The N-Verse roleplaying game is about creating your own adventures in all realms of science fiction, fantasy, and horror. It grabs all elements of literary genius and puts them at your fingertips. From high fantasy to high-tech ray guns, the universe is limited only by your imagination.
N-Verse draws on elements of various games. Be it board games, dice, card games, whichever playstyle you enjoy. The N-Verse is not just a singular realm. It takes on multiple realities and dimensions where anything could happen where the laws of quantum mechanics say it can happen. The only limit is your imagination.
This isn’t a simple game of make-believe, though. There is a structure and tools to help you form a coherent story and provide cause and effect to your player’s actions. Your players will use those funky-looking dice (D4, D6, D8, D10, D12, D20, D100) to determine most outcomes in-game in N-Verse. This could be swinging a sword to kill that pesky goblin, or it could be you cracking a safe in Mr. Zero’s vault to get his sick loot. You do level up skills, but the dice allow for that fickle creature known as…luck!
N-Verse is set in a vast multiverse of imagination where each of the players will create a character. They can then use their imagination to find a place in the universe you’ve created for them. Will they go explore ancient cyclopean ruins? Possibly even stop the fourth Reich? Or perhaps even they save the galaxy from invading xeno-scum? That’s up to them and the game master. Only together with friends will you be able to tell a compelling story. Also, wreck a few faces in-process and discover powerful universe-shattering items!
Though the game is set around player characters, one will have to become…The One or TO. Or whatever term for omnipresent being you prefer, but in N-Verse, the term is The One. The One takes on the role as the games lead everything. The One is the lead storyteller, the lead designer, the lead actor, and the referee. The One is the guy/girl tasked with creating adventures and obstacles for your players and their beloved characters. The One gets to challenge them with hazards, monsters, demons, and starships. The One sets the stage and describes the scenery and the encounters. At the same time, the players determine how to handle the situations presented to them by The One.
Once the players decide how they want to handle the encounter The One has given them, they will then determine the success or failure of the player’s actions and then narrate the experience. The One can be the omnipresent force in the universe. To them, time means nothing, and they have total control of anything the players attempt. Like the 5th Edition rules, N-Verse is based on its designed to be infinitely flexible. Anything can change at any time at the whim of The One.
Also, N-Verse has no real beginning or no natural end. When the players complete one adventure, another one is already waiting to begin, possibly in a completely different setting. Going from story to story is called a campaign. It is common for people who play tabletop roleplaying games to have their campaign last months or possibly even years. It gives you a chance to get with your friends and socialize once or twice a week or so to lose yourselves in imagination and build bonds that will last for your entire life.
The player’s strength and powers will grow as your campaign moves along. With every dragon slain, each mission completed, and each loot dropped, the power of your players will begin to grow substantially over time. So to measure this growth, each character is given a level. You can not win or lose in N-Verse; the goal is to tell a compelling story with high stakes for the players. Let them confront inner demons and experience personal growth through storytelling and adventure. Your players could die, but that’s okay…they can make new characters or go on a quest to the underworld and drag their friend out of the pits of hell, kicking and screaming. Or they can start up where they left off or start a new campaign altogether. In the end, though, if all the players had a great time, then it’s a win. For everybody!
What is the N-Verse?
Other than being a witty play on the word inverse, N-Verse is a game that seeks to allow all types of genres into its system. Always wanted to tell that Lovecraftian cosmic horror story? Or how about even that sword and sandal adventure to take down that ancient shark god? Maybe even you just want to fly through the tail of the comet while avoiding space hunting bounty hunters.
The many universes of N-Verse are places of magic, high technology, or just cosmic weirdness. But there is a foundation that the N-Verse is built upon. That foundation is called N-1. The prime universe that the creators of this game started in. You and your friends don’t have to play here, but it’s a solid blueprint to build upon yourself to make your universe unique.
N-Verse takes into consideration the possibility of multiple dimensions via quantum physics. According to quantum physics, anything that can happen has happened in some universe or another. And access to these universes is given to The One, where he can create and manipulate any event or universe how they see fit. This allows them to tell a compelling story for their friends and write them across the cosmos.
This multiverse theory means that there are endless worlds and endless variety. N-1 (or Prime) is the prime universe that leads to all the other universes expanding every day because of players like you. So please take this and run with it! Have fun!
You don’t have to play by the rules of previous writers. Suppose you want your dwarves to be high IQ tank drivers or your elves to be angelic beings. In that case, you are encouraged to make any changes you see to your universe as long as it doesn’t compromise the fun your family and friends are having.
