters that can be changed after acceptance, if seen to be unfair.
7) Only information that the character has already learned can be used by said character. For instance, an electrician can spout off the science behind electricity, but a caveman cannot. This also extends to metagaming, which means to use information your character should not know to gain them an advantage in a situation. For instance, if a character’s opponent laid a trap down in a hallway and the character had no way of figuring out where his opponent had set it, then they cannot know where it is. Characters that are hyper-intelligent (aka super smart, gifted, genius, etc.) are allowed more knowledge than other characters, but should be heavily watched by the judge, spectators, and participants to ensure that they are not stepping over the line and metagaming.
8) Environmental changes and destruction is up to the judge, participants, and spectators to be determined if this is a fair change, or not. For example, a weather mage stirring up a heavy rain is fine pretty much anyplace, but summoning a tsunami in a desert, without spawning water, would be unfair. This also goes further into environmental destruction. Felling a tree will usually bring no worries, but chopping down the entire forest will require asking the judge or GM first.
9) The GM, judges, participants, and spectators have an order of command over a fight. If the fighters cannot decide how to handle a situation, then it falls to the chain of command. The spectators can give their opinions as to what should happen in the fight, but do not have any official sway in the decision, unless they are quoting this rule list. Judges have the ability to halt progress of a fight and argue loopholes within the rules (either for or against) and have official sway in decision making. The GM has the final say in a dispute, and can trump a judge’s argument.
10) Respect between players is a must. Personal disputes, unless they involve the events of a fight or character, are to be dealt with through private messaging or other such means of communication, NOT through the OOC.
11) Though some have already been mentioned previously, these rules must be followed.
12) If a judge or the GM asks you to edit a post due to the nature of its content, then do so. This will almost always only be invoked upon posts that are foul or serve only to irritate those that participate.
13) No power is inherently denied, but some powers, like certain manipulations of space/time, will not be able to be possessed at lower levels. For example, reading your opponent’s mind is fine, but not at lower levels.
14) Size limitations are not set in stone and are considered an ability. Differing sizes come with differing benefits and will need to be balanced accordingly.
15) Each player is allowed to have a reasonable number of characters (determined on a player by player basis), but in order to enter a new character, all previous characters must be actively participating in a fight, event, or are dead.
16) If during a fight, your opponent vanishes for a period of three days, you are allowed an auto-hit, this is in the form of the last attack you launched before they vanished. If you did not launch one, then you can launch one. If they do not reply after another period of three days, you are granted a knockout hit, which automatically gives you a win, but doesn't kill your opponent.
17) In fighting, if there are multiple characters participating, XP is earned in a couple of different ways.
- One v. One fighting; the winner earns 10% of the losers XP total. The loser receives 50 XP for participating.
- Multiple v. Multiple fighting; the winners divide among themselves 10% of the total XP of the opposing group. The losing team divide among themselves 50 points per opponent on the opposing team.
- One v. Multiple fighting; If the one wins, then they earn 10% of the total XP of the opposing team and the losing team each earns 25 points. If the team beats the solo person, then the team splits 10% of the solo character’s XP and the solo character earns 25 XP per member of the opposing team.
18) Upon killing your opponent, you are allowed to take off of their person, one item or one piece of the opponent themselves. Each character is able to have one item, or up to two items in a set locked, if they wish. For example, they can lock a hammer, or a shield, or two shuriken, or their twin pistols, etc. If an object contains multiple objects, like a backpack holding supplies, then you can collect the backpack as a prize, but you would not be able to take all of the supplies. If the item received is of insignificant value, like a single shuriken, or a single bullet, then upon death, the opponent can take the full set; however, if the player has locked two of his shuriken and he has three remaining at the end of the fight, the opponent will only be able to take one. A team of people who killed their opponent will only be able to take one item off of that character.
19) Any sort of alliance between players is not protected by the rules and does not have any additional rules, but is encouraged.
20) A character that has died, upon revival, will have everything that they had on them when they died. They cannot find, nor loot their corpse, but can steal back their supplies if any were taken by the victors.
21) Time skips are okay to use, but only if doing so effects no one beyond yourself. Times kips only skip story time, not real time, so powers that require post counts cannot be fast forwarded via time skips. Time skips cannot be used if your character is in an area with another player’s character.
