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7/17/26



 

The Comprehensive Guide to 

the Multiverse Adventurers 

Guild

GM Edition





7/27/26
 

Author: Scott Bieniek

Contact at multiverseadventurersguild@gmail.com

“Play your own hero!”

 

Multiverse Adventurers Guild’s Mission Statement:

To map and preserve timelines in flux.

The Guild has two jobs. Chart world histories and protect timelines.

The Guild is at odds with the Multiverse Preservation Society. For example, the Society believed T-Kat Uma of the Nima Prefecture was causing a divergent timeline, so they assassinated Him. The Guild felt T-Kat was central to the actual timeline, so they prevented the assassination.

           Introduction

Welcome to the Multiverse! You can play a Hero from any time, setting, or era. Imagine a party comprising a superhero, a cowgirl, a cyborg, a medieval knight, and a Witch. Now imagine them being any Species you want. In 15 minutes, you could build that Hero and start playing. You will be a part of the Guild that explores the Multiverse.

How to Navigate the Rules.

Congratulations! If you are reading this section, you have an interest in running the game or are a player looking for an edge. The rules are designed to expand on the material in the Heroes Handbook. 

There are 3 levels to play. 

  1. Basic quick start and play. Perfect for one-shots or introductions to the game. You start at Level “0”. Read the text to build a character. Level “0” is about learning game concepts, most importantly the basic roll. The GM interprets and explains rules as you go. It's important to listen to the Heroes concept and translate it into game terms. Explain the tutorial nature of the level. The Hero doesn't need to know any rules to start with or even read anything. Incorporate Talents when the Heroes might need them. Give them 4000 credits and help them understand how to utilize the resource before it is completely implemented.

  2. Campaign. Using Talents demonstrates how to use them and how they affect gameplay. Talents are a core concept. At this point, encourage your Heroes to at least read the combat Talents. Ask your Heroes about the cool things they want to do and introduce them to the particular Talent.

  3. Advanced play. At this point, encourage your Heroes to read all the player material. Much of the material, in particular the section on Archetypes, will help advanced Heroes discover new character concepts. May consider starting at level 1 or higher.



Heroes can focus on playing in one setting or multiple settings.

Game concepts

The idea behind the game is to spend more time playing and less time going through the rules. The central dynamic of target number (TN) allows the GM to quickly factor in difficulty. TN modifiers are circumstantial. This also limits metagaming because it's not written down; it's in the GM's head. The key is that modifiers are determined by the GM, not by specific rules. This streamlines play.

The following dynamic is the Basic Roll. 

Add the score from the stat plus the skill plus a modifier. This could be from a Talent or the GM.

You roll the BR against TN. You can modify the BR by activating Talents or at the GM's discretion. For instance, the GM assigns a sneak 11S (sneak skill with a Target Number of 11 and a simple roll). The GM then assigns a (+2) bonus to the roll because there are plenty of places to hide. 

TN is situational. This game is a d20 system. The score can be a (-4) to (+4) modifier in each category.  These numbers interact to create a + or - to the d20 roll to a base target number (TN) that you have to tie or beat. The GM assigns the TN, but 11 is standard. 

Default TN ladder: 9 Easy • 11 Standard • 13 Tricky • 15 Hard • 17 Heroic • 19 Legendary.

​The average TN depends on the players' tier. Tier 1 = 11, Tier 2 = 13, Tier = 17.

TN is either simple (s) or complex ( c ). A simple roll is binary. Rolling a TN or higher yields success. Below TN is a failure. This is expressed as 14S. A TN 14 complex roll is listed as 14C. A complex roll adds successes for every 2  beyond the TN.

 

Use a simple roll if you only want to note success or failure. A complex test answers the question of how well the Hero succeeded.

The game mechanics are flexible. This favors letting the story dictate the game. Rules are guidelines. If Heroes want to try something, let them. You can easily assign a TN and let the creativity flow. This game makes house rules easy to implement.

As a GM, look for opportunities to say yes. The rules shouldn't get in the way of good roleplaying. RPGs exist to allow us to stretch the boundaries of imagination. Encourage it! 

So what happens when you roll a “1” (a disaster) or a “20” (a critical success)? One is always a disaster. The GM adjudicates the outcome. Some of the most exciting sessions I have been involved in resulted from a disaster. This may result in a minor incident or issue. For instance, in play, a Hero made an observation check and rolled a disaster. This resulted in failing to see a particularly obvious adversary.