The One might just set your campaign in the core universe; however, even that core universe has MANY facets. Just make sure you check with your One if they have instituted any house rules or significant changes from N-1. Below is a timeline of the N-1 Prime universe with a brief description of every era. There is also an alternate N-2 and N-3 universe that’s summarized in the next section. Keep in mind, as humanity spreads out, the ages sometimes overlap. What might be a dark age in one part of the world could be a golden age in another. Also, feel free to add ages or tweak one of these to however you see fit. Each era will be expanded upon in an upcoming campaign setting for the N1 universe.
N-Verse Eras of Play
Stone Age (64 million B.C.)-Prehistoric Fiction
“A man is supposed to be fierce. A man is a hunter and a warrior. A MAN beats his mate because she is smaller and gentler than he is (Okor scowled as he thought this). A man should not be gentle. All other creatures on earth walk in fear of the one called Man.” – Bernie Morris, The Strange One
The first Nnn particles were discovered by man though they would not realize this. The effects of the Nnn particles begin to increase man’s intelligence, and evolution begins to accelerate. Humans must strive to survive against dinosaurs, natural disasters, invading cavemen tribes, and mutant aliens from the planet Xenar. Also answers the question, what exactly happened to the dinosaurs?
Notable Characters: Rit, Gnon, Tati, Reka.
Classes: Bear Clan, Moon Clan, Sun Clan, Hawk Clan, Lizard Clan, Shark Clan, Rock Clan, Wind Clan, Whisper Clan, Fire Clan, Death Clan, and Thunder Clan.
Inspirations: The Flintstones, Back to the Stone Age, The Land that Time Forgot, Clan of the Cave Bear.
The Age of High Adventure (30,000 B.C.E.)-Sword and Sandal Fiction
“Crom, I have never prayed to you before. I have no tongue for it. No one, not even you, will remember if we were good men or bad. Why we fought, or why we died. All that matters is that two stood against many. That’s what’s important! Valor pleases you, Crom… so grant me one request. Grant me revenge! And if you do not listen, then the HELL with you!”-Conan, Conan the Barbarian
The players find themselves in an age similar to that of Hyperborea, Middle Earth, or even Atlantis. The ice age is in decline, and humanity is just starting to build real civilizations. Evil creatures roam the lands, powerful sorcerers attempt to wake dark gods, and barbarian hordes are ransacking innocent villages. Nnn particles have accumulated in crystals giving the rise of magic; however, magic is only a term sorcerers had to explain these strange abilities. It’s a very bloody and violent time as humanity might be guided by evil cosmic beings to some nefarious end. The player’s will be able to discover long-lost empires that have been lost to antiquity.
Notable Characters: Ramses Adventador, Elria Windshadow, Callie Songstutter, Ragebluud Son of Chog, Sorrowkahn Anvilsunder.
Classes: Barbarian, Pirate, Priest/Priestess, Witch/Shaman, Archer, Mercenary, Noble Fighter, Nomad, Scholar, Scoundrel, Sorcerer.
Inspirations: Conan the Barbarian, Kull the Conquerer, Imaro, Legend, Red Sonja, Death Stalker, Lord of the Rings, The Beastmaster, Heavy Metal, 10,000 B.C., The Sword and the Sorcerer.
The Age of Legends (3,000 B.C.E – 499 C.E.)-Myths and Legends Fiction
“Brothers, what we do in life echoes in eternity.”-Maximus Decimus Meridius, Gladiator
Man finds himself walking along with the gods of ancient mythology. The Olympians, the Asgardians, Egyptians, and Chinese all clash for control of Mankind. Are your players’ demigods, or are they humans doing it the hard way, going against the cosmic order of the pantheons? Can they solve the labyrinth of the Minotaur? Perhaps answer the riddle of the sphynx?
Notable Characters: Julianu Laetorius Sparticus, Decius Servilius Allectus, Marina Pepidi, Albatia Romuliana
Classes: Artificer, Barbarian, Performer, Priest/Priestess, Druid, Warrior, Monk, Chosen/Cursed, Archer/Hunter, Thief/Sailor, Sorcerer, Shaman/Cultist, Scholar
Inspirations: Greek, Roman, Egyptian, Norse, Egyptian, Hindu, Chinese, Japanese mythologies, Jason and the Argonauts, Troy, Gladiator.
The Age of Valor (500- 1500)-Traditional / High-Fantasy
“Some say I am no better than those we fight! That I am the monster. Well, if so, then I am the monster you need! I am the one ferocious enough to strike fear in the very heart of darkness! The one who has the courage to do whatever it takes to protect humanity from the abyss! “- King Varian Wrynn, World of Warcraft
The players are trying to make it through the feudal/dark/medieval age. Will they be conscripted into a grand crusade to take down an evil land and defeat an evil God? Will they find the Chalice of Life? Dragons destroy the countryside, and forbidden dungeons call out to treasure seekers. Defend cities against scheming liches and devils. There is a treasure to be seen and orcs to slay!
