Infinite Dimensions for Invulnerable
Some heroes can travel from one dimension to another; and sometimes, heroes follow villains through strange doorways to other worlds they cannot even imagine. In addition, a few heroes have found their way to the trans-dimensional city of Uru Ulan, and from there to uncountable other Earths. Roll on the tables below to quickly generate strange new Realms for your heroes to explore!
Other Dimensions
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Random Dimension Table
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Roll (2d6) Dimension Type
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2 to 3 ... The God-Realms. Roll on God-Realms Table.
4 to 5 ... The Astral Realm. Invulnerable: Vigilante Edition, page 271.
6 to 7 ... Mirror Realms. Roll on Mirror Realms Table.
8 ........ The Transdimensional City of Uru Ulan. See this post:
http://invulnerablog.imperfekt-industrees.com/?p=828.
9 ........ The Primeval Realm. See Invulnerable: Vigilante Edition, page 273.
10 to 11 . Weird Realm. Roll on Weird Realms Table.
12 ....... Elemental Realm. Roll on Elemental Realms Table.
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Random God-Realm Table
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Roll (1d66) Dimension Type
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11 ....... Asgard (Norse Pantheon)
12 ....... Hel (Norse Pantheon)
13 ....... Niflheim, Jotunheim, Alfheim, Svartalfheim, or some other Norse
God-Realm (there are Nine Realms, cripes)
14 ....... Olympus (Greco-Roman Pantheon)
15 ....... Tartarus (Greco-Roman Pantheon)
16 ....... Vaikuntha, Svargaloka, Brahmapura, or any of a countless other
number of other dimensions; Hindu gods get around.
21 ....... The Pure Land (Buddhist Pantheon)
22 ....... Naraka (Buddhist Pantheon)
23 ....... Ikole Orun (Yoruba Pantheon)
24 ....... Orun Rere (Yorube Pantheon)
25 ....... Jannah (Islamic Pantheon)
26 ....... Jahannam (Islamic Pantheon)
31 ....... Heaven (Christian Pantheon)
32 ....... Hell (Christian Pantheon)
33 ....... Purgatory (Christian Pantheon)
34 ....... Shamayim (Jewish Pantheon)
35 to 36 . The Spirit World (Native American, Pacific Islander, Tibetan
Shamanism, and other animistic faiths)
41 ....... Annwn (Celtic Pantheon)
42 ....... Tir na Nog (Celtic Pantheon)
43 ....... The Dreamtime (Australian Aborigine Pantheon)
44 ....... Takama-ga-Hara (Shinto Pantheon)
45 ....... Nav (Slavic Pantheon)
46 ....... Vahishta Ahu (Zoroastrian Pantheon)
51 ....... Duzakh (Persian Pantheon)
52 ....... Irkalla (Babylonian Pantheon)
53 ....... Tian (Taoist Pantheon)
54 ....... Diyu (Chinese got a lotta Hells, Jack)
55 ....... Aztlan (Aztec Pantheon)
56 ....... Mictlan (Aztec Pantheon)
61 ....... Xibalba (Mayan Pantheon)
62 ....... Heliopolis (Egyptian Pantheon)
63 ....... Duat (Egyptian Pantheon)
64 to 66 . Some other God-Realm ... there are far, far too many to count.
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Random Mirror Realm Table
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Roll 1d66 Mirror Realm
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11 . Earth-Alpha (details in Invulnerable RPG).
12 . Earth-Beta (").
13 . Earth-Gamma (").
14 . Earth-Delta (").
15 . Earth-Epsilon (").
16 . Earth-Zeta (").
21 . Earth-Theta (").
22 . Earth-Iota (").
23 . Earth-Omicron (").
24 . Illiterate Earth. Humanity didn't develop writing until after we learned
to apply mass production methods. Priests memorize and recite calendars,
laws, medical techniques, production methods, and planting schedules,
while writing is considered an unnatural activity and threat to the
priesthood's power. Most of the world languishes in medieval poverty,
while major population centers possess steam ships and locomotives.
Outcast heretics, persecuted and hunted, speak of harnessing lightening
for humanity's own use.
25 . Dead Earth. Life never evolved. Things are, on the whole, pretty
peaceful and oxygen-free. This is a pretty popular base of operations
for a lot of villains, since they (believe they can) prepare their evil
schemes free of interference.
26 . Dinosaur Earth. The dinosaurs never went extinct. The world is much the
same, but dinosaurs remain a popular riding animal in some parts of the
world, and some species of dinosaur are popular food.
31 . Funny Animal Earth. Anthropomorphic animals are the dominant lifeforms.
Otherwise, the world is much the same. Cat-ptain Freedom leads the
Cat-riot Force against Dog-tor Catastrophe and his Terror Flea-gion.
Oddly, Dr. DNAbe is a space alien who looks like a normal human.