Critical success happens on a natural 20. If it is in combat, the Hero deals maximum damage and is granted a free attack. NPCs can't have critical success in combat. A natural 20 is always a critical success. A natural one is still a disaster. Out of combat, a disaster would be a catastrophic failure. For instance, instead of sneaking quietly, you make a ton of noise and get spotted immediately. A crit on a skill check should result in a better-than-expected outcome.

 

The last type of check is an opposed roll. The Hero and target roll using the relevant skill. The highest number wins.

This game is designed to promote role-playing over power gaming. Play what you want. If it makes sense, you can choose what works better for roleplaying. Let's say you want to use a slingshot. You would do the same damage (+d4) as a pistol. All players are on an even footing. What makes the game interesting is how you play it.

​The game's multiversal nature means skills are highly general. The game also strives for simplicity while offering enough variables to keep it interesting. When in doubt about which skills apply to a situation, use your judgment and be consistent.

Character creation is where the players create their heroes. We will expand on these rules so that, as a GM, you understand how they work.

Items and Traits

These are purely narrative labels. They answer why you get the effect. They may change BR if the GM gives situational TN adjustments. Items are gear that explain stats and skill scores. A ring of strength would be an Item. Traits describe characteristics of things, such as Species and Archetype, that define Scores. A Giant with a high strength score might explain that as a Trait of Giants. 

​In the game, you don't pay for Items. My weapon can be a Katana. My strength from a magic item. I could have reach as an Archetype. Your Items and Traits help define your character. Traits can also be from Species or Archetypes.

Also, bend and change rules to suit your campaign. 

A final note. This game does not strive to be an accurate representation of reality. In most games, I cite reality as the benchmark. This game aims to use cinematic examples. For instance, my car caught on fire and burned to the ground with a full tank of gas. No explosion. Hollywood would have it explode. We want the Hollywood version. It's way more fun.  Blending reality and fiction is the goal. When in doubt, go big. We should be asking ourselves what makes a better story, not what conforms to the rules. 

 

​Equipment 

Heroes are assumed to have whatever equipment they need to use their skills. It's better to assume Heroes have what they need most of the time. 

We could spend days defining hero money and how to spend it. Instead, use the campaign's logic. What do they need to accomplish their goals? Maybe you get most things free, but have to role-play obtaining a specific piece of equipment or spend Credits. Once again, the idea is to spend more time playing and less time shopping. We want to encourage creativity. If the players come up with a cool plan, assume they have the materials to execute it or charge Credits to make it happen. Assume each player has an “equipment bag” that contains the equipment they need to play the game. It contains everything they think the player may need, but you don’t want to spend a lot of time filling it out. If the character wants a piece of equipment, the question should be asked, “Is this something I would have put on my sheet for this Hero?” In an RP sense, is this something the player could reasonably be assumed to have? Alternatively, players could spend Credits on specialty equipment. The GM may rule that you don’t have a specialized piece of equipment. The GM could rule you need to pay for it. You may have to go through extra steps to obtain it, such as doing a favor for a Contact. 

Items are essentially equipment and cost nothing to have. I don't pay money for the Defense Rating. I pay for the score and the item would be whatever armor I wanted to call it.

​In modern and science fiction environments (Cyberpunk, Space opera), heroes would have a vehicle and a home for free when playing in a fixed setting.

There is a unique form of equipment. These are simple and complex Proxies. Simple proxies operate in standard ranges. 

Simple Proxy: Simple proxies act as a form of weapon that operates in standard ranges. There is no cost. Damage to the proxy damages you. They operate off your scores, including Defense. Simple proxies can be drones, animal forms, and spirits.

Complex proxies: Work out to 10 miles. You use the Proxy’s physical stat and your mental stats. Used primarily for surveillance and can be used offensively. 

Proxies have three categories (see credits for costs):

Animal Form: These complex properties are based on animals that fly. Nature-based archetypes favor this type of proxy. Animal proxies make melee attacks using claws and do (d6) damage.

Drone: These are Technological proxies. They only make ranged attacks out to 60’ and can be outfitted with a pistol, which does d4 damage. 