Notable Characters: Runir Volarian, Nym Pimples, Maera, Arasha.
Classes: Artificer, Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard.
Inspiration: King Arthur, Dungeons and Dragons: The Movie, Lord of the Rings, Chronicles of Narnia, Ladyhawke, Solomon Kane, Neverending Story, Dragon Slayer, The Princess Bride, World of Warcraft.
The Age of Honor (1200-1867)-Samurai Fiction
“Engage in combat fully determined to die, and you will be alive; wish to survive in the battle, and you will surely meet death.”- Uesugi Kenshin.
Gorō Nyūdō Masamune was the first to master the Nnn. He found that in very tiny amounts, you could weave it around carbon. Thus came the rise of the Samurai Empire. The Age of Honor would often clash with Christian and Persian Knights for territory.
Notable Characters: Sano Tsunenaga, Yashiro Koretake, Kamei Tsuya, Anayama Yono.
Classes: Barbarian, Fighter, Monk, Ranger, Thief/Ninja, Samurai, Shaman, Shugenja, Sohei, Sorcerer, Onmyōji.
Inspiration: Lonewolf and Cub, Seven Samurai, Throne of Blood, Yojimbo, Sanjuro, Shogun Assassin.
The Clockwork Age (1300-1600) – Clockwork Fantasy
“Is it better for a man to have chosen evil than to have good imposed upon him?”― Anthony Burgess, A Clockwork Orange.
During the renaissance period, brilliant inventors finally begin to refine the power of Nnn particles. Rudimentary robots and vehicles are built from clockwork and gears. Even much of the technology is Da Vincian in design. The Italian Empire is ready to launch a massive assault on the rest of Europe with their clockwork army.
Notable Characters: Remondo Carnicelli, Elvino Alberico, Ginevra Masciantonio, Isabella Valiante
Classes: Artificer, Savage, Courtesan, Preserver, Soldier, Brawler, Paladin, Gunsmith, Rogue, Sorcerer, Warlock, Alchemist.
Inspiration: The Blazing World, Dishonored 2, Thief: The Dark Project, Assassin’s Creed 2, Alita: Battle Angel.
The Age of the Ride (1600-1920) -Western Adventure Fiction
“A gun, like any other source of power, is a force for either good or evil, being neither in itself, but dependent upon those who possess it.”-Colt.45
Your players are the dark horse that rides into town to save the day or damn it to hell. Cowboy hats, beautiful guns, your players will be integral to winning the west. Gun duels, battles with undead bandits, and haunted gold mines! Round up your posse and fill your hand, you son of a bitch!
Notable Characters: Vincent “Vindicator” Vayne, Alonzo’ Diabolic’ Ferrell, Amanda’ Ace High’ Hooper, Leila’ Calamity’ McFadden
Classes: Savage, Performer, Doctor, Horseman, Cavalier, Monk, Preacher Man/Woman, Hunter, Outlaw, Gunfighter, Occultist, Inventor
Inspiration: The Good, The Bad, The Ugly, Unforgiven, Once Upon a Time in the West, Butch Cassidy and the Sundance Kid, Shane, True Grit, Magnificent Seven, High-Plains Drifter.
The High Seas Era (1650-1726) – Pirate Fiction
“This Is The Day You Will Always Remember As The Day You Almost Caught Captain Jack Sparrow.”-Jack Sparrow, Pirates of the Caribbean.
Ever want to sail the seven seas looking for treasure and adventure? Pirate or Privateer makes no difference. Sharpen your cutlass and bring the rum because you’re about to earn your pirate name! Find your ship, avenge your crew, or just marauder the violent seas taking what is yours by might and guile. Savvy?
Notable Characters: Swinford’ The Wrath’ Lucifer, Zane’ Dark Heart’ Rodney, Ronni’ Salty Dog’ Smithies, Carmen ‘Lost Soul’ Jeronimo
Classes: Savage, Performer, Doctor, Druid, Soldier, Monk, Authority/Dread Pirate, Musketeer, Swashbuckler, Bombardier, Witch Doctor, Alestorm.
Inspiration: The Goonies, Pirates of the Caribbean, The Pirates Of Penzance, The Princess Bride, Treasure Island.
The Age of Steam (1795-1914) – Steampunk Fiction
“Steampunk is…the love child of Hot Topic and a BBC costume drama.”― Gail Carriger.
Thanks to the help of a giant cannon and Nnn particles, Mankind lands on the moon for the first time. The moon is then claimed in the name of the British empire. That is until the inhabitants of the moon fight back! This is a retro-futuristic era that was a direct evolution from the Clockwork Age. This age goes right through the Victorian era, where exploration and scientific achievement were pushed through with the help of steam.
Notable Characters: Linus Thaddeus Cox, Bramwell Warren Billinghurst, Aphra Parthenia Stanhope, Ava Ermelinde Prescott.