32 . Kaiser Earth. America lost the American Revolution. There is no United
States, just the American Colonies. Most of the Southwest is ruled by
Spain (which still controls Mexico), and the Northwest is ruled by Russia.
Germany, under the Kaiser, has controlled most of Europe since the Great
War. A second World War looms as the Ottoman Empire gains power.
33 . Mutant Empire. Shortly after the Proclamation of Perfection, Mutants
conquered the world and openly rule. Normal humans aren't exactly
servants, but aren't full citizens, either.
34 . Dyson Slave Earth. The Earth was disassembled by the Lameki and used to
construct a Dyson sphere, where humans live as happy slaves, drugged
into complacency by their reptiloid overlords.
35 . Theocratic Earth. The Eschaton Treaty was never ratified, and the world
exists as many tiny, fractious city-states, ruled over by chosen
priest-kings. Technology hovers around Renaissance-era tech, and democracy
is a foreign concept.
36 . World of Villains. The War of Villains spiraled out of control, and Dr.
Catastrophe conquered most of Europe. Dr. DNApe holds Polynesia, the west
coast of the U.S., and a big chunk of Asia. Agamemnon Abraxas controls an
army of robots from Helios Station, destroying all other spacecraft or
satellites sent into orbit. Heroes are a persecuted minority.
41 . World of Clones. Cloning technology was perfected in the early '50s.
There are only six or seven dozen strains of human that are judged to be
viable. Super heroes are all created by the various world governments from
experimentation with genetic material. Earth has been openly contacted by
the Convocation and is in the process of being admitted as a member
planet.
42 . Dieselpulp Earth. Most of humanity was wiped out by germ warfare in the
20's. Everyone wears gas masks everywhere, and the "land battleship"
(tank) is the pinnacle of war technology. Most super heroes are Prodigies,
Gadget-Mongers, and/or Super-Scientist "mystery men".
43 . Nazi Earth II. The Tunguska meteor instead fell on London. The British
government relocated to Canada, and the United States never entered WWII.
Otherwise similar to Earth-Theta.
44 . Pirate World. Instead of seven continents, there are over a thousand
sub-continents and large-ish islands. The colonial era remains in effect,
and piracy is a constant danger on the high seas.
45 . Machine Society. The world is populated by sentient robots. There is no
sign of an organic species that might have created them. The world is
eerily similar to the world the heroes are familiar with.
46 . Everyone is a Mutant and No One is Special. Specific bloodlines produce
Mutants with similar Powers, and most nations are divided up into caste
systems based on how useful their Powers are. At the top are the mind-
controlling telepaths, under them the hyper-intelligent inventors and
element-controlling elite police forces. The lowest caste are animalistic
Mutants. Technology level is several hundred years advanced.
51 . Urban Fantasy In Decay. Magic is much easier to learn and control, and
every nation has a tactical magical force of golems and lycanthropes,
and every soldier and police officer in the world is armed with
incendiary rounds, cold iron rounds, and silver bullets. Magic is slowly
beginning to ebb from this world, though, and those born without the gift
for magic are highly resistant to it, a capacity spellcasters fear
greatly.
52 . Agendered Earth. Humanity, and all other lifeforms, reproduce through
budding. The idea of sex and gender are foreign, and vaguely repellant,
to the inhabitants. The level of technology is similar. More energy is
given to science and philosophy, and wars are fought over minor
differences in mathematics and high-energy physics theory.
53 . Kings of the World. The heroes find that they are each rulers of a major
nation. No other changes.
54 . A Modest Proposal. Cannibalism is legal in most nations. No other changes.
55 . It Don't Matter If You're Gray or Gray. Everyone is colorblind. English
has forty words for the color "gray". No other changes.
56 . Right to Bear Armors. Power armor is legal and easily obtained by the
average citizen. Every 2-3 weeks an entire school, a family, sometimes a
city block or two, are destroyed by a child, an ex-con, or someone with a
mental illness. Efforts to ban power armor have stalled in Congress
numerous times.
61 . Techno-Rebel Earth. Seemingly several dozen years in the future.
Cybernetics are cheap and affordable. People use neural implants to surf
the internet in virtual reality, and hack important networks.
Megacorporations rule the world, and leather-clad neon-mohawk-borgs rebel
hopelessly against them. Everyone speaks a mishmash of gutter Japanese
and other languages. There may be elves.
62 . But This Earth Is Just Right. A mishmash of fairy tales and children's
stories. Oz and Wonderland border on a scary dark forest with a Big Bad
Wolf, along with seven dwarves and an old woman who lives in a shoe. A
beanstalk rises from the center into the clouds. An ogre lives in a swamp.
63 . Rule Brasilia. The Industrial Revolution happened in Central America,
which then branched out to conquer and colonize most of the world. The
Central American Federation is the dominant world power, with China and
India as close runners-up. Spanish is the lingua franca.