Spirit: These are proxies based on characters that use magic. They can do ranged damage at (d4) or melee at (d6).


 

Combat

Attack works like this. 

The formula is:

Str/Dex + attack skill + Range or Melee weapon attack modifier + modifier vs target number of 12 modified by defensive bonus + defense rating = Defense.

Range weapons can be used at point-blank range with a (-2) modifier to the attack.

Grappling -  see Grappling Talent

Here are a few combat modifiers which cost nothing to use:

Flank - (+2) to hit when you are adjacent and attack an opponent when another Hero is also adjacent to that opponent. Both Heroes benefit.

Cover (+2) to AV when making a ranged attack while behind a solid object.

​Threat Response - if you leave an area that another player/enemy can reach, they get a free attack against you if they have a reaction left. This includes moving away from a Range weapon that you are adjacent to.

Defense

Defense  = 12 + defense bonus + Defense rating

Heroes start with a Defense rating of 1 and a Defense of 13. Defense rating is a score from 1 to 9. Heroes get level 1 for free. Defense ratings are increased by the following table: 2 for 2, 2 for 3, 4 for 4, 5 for 4, 6 for 8, and 8 for 9. Defense can represent various types of armor or a high ability to evade attack. Let's say I wore level-one leather armor. That would make the defense 13. Defense is a game mechanic. Things like a shield would be a part of that number if you chose. Examples of armor include leather and plate armor. Hides, amulet, off-hand weapon, Kevlar. Leather could be (+3), and plate could be (+1). Your choice of armor type doesn't lessen or increase the Defense. Your Defense could also be an effect caused by your innate ability to dodge attacks.

                       Initiative

Players roll d20 +/- (intuition modifier). Ties go to the Heroes. The Heroes' initiative is based on the Heroes' best initiative roll.

There are two ways to handle initiative:

Standard: Heroes and enemies roll their Initiative and act in that order:

Advanced: Heroes roll initiative. Heroes all act on the highest initiative roll. This allows them to coordinate attacks. Heroes can elect to hold their action and spend a reaction to take their turn later in the initiative.


Hit points

Players have 10 hit points modified by the end stat at "0" level and 6 HP per level thereafter. Each increase includes the adjustment for endurance. An Endurance increase is retroactive.​

Healing

To heal in combat takes a move action. I could shoot a gun and heal in the same turn. Success is automatic and stabilizes below 0 HP as a move action. Out of combat, you heal to the max, but it takes one minute. Through natural healing, a Hero fully heals after sleep and regains all energy points.

​Trauma patches. These are medical devices that you use when wounded. It takes an attack action and you can use as many as you want at once. It costs 500 credits per Trauma Patch. It heals 2d4 per patch. (max 5 per player per mission). You can use the patch on other players but requires being adjacent. Out of combat, the Patch requires one minute and heals max damage.

Player Death

A Hero with "0" HP can only take a move action. When a Hero drops below “0” HP, the player rolls a d6. Nobody looks at the result. The Hero starts bleeding out. Each turn, they lose 1HP. On each turn, the Hero rolls to stabilize using their endurance stat as a modifier. The TN is 11S. Once stable, the Hero rolls the die. The number represents the number of turns before the Hero dies. If healed on the number or sooner, the player stabilizes at “0”; otherwise, the Hero is dead. 

Assisting

Two Heroes can help complete a skill. Use the better skill paired to the better stat. One Hero rolls the attempt. 

If you fail a non-combat skill, you can try again. This adds +2 to the TN.

Action economy

Attack action: an act designed to deal damage. This can come from a weapon or from utilizing a non-combat talent against a person. If the action is resisted by AV, Ego, or Resilience, it is an attack. Some talents use an attack action. May use attack action for an additional 30’ of movement.

Skill action - Use a skill other than an attack. You can try to influence somebody, observe, pick locks, etc. If the GM feels you can do it during combat, then go for it. The GM should be liberal on this and keep the action moving. A skill action may be used to activate a talent. A GM might say the skill must be used for a set period to take effect. The Hero could still attack, but would use the skill action until the intended effect is completed. For instance, the Hero may be picking a lock and fighting.