Classes: Savage, Journalist, Doctor, Druid, Fighter, Brawler, Paladin, Ranger, Sky Pirate, Scientist, Occultist, Inventor.
Inspiration: Wild Wild West, Hugo, Treasure Planet, Sucker Punch, Sherlock Holmes.
The Age of Diesel (1914-1945) Dieselpunk/Nazi/Noir Fiction
“We Ain’t In The Prisoner-Takin’ Business; We’re In The Killin’ Nazi Business.”-Lt. Aldo Raine, Inglourious Basterds
After the war with the Moon Men, the nations of Earth turned on each other, and the first World War soon ensued. The steam engine was quickly replaced with the more powerful diesel engine. This era combines everything from sexy pin-up models, art deco designs, noir, and big loud machines. Diesel-powered mechs and Nnn powered airplanes would be the daily talk of the entire world. This gritty era mostly takes place in Europe and Asia.
Notable Characters: Gabriella Lawson, Remi Bonnel, Bastian Iglesias, Eric Reitz
Classes: Beefcake, Bon Vivant, Physician, Outsider, Soldier, Two-Fisted, Steadfast, Hunter, Rogue, Grease Monkey, Seeker, Mystic, Scholar.
Inspiration: Iron Sky, Captain America: The First Avenger, The Rocketeer, Skycaptain and the World of Tomorrow, Dark City, The Call of Cthulu, Indiana Jones and the Raiders of the Lost Ark.
The Age of Crome (1920-1950) Decopunk/Gangster/Noir Fiction
“God, but it was fun! It was the way I liked it. No arguing, no talking to the stupid peasants. I just walked into that room with a Tommy gun and shot their guts out. They never thought that there were people like me in this country. They figured us all to be soft as horse manure and just as stupid.”― Mickey Spillane, One Lonely Night.
During the age of Diesel in Europe, the United States had its own era. Instead of loud diesel engines and clunky war machines, the United States had clean and sleek. Everything was chrome plated but usually powered by coal due to an oil shortage. The United States became a mad scientist Utopia as they made giant leaps in science and technology. This is the preferred era for detectives, private eyes, and other pulp fiction heroes.
Notable Characters: Jack Cross, Carter Kane, Derek Gunn, Ace Clark, Victor Lawson, Erin Spade, Vivian Chase
Classes: Adventurer, Beefcake, Bon Vivant, Cold Blooded, Egghead, Explorer, Femme Fatale, Grease Monkey, Hard-Boiled/Private Eye, Hunter, Mystic, Outsider, Rogue, Scholar, Steadfast, Two-Fisted.
Inspiration: Max Fleischer Superman, Bioshock, Dick Tracey, The Rocketeer, The Shadow, Batman: The Animated Series, Metropolis, I the Jury, Mike Hammer, Call of Cthulu, Doc Savage.
The Atomic Age N2(1945-1969) Atomic Age Fiction
“I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.”― Albert Einstein.
Eventually, the Nazis, Russia, and the United States would develop nuclear weapons. And then they used them. This pre-digital period makes use of atomic-powered cars, jets, weapons, and space flights. The first atomizing rays would be developed, and the first artificial intelligence would start to “spark.” This era is very Red, White, & Blue and also Neo-Soviet with a hint of Iron Cross all rolled into one. Eventually, the world would be destroyed due to nuclear war between the three superpowers: United States, Germany, and Russia. The world would then be sent into a catastrophic apocalypse that Mankind does not return from. The resulting war creates an alternate reality between N1, N2, and N3 universes. The people of N2 are forced to live in a radioactive wasteland forever after December 31st. 1969. More information on this divergent timeline in the future.
Notable Characters: Logan Archer, Jack Lincoln, Aurora Dukes, Rose Lawson,
Classes: Tribalist, Con Man, Medic, Mutator, Mercenary, Athlete, Law Bringer, Survivalist, Scavenger, Engineer, Occultist, Historian,
Inspiration: The Fallout Series, Dr. Strangelove, The Twilight Zone, The Outer Limits, Doctor Who, Venture Bros, The Incredibles, Thunderbirds,
The Pantheon Age N3 (1945+) – Super Hero Fiction
“The only way to change the world is to quit thinking it’s a job for Superman. Real power lies in your own hands.”- Superman.
During the Atomic age evolution of humanity took a fantastical twist. People started to be born with superpowers or acquired their super-human abilities through science. Perhaps they’re mutants from the atomic age. In either case, superheroes are typical, and they are the main force for good and sometimes evil in this universe. Beings like Commander Victory were able to end wars and force world peace upon the Earth and a golden age of humanity. A surge in technological advancement blessed the Earth. But at what price? The events of splitting the first atomic weapon with Nnn particles created this alternate universe designated N3. This universe mirrors the Prime universe in most aspects. The most significant difference is from the inclusion of characters with superpowers. More information on this divergent timeline in the future.