22) Should a character die, then their controlling player must wait one week in real time before they can post as that character again. For instance, if a character died on a Monday, then that player must wait until the next Monday before entering them back into the fray. During the time that they are deceased, the characters go to one of the Afterlife locations. After waiting their week in the afterlife, the place where they respawn can be anywhere within the Multiverse, except the location and surrounding area of where they died.
23) Any player can choose to submit a new land for consideration and review. Should the new land be accepted, then it can be played upon and will become a canonical location within the Multiverse. The Land Submission Thread can be found here.
24) NPCs are able to be created by anyone. They can be spawned with a reasonable number, but non-GM NPCs will always be Level 1 and their equipment must be Okayed by either a judge or the GM. NPC Companions (NPCC) can be purchased from the shopkeeper and the NPCCs can have adjustable levels and gear, but the higher level NPCCs are more expensive. Should an NPCC die, then they go to the Afterlife, much like Player Characters do, but while NPCCs do respawn, they must be hired again if they are to be used again.
25) If a fight is started and they or their team has posted at least three times in the fight, then from that point on, fleeing the fight is considered a loss. Fleeing a fight includes running away, hiding, or making no aggressive or defensive action for more than five posts.
26) A character is allowed the ability to heal; however, the rate at which they heal is heavily limited. A character is not allowed to heal in battle for more than five posts. This is because healing is considered neither an aggressive or defensive act. A character cannot heal wounds fully during combat; at best, able to prevent further blood loss. Characters that manipulate their own bodies, like Sandman or Hydro-Man, are allowed to regrow limbs and lost mass, but they cannot regenerate mass during battle. This makes it to where every time they lose a limb, they’ve lost that much body mass until after the fight.
27) Characters are allowed to have attacks that require charging. These attacks tend to do more damage, or can effect more people. Whenever a character has a power that can charge, it can be done in one of two ways; either via a time-based charge, or a post-count charge. Time based charges will usually warrant additional damage or extended effects, whereas post-count charges are easier to pull off. Regardless of either kind of charging, if the character becomes distracted either through pain, duress (such as needing to dodge suddenly), or other similar situations, then the charge is negated and the charge timer set back to zero. Only one power may be charged at one time, but minimal physical activity is allowed during charging. This means that someone who is charging an attack could crawl under a bed or walk behind a tree, but they couldn’t sprint, nor could they use other abilities during that time as both of those require either too much additional concentration, or are too physically demanding. Yes, the rulings make it nearly impossible for charging attacks to be practical, but their damage output tends to balance with their difficulty to pull off.
There aren’t too many rules to the MLS, as there are far too many powers available and no way of knowing when new ones might show up. The MLS is vague, but to the point that it can accept almost any set of powers, abilities, and/or equipment; while still providing a fair experience.
One thing to note about Power, Abilities, and Equipment is that all three are inherently equal. However, because of their equality, any mention during the rules of any of the three can be interchanged freely. This simply means that if you have thirty kinds of batarangs, it will be judged the same as if someone had thirty spells or thirty powers.
Powers, Abilities, and Equipment each have their own levels and their levels are determined by their ease of use and effectiveness. For example, if a character has the power to explode things on command, then they wouldn’t be able to have as powerful of explosions as someone who has to use physical explosives, due to the fact that snapping your fingers and exploding things is far easier than tossing a timed grenade and hoping that your opponent stays still long enough to get blown up.
-Powers are traits that a character has that they have not either earned through training or were born with. For instance, Spider-Man’s spider-strength and Ms. Marvel’s flight are powers, because they were not born with those, nor did they earn them through training.
-Abilities are traits that a character has that they’ve earned through training or were born with. For instance, Bullseye’s aim and Cyclops’ optic blasts are abilities because they were either born with it or they earned it by training. Magic tends to fall under abilities as it usually has to be learned or the castor is born with it.
-Equipment is any object that grants the user the ability to do more or less than they could without it. These include, but are not limited to, lengthening attack ranges (via guns or other projectiles), providing heightened durability (through armor and the like), or simply being able to do calculations easier (with a calculator). However, equipment can grant the user powers and enhance abilities. For instance, binoculars provide the wearer the ability to see further, while the Gem of Cyttorak gives Juggernaut the power to become unstoppable.
Rules;
1) A character’s strongest move must be within their level. If they charge long enough, then they can achieve the max damage for their level, but they cannot have an attack that exceeds their level. Maximum damage for a level is primarily judged on a power by power basis. The max damage for a level will result in a knockout of someone of equal level, while it could one hit kill someone of lesser level. Characters are allowed to have powers, abilities, or equipment below their level, just not above.