Move Action: Players can move 30 feet per turn. Sometimes a move action may power another action, such as activating a healing talent. This eliminates your ability to move. It takes up 15 feet of movement to stand. Heroes can use alternative forms of movement: teleport, jump, skate, etc., as long as it doesn't result in an advantage over a standard move. The effect would still act as a standard move but would be more cinematic. This means I can't end the move off the floor. If I want to jump on a roof, I then must buy the talent to do so.

Free Action: you can talk, but it becomes a skill action if you want the target to act on your words. Draw Weapon.  Move 5’ once without triggering a reactive strike.

Combat Talent Activation  - You can activate a Combat Talent. It costs an activation if it is a one-shot or sustained. You get two combat talent activation actions.

Reaction - Some talents can be a response to something the opponent does. You have one reaction per turn. You can also use a reaction to interrupt an opponent's turn if you have actions left. Commonly used for a Reactive Strike.

In combat, each turn lasts 10 seconds. 

 

Status Effects

Prone: You are on the ground. Standing costs 15 feet of movement. Melee attacks against you are at a (+2) Range attacks (-2).

Cover: You are protected by a solid object. Cover adds (+2) to Defense against ranged attacks when the object is between you and the attack.

Disarm: You take ½ damage from the attack and drop your weapon. It takes half a move action to rearm yourself with that weapon, or you can draw a new one. 

Grappled: You can only make an attack action to free yourself from the grapple. This is an opposed attack roll. If you free yourself, you can take the rest of your actions.

Hover - certain Species such as Fairy have this effect. You are 6-8” above the ground. You still make noise, trigger traps, and sink over liquids.

Movement

There are 3 movement intervals: 

  1. Strategic - this is counted in hours. This is when broad moves are being planned, such as traveling over long distances

  2. Tactical - this is counted in minutes. Strategic movement ends when you reach the point where you need to slow down as confrontation gets closer.

  3. Combat - this is combat and is measured in turns.

In a fantasy setting, strategic intervals would move you around the map for days, hours, or weeks. When you enter the dungeon, you go tactical. When you confront your enemy, it's combat.

A Hero may move 30' as a move action. The player is considered to be running full out. The Hero may move an additional 30' as a sprint for an attack action. A Hero may make a 5’ Adjustment step each turn. Sprinting is an action. Standing from a prone position costs 15 feet of movement and is part of a move action. 

Combat turn - 30’ full tilt

                       15’ walking

Tactical turn (1 minute)  - 180’ full tilt

                                           90’ walking

Strategic - 3 miles per hour

Full tilt penalizes sneak and observation checks.

Credits

This represents several resources for the party. This is a resource for all members to use during adventures to buy special items, pay off NPCs, etc. Credits are how Heroes are paid for their efforts. An NPC will negotiate the mission price with the party. That price becomes a number of Credits the party will earn at the end of each mission. Credits may be negotiated with an upfront amount, ready for immediate use. Each Hero would have their own credits to spend. The group should also put away credits to purchase items that benefit the group. GM may offer a bonus if the mission goes longer than expected.

Heroes automatically have a vehicle and a place to live.


Missions grant 4000 Credits on average. Easy missions might cost less than more difficult ones. This is subject to negotiation. This amount is granted after each playing session.

​Pay off a contact - 500 credit will get basic information; more could yield more detailed information. 3+ Credits will get a favor from a Contact, such as referring them to someone else who can help, finding a tricky piece of gear, or performing an action for them.

A Hero can spend 1000 Credits to buy a grenade. Max 2 per mission.

Sneak a small weapon by security. Based on security level. Less than (0) - 500 credits. (0) -1000, (+1) - 750, (+2) 1000, (+3) 1500, (+4) 2000. 

“Legitimate” ID. (AKA, Global Relevant Identification Number or GRIN) Many settings require a legal ID to pay for items, bribe contacts, purchase drones, or vehicle upgrades. An ID costs (0)/1000, 2/4000, 3/9000, 4/16000 per month. GRINs require a steady income to cover housing, food, and other essentials. Your GRIN level is also reflected in the way you live. Any time you make a purchase, your GRIN is scrutinized. The seller's security level is compared with the GRIN's level. For instance, if the seller has a (-2) and my GRIN is (+1), I have a (+2) to my roll. The TN to beat your Identity is 18S. Roll only when it would affect play. Grocery shopping, no. Getting into the cool club or a multinational, absolutely.
 