Notable Characters: Commander Victory, Lady Victory, Baron Scorpion, The Black Falcon.
Classes: Powersuit, Vigilante, Energy Master, Engineer, Martial Artist, Shapeshifter, Mystic, Paragon, Powerhouse, Psionic, Speedster, Weapon-Master,
Inspiration: Superman, Batman, City of Heroes, The Avengers, X-Men, Spider-Man, Kick-Ass,
The Age of Spies (1970-1991)- Spy Fantasy
“A Commie. She was a jerky Red. She owned all the trimmings, and she was still a Red. What the hell was she hoping for, a government order to share it all with the masses? Yeah. A joint like this would suddenly assume a new owner under a new regime. A fat little general, a ranking secret policeman, somebody. Sure, it’s great to be a Commie . . . as long as you’re top dog. Who the hell was supposed to be fooled by all the crap?”― Mickey Spillane, One Lonely Night
With the N1 universe narrowly avoiding nuclear destruction, a cold war ensues. Be the spy and gadget masters that you always wanted to be. Hot dates, martinis, and cool cars await you in this era. It’s not all fun and games, however. It’s up to you to prevent the possibility of nuclear annihilation.
Notable Characters: Agent 45, Katalina Karina (Karinushka) Vadimovna, Arianna Durand, Beornwulf of Dunberg.
Classes: Primitive Warrior, The Face, Medic, Technician, Soldier, Martial-Artist, Detector, Ranger, Infiltrator, Hacker, Magician, Tinkerer.
Inspiration: The James Bond franchise, The Man from U.N.C.L.E, Thunderbirds, Mission: Impossible, Tinker, Tailor, Soldier, Spy, The Bourne Identity, North by Northwest, Johnny Quest,
Modern Age (1992-2025) – Present Day Fiction
“They were all dead. The final gunshot was an exclamation mark to everything that had led to this point. I released my finger from the trigger. And then it was over.”- Max Payne.
Need something more contemporary and realistic? The era starts from the post-Cold War 1990s to the present. Most notably after the Berlin Wall fell. These characters revolve around law enforcement and true crime dramas. Hacker life, raves, and even vampires feel at home in this era. The protagonists usually unravel Illuminati conspiracies, explore ancient Free Mason temples, or infiltrate a terrorist organization. Perhaps they are a politician or an agent for the NSA. Though history takes a bizarre twist in 2024.
Notable Characters: Kal Slayed, Blake Mason, Harley Cooper, Zara Robertson, Savannah Thomson
Classes: Buster, Celebrity, Doctor, Pagan, Soldier, Martial-Artist, Investigator, Ranger, Infiltrator, Gunslinger, Occultist, Inventor.
Inspiration: Vampire: The Masquerade, Watch Dogs, Scott Pilgrim, Regular Show, Steven Universe, Black Hawk Down, Max Payne.
The Age of Steel (2026-2500)-Steelpunk, Cyberpunk, Dystopian Fiction
“I’ve seen things you people wouldn’t believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. All those moments will be lost in time, like tears in rain.” – Roy Batty, Blade Runner.
The prime Era for the N1 universe. The default classes, races, and items are set in this mostly dystopian era. A new revolutionary war is fought, and the United States fractures into smaller countries for a time. The mechs are made of steel, powered by energy-efficient Nnn drives. Violence and starvation are genuine concerns. People are also beginning to merge with machines, and A.I. has become sentient. The colonization of Mars begins, and the conquest of space is like a fever. Megacorporations and governments start to merge, and there is a 3rd world war. Other problems the players must face are global warming, the downfall of society, the break up of all world governments, plagues, and psychic space elves. Holograms, advertising hound the characters wherever they go. Oh, and also, the moon gets split in half!
Notable Characters: Mr. Zero, Octavia Lockheart, Cheat, Crumbs, Rex, Risk.
Classes: Merc, Icon, Doc, Conduit, Soldier, Wanderer, Seeker, Scout, Operative, Mystic, Warlock, Technomancer.
Inspiration: Blade Runner, Cyberpunk Franchise, Terminator, Mad Max, Robocop, Snowpiercer, Robot Jox, Max Headroom, Judge Dredd, Akira, Tank Police, Alita: Battle Angel, Project A-ko.
The Age of Expansion (2501-10,000) – Military/High Concept Science Fiction
“Naked Force Has Resolved More Conflicts Throughout History Than Any Other Factor.”-Jean Rasczak, Starship Troopers
Humanity has finally become a unified force and has begun to expand into the other solar systems and colonize them with the help of N-Drive. Other governments rise, and resources are exploited to it’s fullest. Occasional alien incursions happen, and wars break out between the numerous space governments. Most of the expansion has come from the conquest of other alien races.
