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:
- Ontic Density (OD) — solidity/realness.
- Causal Viscosity (CV) — resistance to change/persistence of fate.
- Temporal Gradient (TG) — flow of time relative to Prime.
- Law Rigidity (LR) — stability of rules.
- Agency Permeability (AP) — will shaping outcomes.
- Alignment Polarity (AL) — ethical/entropy bias.
- 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
- Choose 2–3 axes and tags.
- Set Δ-cost to cross.
- Note what works better/worse.
- Add two landmarks.
- Add one native and one hazard.
- 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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