64 . Free Tibet. Chiang Kai-Shek and the Kuomintang defeated the Chinese
Communists after WWII to become the rulers of China. They openly ally
with the United States against the U.S.S.R, and the powerful forces
arrayed against Russia makes them overplay their hand. A limited nuclear
engagement in 1972 leads to a stalemate; Russia manages to take
Afghanistan and ally with several Middle Eastern States in the Ukrainian
Bloc, arrayed against the U.N. Forces. There are many Prodigy martial
artists and Sorcerers in a free China, facing against many horrific
Mutants on the Soviet side.
65 . Exactly the Same, Totally Different. Humans evolved with right-oriented
proteins instead of left-oriented proteins. Everything looks exactly the
same, but visitors will be unable to digest any food. They suffer
bloating, cramps, and indigestion, and will die of starvation before too
long.
66 . Make Up Your Own. Make up your own alternate universe. Go crazy.
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Weird Dimension Table
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Roll (1d6) Dimension Type
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1 . "The Conference Chamber". This Realms looks like the nicest conference
room, drawing room, or sitting room the heroes can imagine. Each hero will
see something different when they look around the room. In this purely
conceptual space, Cosmic Entities come to debate, philosophize, and plan
with one another, or just tear one another apart ... truthfully, these are
all the same activity to these immortal, unthinkable beings. The heroes may
get a chance to watch Evolutius, the the Cosmic Entity of Life
Ever-Unfolding, debate with Improcthon, the God of Technological Progress,
while they wait for Nemesesia, the Ur-Goddess of Justice and Karma. The
Cosmic Entities themselves tend to look like a 50s pulp scifi magazine
cover crossed with a Hindu god statuary on acid trips. They're negative
space, coils of metal and crackling energy, sunken eyes and multiple heads.
They speak with a thousand voices as one, a metallic voice that booms to
fill a galaxy, or they are silent and the silence speaks intelligible
words for them. Just don't break anything or draw attention to yourself;
the Cosmic Entities like their privacy here, and tend to send interlopers
to the Primeval Realm, to the middle of a triceratops stampede or into a
nest full of hungry pterodactyls.
2 . "The Void Beyond Mind." A featureless white emptiness. Any inanimate
objects that the heroes bring with them are slightly translucent, as if
they don't completely exist. As in the Astral Realm, heroes don't require
air to breathe here, or food, water, or sleep. Meditation here is
particularly fruitful; heroes that make a WIL roll can spend an hour
motionless and silent to gain 1 DET. Everyone else, and heroes that are
done meditating, instead lose 1d3 DET per hour. Lengthy exposure to the
endless expanse of nothingness will turn the strongest hero mad, in time.
3 . "The Islands of Utter Sorcery." Floating chunks of rock, with their own
atmosphere, in a void strewn across the sky with streamers of cosmic
energy and crackling power. Magical energy is powerful here. Heroes with
Magic Powers can push their Powers to up to 2 Levels higher than normal,
but if they do, they must roll 1 die for each extra Level, each Round. On
a 6, the hero takes 1d6 Environmental Damage. The sky islands are
populated by a race of goat-like bipeds that are magically talented,
friendly but utterly untrustworthy.
4 . "The Hall of Endless Echoes." This Realm looks like the Characters' home
Realm ... at first. As they walk, the heroes shift in time to various
points in each of their lives, starting with the most traumatic events.
The heroes themselves are intangible and invisible, as they watch the
horrific tragedies that shaped each other ... destroying their old lives
in the process. Heroes must make an INS or WIL Roll when they view
negative events, or lose 1d3 DET.
5 . "The Realm of Dissolution." An extremely hostile Realm, where the physical
forces that hold matter together are extremely weak. The Realm looks like
an endless series of murky gray-brown clouds; without strong forces to
hold together large structures, the universe is nothing but air, and the
finest powder. Heroes exposed to this Realm immediately begin to choke,
and take 1d3 Environmental Damage per Round as their very molecules begin
to disintegrate.
6 . Come up with your own Weird Realm. The most important thing here is that
(1) major familiar physical laws don't work, are reversed, or are otherwise
fundamentally altered, (2) the differences between physical laws and mental
laws overlap or are reversed.
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Elemental Realms
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Roll 3d6 Element
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3 .. Sound/Vibration
4 .. Plastics
5 .. Chocolate
6 .. Toxic Waste
7 .. Darkness
8 .. Ice/Cold
9 .. Earth
10 . Water
11 . Fire
12 . Air
13 . Metal
14 . Wood/Plants
15 . Light
16 . Crystals
17 . Mind/Thought
18 . Cheese
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In an Elemental Realm, most of the matter and energy are somehow replaced with the Element
that dominates that Realm. Elemental Realms obey their own weird laws of physics; while heroes
don't instantly die if they travel to the Realm of Fire, they will find it extremely warm, and
find flames spontaneously sprouting up all over the place. Elemental Control Powers with a
related theme gain a +1 Level Bonus in that Realm, while Powers with an antithetical theme
suffer a -1 Level Penalty in that Realm.