Notable Characters: Skylr Havencrag, Niklas Farflow, Annalisa Bronzeshot, Krissa Emberlight.
Classes: Merc, Icon, Servant, Conduit, Soldier, Wanderer, Seeker, Scout, Operative, Mystic, Warlock, Technomancer
Inspiration: Star Trek, Starship Troopers, Firefly, Skylancer, Starlancer, Privateer, Ender’s Game, StarCraft,
The Galactic War Era (10,000-49,999)-Far Future Fiction
“While the enemies of the Emperor still draw breath, there can be no peace.”- Captain Gabriel Angelos, Warhammer 40k, Dawn of War.
Earth has become just a note in history; so much time has passed. Most humans are spread out amongst the galaxy, either at war or with some alien force. Travel throughout the universe is possible, and most things are possible through technology. The galaxy, however, is trapped in a war between three major factions. The American Empire, The Enclave, and the Legion. These three significant factions are in constant conflict with fleets of hundreds of thousands of ships.
Notable Characters: Gazardiel, Vulkian Fellbreaker, Rhianedes, Sares
Classes: Weapon-Master, House Member, Medic, Conduit, Soldier, See-vo-Chii Master, Officer, Scout, Techie, Space Warlock, Techo/Psycho Mage.
Inspirations: Legend of the Galactic Heroes, Star Wars, Dune, Warhammer 40K, Lensmen.
The Last Era (50,000 years +) – Ray Gun/Time Travel Fiction
“In life, unlike chess, the game continues after checkmate.”― Isaac Asimov.
Earth is just a legend, and humanity has spread to many galaxies. Time travel is possible, and just about anything you can imagine to happen can happen. Instant death rayguns, travel in between alternate realities, Dyson spheres if you can imagine it it’s there. The future is so advanced that it resembles a style and theme that resonates with old science fiction movies and comic books from the 1950s-1960s. In a way…they were right. We wonder how that happened.
Notable Characters: Captain Atom, Bliss, Helix, Taelor, Zandr, Kolt, Malus, Tira, Reesha, Jaxson, Saria, Adryel, Dariux Annullius Actanus.
Classes: Primitive Savage, Icon, Medic/Scion, Caller, Soldier, Apex, Inquisitor, Ranger, Scoundrel, Sorcerer, Warlock, Magus
Inspiration: Buck Rogers, Flash Gordon, Heavy Metal, Strange Science Fiction Fantasy, The Forbidden Planet, War Hammer 40K, Lensmen, Doctor Who, Galaxy of Terror, and many many B rated Sci-fi movies and comics.
Using This Book
The N-Verse Players Handbook is divided into three sections.
Section 1 (Chapters 1-7) has details on creating your character, provides rules and a guide to make the character you will play in verse. You will find the various races, classes, jobs/backgrounds, equipment, and lots of customization options. You should not skip to section 2 or 3 because they use what section 1 builds upon.
Section 2 (Chapters 8-10) lays down the actual rules on how the game runs. It details which dice you need to measure your character’s successes and failures for any given task. Most combat rules are found here.
Section 3 (Chapters 11-13) covers the flavor of techniques. Whereas other tabletop RPGs will utilize magic, N-Verse uses a mix of magic, technology, psionics, and various different flavors of miracles. Go over the rules for using these techniques and describes how they work in the game.
Section 4 (Chapter 14) Cover the Prime setting, or The Steel Age. It has the Steel Age detailed history, so you can place your campaign anywhere in its timeline. It also describes corporate, criminal, and governmental organizations. A section on religion, and then the most notable characters and their stat blocks in the setting, along with some baddies to get your game started.
How to Play
Playing N-Verse usually has a typical play loop that players will grasp quickly.
- The One is the main man/ma’am, or diety. The One has the responsibility of describing to the players their environment and giving them the tools they need to start their adventure. They also can advise options which they can play off as “gut instinct” or “feeling.” The One also describes the room and answers any questions the players may have.
- The Players have agency! Players don’t want to be told what to do or have The One make decisions for them. Often a player will be designated as the party leader and often dictates the final group decision to The One. Other times, the party will be split up, and they will act on their own. While one team member is cracking a safe, the other might be jamming cellphone signals while their heavy keeps locked and loaded, waiting for the fuzz to show up. The One, being omnipresent, listens in on every word the players discuss and can then use the information. This information is used to best resolve their actions narratively. Not every task will determine a die roll, but while the players control their characters, it’s The One’s role to keep the players informed.
- The One is the narrator. Events and results need a description so the players know what’s happening so they can act appropriately. Just consult point 1. But sometimes, there is a structure to actions, especially when combat is involved. During such events, the players and The One will take turns resolving steps. After a few rounds of this loop, the players will adapt quickly and naturally get a flow of this pattern.