2) The more powers a character has, the less powerful each is allowed to be. This is only circumvented if the character has adequate weaknesses to counterbalance how powerful they are. For instance, if a character wanted to have the top strength of their level and the top speed of their level, they would not be allowed; though they could forgo speed for strength or vice versa. An example of the circumvention is Superman. Superman would have top of his level speed, strength, and durability; but the fact that he has no invulnerability towards magic and that an easily accessible material can weaken him to the point of dying over a short period of time, evens it out significantly.
3) There will be a judge watching every fight, but they are not the only ones who can provide input. Any participant or spectator can and is advised to, provide their opinions on rulings or proceedings within the fight.
4) In order for a fight to occur, all parties within must be in agreement to the fight. This does not mean that the characters have to agree to the fight, just the players of said characters. Any attack done outside of battle is completely avoidable, but not negate-able; this means that the fireball might miss, but if it hits, then it will deal its damage. This rule is not mandatory and some may wish to take the hit, but the option is always available for those that want it.
5) No attack or otherwise harmful effect, can automatically hit. Powers cannot be cast directly on the opponent, but can be in the form of touch or projectile. For instance, a petrification spell can be cast, but it must either be in the form of a projectile, can only be cast upon touching an individual, can only be cast with eye contact, etc. Powers that move at so fast speeds that they are unlikely to ever be dodged are carefully watched by the judge, participants, and spectators to ensure fairness.
6) Attacks cannot automatically succeed. Similar to the previous rule, a power that hits is subject to fair speeds of effectiveness. For instance, a bullet will deal its damage as soon as it punches through or against the victim, but a petrification spell cannot immediately petrify, though it can partially petrify the victim immediately. The ruling for this is determined by judges and is one aspect of characters that can be changed after acceptance, if seen to be unfair.
7) Only information that the character has already learned can be used by said character. For instance, an electrician can spout off the science behind electricity, but a caveman cannot. This also extends to metagaming, which means to use information your character should not know to gain them an advantage in a situation. For instance, if a character’s opponent laid a trap down in a hallway and the character had no way of figuring out where his opponent had set it, then they cannot know where it is. Characters that are hyper-intelligent (aka super smart, gifted, genius, etc.) are allowed more knowledge than other characters, but should be heavily watched by the judge, spectators, and participants to ensure that they are not stepping over the line and metagaming.
8) Environmental changes and destruction is up to the judge, participants, and spectators to be determined if this is a fair change, or not. For example, a weather mage stirring up a heavy rain is fine pretty much anyplace, but summoning a tsunami in a desert, without spawning water, would be unfair. This also goes further into environmental destruction. Felling a tree will usually bring no worries, but chopping down the entire forest will require asking the judge or GM first.
9) The GM, judges, participants, and spectators have an order of command over a fight. If the fighters cannot decide how to handle a situation, then it falls to the chain of command. The spectators can give their opinions as to what should happen in the fight, but do not have any official sway in the decision, unless they are quoting this rule list. Judges have the ability to halt progress of a fight and argue loopholes within the rules (either for or against) and have official sway in decision making. The GM has the final say in a dispute, and can trump a judge’s argument.
10) Respect between players is a must. Personal disputes, unless they involve the events of a fight or character, are to be dealt with through private messaging or other such means of communication, NOT through the OOC.
11) Though some have already been mentioned previously, these rules must be followed.
12) If a judge or the GM asks you to edit a post due to the nature of its content, then do so. This will almost always only be invoked upon posts that are foul or serve only to irritate those that participate.
13) No power is inherently denied, but some powers, like certain manipulations of space/time, will not be able to be possessed at lower levels. For example, reading your opponent’s mind is fine, but not at lower levels.
14) Size limitations are not set in stone and are considered an ability. Differing sizes come with differing benefits and will need to be balanced accordingly.
15) Each player is allowed to have a reasonable number of characters (determined on a player by player basis), but in order to enter a new character, all previous characters must be actively participating in a fight, event, or are dead.
16) If during a fight, your opponent vanishes for a period of three days, you are allowed an auto-hit, this is in the form of the last attack you launched before they vanished. If you did not launch one, then you can launch one. If they do not reply after another period of three days, you are granted a knockout hit, which automatically gives you a win, but doesn't kill your opponent.
