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Building the Story

The following example shows how a typical Multiverse scene unfolds, demonstrating the collaborative storytelling between GM and players, the application of the trait system, and how rules support rather than interrupt the narrative flow.

The Wedding Interruption

GM: The ornate ballroom stretches before you as you burst through the tall oak doors. Sunlight streams through stained glass windows, casting colorful patterns across marble floors where dozens of wedding guests sit in silk-draped chairs. A massive crystal chandelier hangs in the center of the room, while at the far end stands Alice in an elaborate white gown, but her eyes are wide with fear, not joy. The minister raises his hands to continue the ceremony while guards in gold-trimmed uniforms begin turning toward the commotion you’ve just created. The groom, a pompous nobleman you know is forcing this marriage, sneers in your direction.

[GM pauses, looking around the table]

What do your characters want to do?

Quinn: Siena pulls out her cutlass, points it at the nearest guard, and bellows “This wedding is a farce!” while charging straight toward them. I want to get their attention and make it clear we’re here to fight if necessary.

Robin: Marina draws her flintlock pistol and aims it just to the left of the minister’s head—close enough that he’ll hear the shot whistle past his ear, but not actually trying to hit him. I want to shock everyone into stopping the ceremony without actually hurting an innocent clergyman.

Sage: Tempest hangs back near the doorway for a moment. I want to watch our backs in case more guards come up from the hallway behind us. If anyone tries to flank us from behind, I’d like to use my Elemental abilities to turn the floor into a sheet of ice and make them slip.

River: Aubigny grins and shouts “Alice, your true love has arrived!” Then I want to jump up, bounce off the wall, grab that chandelier, swing across the room, and land gracefully right next to the bride. Once I’m there, I’ll draw my rapier and tell the groom, “The only vows being exchanged today are between you and my blade!”

GM: [Checks initiative order] Alright, looks like Aubigny actually goes first. That’s a pretty complicated series of actions. I’d suggest rolling an Athleticism check, but I’ll give it a -3 penalty since you’re combining multiple difficult maneuvers: jumping to grab the chandelier, swinging across the room, and sticking the landing without hurting yourself.

River: I also have the Mighty Feat ability—can I activate that as part of this action?

GM: Absolutely! Perfect use of that ability. So your roll will be Athleticism + d12 from Mighty Feat, minus 3 for the complexity. Go ahead and roll.

[River rolls d12 (Athleticism) + d12 (Mighty Feat) - 3. She rolls 12 + 6, but the 12 explodes so she rolls again, getting another 6. Total: 12 + 6 + 6 - 3 = 21]

River: I rolled a 21!

GM: [Had set DC 16 for this difficult challenge] That’s an impressive success! Not only do you pull off this amazing stunt, but you do it with such style that it’s going to give you a bonus to whatever you do next. Go ahead and describe what happens, right up to your dramatic line.

River: Aubigny leaps into the air, using her left foot to push off the wall and redirect her momentum perfectly to catch the chandelier with one hand. Crystal chimes ring out as she swings across the room in a graceful arc, drawing her rapier with her free hand mid-flight. She releases the chandelier at the perfect moment, flips through the air, and lands in a crouch that absorbs the impact, coming up with her blade pointed directly at Sir Blackheart’s throat. “The only vows being exchanged today are between you and my blade! And they may be your last, you dimwitted, foul smelling, totters fodder, cur!”

GM: Fantastic! That performance was so impressive that you get a +3 bonus to your next Charm roll to intimidate him.

River: Great! I also have the Fae Touched bloodline, so I get a d4 bonus to social situations.

[River rolls d20 (Charm) + d4 (Fae Touched) + 3 (impressive success bonus). Her total is 16]

[GM rolls d10 for Sir Blackhearts contested Spirit roll. His roll is a 9.]

GM: Sir Blackheart jumps back like a startled cat, pulling his hands to his chest. “You! I thought you were just a serving wench! Don’t hurt me. I was told this is all perfectly legal!”

GM: Alright Quinn, Siena is up next. Go ahead and roll your Fight check to attack that guard…

[Scene continues…]

In the heart of every Multiverse session lies a magical collaboration; a shared act of creation where Game Master and players come together to weave tales that none could craft alone. You are not merely participants rolling dice and moving pieces across a board. You are co-authors of an unfolding epic, each bringing your unique voice to a story that grows richer with every contribution. The GM serves as narrator and facilitator, painting scenes and breathing life into the world, while players embody the heroes whose choices drive the narrative forward into uncharted territory. There will be epic moments. There will be moments that will make you laugh, even breaking the fourth wall with puns, and there will be moments when you realize your character has come to life in your imagination. These moments can make you love, weep, and cheer for joy.

Your characters are not just collections of statistics and abilities. They are the protagonists of an emerging legend. Every decision they make, every risk they take, every relationship they forge becomes part of a tapestry that reflects the hopes, fears, and dreams of everyone at the table. When your character faces down a dragon, negotiates with alien diplomats, or comforts a grieving friend, they are creating moments that will be remembered and retold long after the session ends. These are the scenes that transform a game into a story, mechanics into meaning, and strangers into companions sharing an unforgettable journey.

Narrative-Driven Play

Multiverse is fundamentally driven by narrative, with rules and dice rolls serving as tools to enhance and propel the story rather than constrain it. The system embraces a philosophy where fiction comes first—what makes sense in the story takes precedence over rigid mechanical interpretations. When a player declares “I want to swing from the chandelier to tackle the villain,” the GM’s instinctive response should be “Yes, and how do you want to approach that?” rather than “Let me check if there’s a specific rule for chandelier swinging.”

This approach transforms every session into a series of collaborative “what if” moments. Players propose actions based on what their characters would naturally attempt, while the GM works with them to determine how those actions unfold using the flexible trait system as a foundation. A single roll might determine success or failure, but the real magic happens in the shared storytelling that surrounds that moment—the description of the character’s graceful leap, the villain’s surprised expression, the crash of splintering wood, and the consequences that ripple outward to shape the next scene.

The beauty of this system lies in its adaptability. Need to determine if your character can convince the space pirates to join your cause? That’s a Charm contest. Want to jury-rig a hyperspace drive using scavenged parts? Brains check with bonuses for good roleplay and creative problem-solving. Attempting to outrun a collapsing building while carrying an injured ally? Athleticism with dramatic stakes that make success feel heroic and failure feel like the setup for an even more exciting escape sequence.

The following sections provide frameworks and guidance for making your collaborative storytelling as engaging and smooth as possible, always remembering that these are tools to enhance your narrative rather than replace your creativity.

Remember, every rule, guideline, and suggestion in this chapter exists to serve one primary goal: helping you create memorable stories together. When in doubt, always choose the option that makes the narrative more exciting, the characters more heroic, and the experience more fun for everyone involved. This is the Rule of Fun in action, and it’s your most powerful tool for building stories that will be remembered long after the dice stop rolling.