- Imagination sometimes needs help! Most times, the players all have to use their imagination. They use The One’s descriptions or visuals aids to help set the scenes. You can use any resource you wish. Music, sound effects, artwork, and even voice acting are bonuses to immersion for players. One could even use a map or models to further enhance the experience.
Ever see those weird-shaped dice with all kinds of sides? Noobs call them funky dice, but they’re actually called polyhedral dice. You can find these types of dice in most game stores and bookstores.
The dice are given designations according to how many sides they have. A four-sided dice is called a d4, for example. A six-sided dice is called a d6. The designations are as follows: d4, d6, d8, d10, d12, d20, d100.
If you do not have a d100, you can generate a result still, don’t panic. You simply roll two ten-sided dice (2d10). Designate one die as the tens digit before you roll and the other as the one’s digit (different colored die really help here). Example: You roll a 3(tens) and a 4(ones). The number is 34. That simple. If you roll two 0s, that equals 100.
You might happen to have a d10 that is numbered in tens (00,10,20,30, etc…). With this die roll of 30 and 4 is your 34. If you roll a 00 and 0, then that is your 100.
The rules are most helpful because they will tell you how many dice you will need to roll and which modifiers to add. For example, “2d6+3” would mean you would grab two six-sided dice and roll them. Then add 3 to the result.
There are other rolls that there are no dice for. A designation of “d3” or “d2” sounds confusing, but it’s simple. To roll a d3, just roll a d6 and divide it by 2. To roll a d2, you can roll any die. And odd result =1. An even result =2.
The Essential Die
When a player shoot’s his blaster at a star spawn, will it hurt the eldritch creature, or will it simply be absorbed painlessly? Will Octavia Lockwood fall for a seduction? Can Cheat walk across walls and narrowly avoid detection? Can Crumb’s survive the leap out of a burning six-story building? In many cases like this, when player actions have an uncertainty factor, a special die is needed. That is where our friend, the d20, comes into play. Many characters can live or die off this baby.
Every baddie or NPC in the game has six definitive ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores usually range from 3 to 18 for most of the player’s adventures. (Some beings might have scored as low as 1 or possibly even high as 30.) Each of these ability scores and their ability modifiers will be used on nearly every d20 roll the players (or The One) will make.
The three main kinds of d20 rolls that form the game’s core are Ability checks, saving throws, and attack rolls. Each of these types of rolls follows these steps:
- Roll the dice and add your modifier. The player rolls the d20, and then they add their relevant modifier. This modifier is usually derived from the six ability scores. This roll may also include a proficiency bonus given by a character’s particular class or skill.
- Add or subtract bonuses or penalties. There are class features, spells, circumstances, or some other effect that may affect the roll. The One simply adds or subtracts a number to the roll given the event.
- Hit the target! The rolling total must equal to or exceeds the target number. The ability to check, attack, or save is a success. Anything lower is a failure. The One may determine what those target numbers are, and they tell the players if their roll was a success or a fail. This target number for the save is called a DC, or Difficulty Class. For an attack roll, the target number is called AC, or Armor Class. More information on this can be found in Chapter 7 and gives more details using the d20 system.
Advantage and Disadvantage
“I Have the High Ground!”-Obi-Wan Kenobi
Often your ability checks, attack rolls, and saving throws will be adjusted by particular circumstances. This is called having an advantage or disadvantage. Having an advantage incurs a favorable circumstance to your d20 roll. When you have a disadvantage, you will then incur a negative circumstance to your d20 roll. You will need to roll two d20s for your roll when you have either an advantage or disadvantage. If you have advantage, you take the higher of the two rolls. If you have the disadvantage, you accept the lower of the two rolls.
For Example: If you have the advantage and roll a 14 and 19, you take the 19 as your roll. If it was a disadvantage, you would take the 14. More details on this topic are in a later chapter.
Some rules are more equal than others.
This handbook gives you the rules on how to play the game. However, as you read on, you will see that many circumstances can change how the game works. This could be anything from racial traits, class features, high-technology items, the unique abilities of monsters, and of course, magic. All of these things will cause exceptions to the general game rules. If a particular circumstance would oppose a general rule, then the detailed rules overrule the general rule.
These rules are only occasional in occurrence, but it’s important to note why they’re needed. For example, if Rex is an android (From the Steel Era) and is immune to disease and can not be put to sleep even if a general rule would otherwise say so. This trait has created an exception to the general rule. There are often spells, techniques, technology, or other items that will have similar events. These will overrule the general rules.
You Must Round Down
At any point in the game, if you have an event where you end up with any fractions, you must round down. Always.
