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.
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12 Earth-Beta.
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13 Earth-Gamma.
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14 Earth-Delta.
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15 Earth-Epsilon.
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16 Earth-Zeta.
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21 Earth-Theta.
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22 Earth-Iota.
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23 Earth-Omicron.
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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.
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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.
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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.
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31 Funny Animal Earth. Anthropomorphic animals are the dominant lifeforms. Otherwise, the world is much the same.
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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.
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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.
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34 Dyson Slave Earth. The Earth was disassembled by the Lameki and used to construct a Dyson sphere, where humans live as happy slaves.
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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.
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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.
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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.
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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”.
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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.
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44 Pirate World. Instead of seven continents, there are over a thousand. The colonial era remains in effect, and piracy is a constant danger on the high seas.
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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.
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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. Technology level is several
hundred years advanced.
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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.
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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 high-energy physics theory.
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53 Kings of the World. The heroes find that they are each rulers of a major nation. No other changes.
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54 A Modest Proposal. Cannibalism is legal in most nations. No other changes.
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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.
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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.
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61 Technorebel 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.
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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.
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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.
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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.
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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 indigestion, and will die of starvation before too long.
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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.
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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.
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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 untrustworthy.
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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.
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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.
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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 Bonus in that Realm.

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