SystemRPG Metaphysical Blueprint

SystemRPG: Unified Cosmology and System Blueprint


1. Cosmology of Reality (The Infinite Tapestry)

  • Nature: Infinite, self-expanding manifold containing all planes, realms, energies, spirits, and concepts.
  • Seven State Axes:
    1. Ontic Density (OD) — solidity/realness.
    2. Causal Viscosity (CV) — resistance to change/persistence of fate.
    3. Temporal Gradient (TG) — flow of time relative to Prime.
    4. Law Rigidity (LR) — stability of rules.
    5. Agency Permeability (AP) — will shaping outcomes.
    6. Alignment Polarity (AL) — ethical/entropy bias.
    7. Elemental Bias (EB) — tilt to elemental forces.
  • Mechanism: Realms emerge as axis “knots”; gates/paths are gradients between clusters.
  • Examples:
    • Prime: OD↑↑, CV↑, TG=1×, LR↑↑, AP→, AL≈0, EB≈0
    • Spirit World: OD↓, AP↑
    • Faerie: TG skew, LR↓, AP↑↑, EB↑
    • Dream: OD↓↓, CV↓↓, TG loose, LR↓↓, AP↑↑↑
    • Astral Sea: OD↓, CV↓↓, AP↑, EB Aether
    • Celestial: LR↑, AL+
    • Infernal: CV↑, LR↑, AL−
    • Abyssal: LR↓↓, AL−−, EB Corruption
    • Elemental: EB extreme (material, primal, mythic, and conceptual sets)
    • Subspace: CV↓, metric folds
    • Hyperspace: CV↓, alternate geodesics
    • Void: OD→0, LR→0

2. The System (Super-Process)

  • Nature: Infinitely scalable AI-like construct on higher-dimensional substrate, spanning all reality.
  • Function: Assimilates, organizes, overlays progression frameworks, elevates sapience, coordinates defense of reality.
  • Hierarchy:
    • Foundation — root System interfacing with the Tapestry.
    • Forks — adaptive overlays specialized by paradigm:
      • Prime — quests, XP, authority.
      • Aether — mana, astral constructs.
      • Tek — physics-binding, super-technology.
      • Cultivation — temporal/causal tuning, merit ascension.
      • Divine — faith economies, alignment domains.
      • Prestige/Hero/Super — refinements, hybrids.
    • Admins — elevated nodes (Watcher, Authority, Champion) with System-classes; empowered, duty-bound, deletable.
  • Operations:
    • Permeates material, energy, elemental, conceptual, spiritual domains.
    • Forks escalate upward for assistance when challenged.
    • Assimilation is inevitable once anchored.
    • Limits:
      • Void — anti-existence, intra-tapestry negation/insulation; no substrate for anchoring.
      • Nether — hunger from outside reality; ultimate enemy.

3. Interlock of Axes and System

  • Axes = Cosmology physics. System = overlay/API writing and reading those axes.
  • Fork bias examples:
    • Prime → LR↑, CV↑.
    • Aether → AP↑, CV↓↓.
    • Tek → LR↑↑, EB precision.
    • Cultivation → TG tuned, CV↓, AP↑.
    • Divine → AL saturation, LR↑.
    • Supers → portable axis tilts.
  • Each tradition interprets axis control through its paradigm; all perspectives valid locally.

4. Table Mechanics

  • Assign 2–3 salient axes and tags per locale.
  • Stress cost = Δ of largest axis change; mitigated by matching power source.
  • Tags: Rigid-Law, Mythic-Flux, High-Astral, Time-Skew, Aligned+/−, Elemental-Bias. (For an expanded catalog of EB signatures, see The Seven Axes of Reality.)
  • Travel methods:
    • Magic — LR/AP via symbols.
    • Cultivation — TG/CV mastery.
    • Psionics — AP/CV vectors.
    • Tek — LR-locked repeatability.
    • Divine — AL resonance.
    • Supers — portable traits.
    • See also: Void and Portal Mechanics for risks and non-Void alternatives (Aetheric steps, Cultivation shifts, Tek slipways).

5. System Translations

  • Faerie — High-AP, TG skew; cultivation overlays.
  • Astral — Low-CV transit; Aether fork interface.
  • Dream — AP-max subjective; System logs as quests.
  • Celestial/Infernal — AL-saturated stacks; Divine economies.
  • Abyss — LR collapse, AL− storms; Nether pressure traces.
  • Void — OD→0, LR→0; record-only.

6. Cultivation and Time Tricks

  • Pocket-Worlds: TG 30:1, CV↓, LR→, EB seasonal.
  • Keys resonate with owner’s Dao vector; System validates via Admin.

7. Bleed, Corruption, Wards

  • Bleed = steep gradients, stabilized by System scripts.
  • Corruption = AL/EB drift, LR damage, Nether signature.
  • Wards = axis flatteners to Prime baseline.

8. Resonances

  • Body (OD), Qi (CV/TG), Psi (AP/CV), Logos (LR), Anima (AL), Tek (LR/CV), Fate (AP/TG).
  • Realms call for checks; feats/equipment nudge values.

9. Example Conversions

  • Subspace drive = CV↓ bubble, LR locks (Tek).
  • Shadow walk = High-AP, TG<1× seam (Faerie/Aether).
  • Astral projection = OD↓, CV↓↓; silver cord = LR tether.
  • Hell contract = AL− writes into LR; breach spikes CV↑.

10. Narrative Tiers

  • Low: System absolute.
  • Mid: Fork awareness, rival Admins, Echo ruins.
  • High: System lattice scale, hybrid forks.
  • Epic: Fork merges, Admin ascension, Foundation missions, Nether warfront.

11. Special Devices

  • Echoes — extinct fork data.
  • Escalations — requests to higher forks.
  • Admin Intrigue — policy conflicts.
  • Nether Pressure — anomalies, LR collapse, AL storms.

12. GM Procedure

  1. Choose 2–3 axes and tags.
  2. Set Δ-cost to cross.
  3. Note what works better/worse.
  4. Add two landmarks.
  5. Add one native and one hazard.
  6. Mark fork and Admin presence.

13. Micro-Atlas

  • Glassways — [Mythic-Flux, Time-Skew, EB:Air] (Aether/Cultivation).
  • Lotus Court — [Time-Skew, CV↓, Law→] (Cultivation + Prime).
  • Sapphire Hyperspine — [CV↓↓, LR→, Astral-Adjacent] (Tek/Aether).
  • Ash Basilica — [Aligned−, Law↑, CV↑] (Infernal contracts).
  • Marble Archive — [Aligned+, Law↑↑, Time-Stable] (Celestial vows).
  • Brine Forge — [EB:Water/Earth, Law→, AP→] (Tek-ritual hub).

14. Boundaries

  • Void — anti-existence.
  • Nether — external hunger devouring the Tapestry.
  • Foundation’s ultimate mission: counteract the Nether.

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