The Need for Adventure
“The Quest is the Quest!”-Doctor Who, Underworld
N-Verse is nothing without players. Those players will find that no matter what universe or era they are in, they will need to embark on some kind of adventure presented to them by The One. Every player should bring specific abilities and value to every mission in their class skills, racial traits, or high-tech gadgets. All characters are different with different strengths and weaknesses, so be sure to choose a class/race that compliments each other. Also, the players will have to cooperate to succeed.
Even though The One is helping the players tell a story, the primary tool to facilitate this story is the need for adventure. Always have a clear beginning, middle, and end to the story. The One could create his own universe (called homebrew). Or he might just decide to purchase another adventure off the shelf and tweak it to their needs to better facilitate your group’s needs. There is no wrong option here. As long as you provide an exciting setting with obstacles to overcome and sick loot, the players will walk away happy. The One must also facilitate the universe with people. Lots and lots of people. These are considered Non-player characters (NPCs). This helps the story fill in gaps or give clues for the player’s next goal. Or they could be criminal or murderous. Or they could be just as simple as having an extra on a movie set. Usually, the most critical NPCs are the villains who provide the challenge for your players.
Confrontation is what drives progress. Characters will be confronted by a slew of monsters, bad luck, or disasters that they will have to overcome in some narrative way. More often than not, combat is the primary driver of this conflict, but it’s not always required. Sometimes it’s best to let the characters roleplay or use more imaginative ways of succeeding in their mission objectives. Other times, characters try to solve a puzzle or get to the bottom of a murder mystery, or perhaps find some hidden underground passage leading to a necromancer’s lair. Combat isn’t the end all be all.
These exploits can vary in complexity and time. Some adventures are short and might provide only a few challenges that could be completed in a single session. Or it could be a long session that can involve hundreds of conflicts, roleplaying opportunities, and challenges and could take many sessions to play through. This could last months or even years. Most quests end with the heroes returning to their homes, having grown in power and personality to enjoy their spoils. But sometimes, going back home is only the beginning as another adventure is always waiting to be had.
The Big 3
The Pillars of High-Adventure
Look what I found! The One narrates the character’s travels through the world. It gives substance to their interaction with places and situations they may encounter. The One and the players will need to be symbiotic because the players must describe what their characters will do and The One narrating the result of their action. This could be describing travel over the open-world via sports cars or something as minor as pressing a big red spooky button.
Talk to me, dammit! It’s going to happen sooner or later. The players are going to have to talk to someone, usually an NPC or each other. This could be in the form of interrogation of a Soviet spy, getting information from rescuing a damsel in distress, or pleading for mercy in the Roman Colleseum from Tiberius. The characters may have racial traits and class features that will help facilities with social interactions in the game.
Guns a Blazin’! The focus on combat is definitely one of if not the most prolific driver of plot and action. It will involve the characters blasting away at creatures that The One controls. They will need to often maneuver for position, swing swords, or use special techniques to overcome their foes. This could mean killing every enemy they meet or taking prisoners. Or they could even force a retreat. For this reason, combat has the most structure to the rules system. Everyone must take turns to keep action organized to ensure everyone gets their turn.
Variety is the Spice of Life
The flavors of magic!
You would be hardpressed to find a tabletop RPG that did not include magic, high technology, or another unique talent to make the game more mystical. N-Verse is no exception and will often appear in the life of the characters.
N1 is the prime universe of N-Verse. People who can use magic, psionics, technomancy are scarce. They are often outcasted from society or in a league of their own. The commoners may see these flavors of miracles regularly but in minor circumstances. For instance, going to the doctor and have nano-machines repair your broken arm in a few minutes instead of a few weeks. They don’t see it every day, but they know it’s out there.
These miracles, techniques, magic, whatever you want to call them, are crucial to your character’s progress through the story. Indeed their very survival could depend on this. Without the medical knowledge of the nanite healing bots from doctors and seekers, adventurers will find that they will quickly run out of hit points and die. Characters will need the charismatic Icons’ support and those extra buffs to keep them firm when the soldiers are overwhelmed by superior numbers. Technomancers and Space Warlocks can literally rain hell down upon armies. Without this support, your characters will have a difficult time surviving almost every encounter.
These techniques are the favored go-to power for many bad guys. There will be many adventures where the characters will be sent to stop a villain who has used vile magic or telepathy for some dastardly end. A politician could be using telepathy and the big media hammer to brainwash the masses. A mad scientist could be kidnapping beautiful young women to steal their beauty to give to his wife to keep her young and immortal. The Nazi party could be ready to release a bioweapon designed to create an army of super-human zombies to bring down the allies. A dragon could be forcing a town to sacrifice their most beautiful female to it once a year, or it will destroy the countryside. These are just examples of how interesting it can get. The players will need these miracles to fight the evil deeds of the villains they are about to face.
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