17) In fighting, if there are multiple characters participating, XP is earned in a couple of different ways.
- One v. One fighting; the winner earns 10% of the losers XP total. The loser receives 50 XP for participating.
- Multiple v. Multiple fighting; the winners divide among themselves 10% of the total XP of the opposing group. The losing team divide among themselves 50 points per opponent on the opposing team.
- One v. Multiple fighting; If the one wins, then they earn 10% of the total XP of the opposing team and the losing team each earns 25 points. If the team beats the solo person, then the team splits 10% of the solo character’s XP and the solo character earns 25 XP per member of the opposing team.
18) Upon killing your opponent, you are allowed to take off of their person, one item or one piece of the opponent themselves. Each character is able to have one item, or up to two items in a set locked, if they wish. For example, they can lock a hammer, or a shield, or two shuriken, or their twin pistols, etc. If an object contains multiple objects, like a backpack holding supplies, then you can collect the backpack as a prize, but you would not be able to take all of the supplies. If the item received is of insignificant value, like a single shuriken, or a single bullet, then upon death, the opponent can take the full set; however, if the player has locked two of his shuriken and he has three remaining at the end of the fight, the opponent will only be able to take one. A team of people who killed their opponent will only be able to take one item off of that character.
19) Any sort of alliance between players is not protected by the rules and does not have any additional rules, but is encouraged.
20) A character that has died, upon revival, will have everything that they had on them when they died. They cannot find, nor loot their corpse, but can steal back their supplies if any were taken by the victors.
21) Time skips are okay to use, but only if doing so effects no one beyond yourself. Times kips only skip story time, not real time, so powers that require post counts cannot be fast forwarded via time skips. Time skips cannot be used if your character is in an area with another player’s character.
22) Should a character die, then their controlling player must wait one week in real time before they can post as that character again. For instance, if a character died on a Monday, then that player must wait until the next Monday before entering them back into the fray. During the time that they are deceased, the characters go to one of the Afterlife locations. After waiting their week in the afterlife, the place where they respawn can be anywhere within the Multiverse, except the location and surrounding area of where they died.
23) Any player can choose to submit a new land for consideration and review. Should the new land be accepted, then it can be played upon and will become a canonical location within the Multiverse. The Land Submission Thread can be found here.
24) NPCs are able to be created by anyone. They can be spawned with a reasonable number, but non-GM NPCs will always be Level 1 and their equipment must be Okayed by either a judge or the GM. NPC Companions (NPCC) can be purchased from the shopkeeper and the NPCCs can have adjustable levels and gear, but the higher level NPCCs are more expensive. Should an NPCC die, then they go to the Afterlife, much like Player Characters do, but while NPCCs do respawn, they must be hired again if they are to be used again.
25) If a fight is started and they or their team has posted at least three times in the fight, then from that point on, fleeing the fight is considered a loss. Fleeing a fight includes running away, hiding, or making no aggressive or defensive action for more than five posts.
26) A character is allowed the ability to heal; however, the rate at which they heal is heavily limited. A character is not allowed to heal in battle for more than five posts. This is because healing is considered neither an aggressive or defensive act. A character cannot heal wounds fully during combat; at best, able to prevent further blood loss. Characters that manipulate their own bodies, like Sandman or Hydro-Man, are allowed to regrow limbs and lost mass, but they cannot regenerate mass during battle. This makes it to where every time they lose a limb, they’ve lost that much body mass until after the fight.
27) Characters are allowed to have attacks that require charging. These attacks tend to do more damage, or can effect more people. Whenever a character has a power that can charge, it can be done in one of two ways; either via a time-based charge, or a post-count charge. Time based charges will usually warrant additional damage or extended effects, whereas post-count charges are easier to pull off. Regardless of either kind of charging, if the character becomes distracted either through pain, duress (such as needing to dodge suddenly), or other similar situations, then the charge is negated and the charge timer set back to zero. Only one power may be charged at one time, but minimal physical activity is allowed during charging. This means that someone who is charging an attack could crawl under a bed or walk behind a tree, but they couldn’t sprint, nor could they use other abilities during that time as both of those require either too much additional concentration, or are too physically demanding. Yes, the rulings make it nearly impossible for charging attacks to be practical, but their damage output tends to balance with their difficulty to pull off.
To access the Character Deposit, follow this link.