Cover Identity - Half the cost for a legitimate Global Relevant Identification Number (GRIN). Max F3. Preestablished paper/identification for the adventure. Usable until burned, which occurs when the GRIN fails a security check. Also, any crimes associated with the GRIN remain active.  

​Rumor Mill - 1000 Credits, social interaction reveals a solid, reliable lead. Twice per session.

​Name Drop - 1000 Credits

Invoke a known organization, Guild contact, or fixer. Gain +2 to Influence for this interaction. 1000 Credits

Leverage - 1000 Credits. Turn a neutral NPC into a temporary ally for the scene (cooperative, not loyal).

Call in a Favor - 500 Credits. A contact intervenes off-screen: distraction, transport, safe house, or gear hookup.

Bad Reputation - 1500 Credits. Your reputation precedes you; hostile NPCs hesitate or give you a brief opening.

Bribery - Spend Credits to bribe NPCs. An Influence 11S check reveals what constitutes a reasonable bribe.​

Trauma Patch 300.

A simple drone proxy would make it useful for a range attack and is free.

Heroes can buy a Complex Proxy for 1500 gold for surveillance purposes. It is destroyed after taking 20 HP. Observation 17S for Drone. Obvious for an Animal and Spirit. Physical stats and armor are all (0’s). Stats can be bought up using the Basic Framework for 100 credits * level. For example, if I wanted my Strength at a (+2), I would pay 100 credits for level one and an additional 400 credits for level (+2).

Treasure 

Some people would argue that loot is the whole point of adventuring. The first is through Credits. This gives Heroes more effective ways to operate during a mission. The second is through treasure. These are items that are found during the adventure. It takes at least 1 minute to search for treasure. If you spend more time, you increase your chances of finding it by decreasing the Observation TN by (-2). Once found, your Chronoline will tell you what it is and how it works. Treasure is a party resource. This means any player can use a treasure. It's not considered to be held by any one Hero.

Vehicle combat

A vehicle can be defined in 2 ways: as a vehicle or as a drone. A vehicle has a driver. A drone is piloted remotely using the Control Drone talent. A vehicle can function both ways. 

See credits for drone costs. You choose the size at purchase.

The following stats define a vehicle.

Mode: (ground or flying vehicle)

Str: speed

Dex - maneuverability 

End: Hit Points: 

Defense - drone - 17

Motorcycle/horse - defense 10, passenger according to own Defense HP: 15 (end x 2)

Car: defense 13, HP: 25 (end x3)

Van/Truck, def 13, HP: 35 (end x 4

All vehicles start with stats of (0). Players can spend experience to buy up the 3 stats and AV.   

GM will determine acceptable sizes for the campaign. 

Speed in combat is relative. Out of combat, various modes of travel have their own speeds. Use logic or internet guidelines.

Speed in combat is relative.

When operating a vehicle, use your skill and the vehicle stats. For mental stats, it's all the Hero. 

Players can use the Ablative Armor Talent. It is bought for use by the drone only and costs as a one-shot in terms of energy and lasts through combat. 

One player captains the vehicle. Each player mans a gun. A turn is 10 seconds. A vehicle that travels 60 mph travels 900 feet per turn. ½ that at 30mph.

A vehicle can also be a person.

Start with a range of 0 to 5,     

 0 being adjacent to 5 far away.

Short range is 0 to 1. Medium to 3. Long is 5.

Defense - determined by size of the vehicle 

The players roll initiative based on the pilot. The pilot goes first and must pick from the following maneuvers;

Attack

Vehicles operate on the driver's initiative. The Driver makes a vehicle  11C roll. Each success increases the given effect. Vehicle gunners can use standard per-turn actions, but can't use a move action to move. The vehicle/drone has as many firearms as there are players in the combat. The vehicle/drone can have one permanent armament used by the pilot and subjected to size restrictions.

Offense - (-2) to vehicle AV and (+1)/success to the pool for attack or damage.  For instance, with 3 successes I might opt for (+2) attack and (+1) damage. All attacks by the occupants gain these bonuses. Max (+3 in total bonuses.)

Defense - (-2) to attack. (+1) added to vehicle AV per success. Max (+3).

Stand pat - the captain opts to make an attack this round. He must make a successful Vehicle skill check to continue the pursuit safely.

Flee/pursue - Range is relative. If you can see it, you can technically hit it. Fleeing establishes range penalties until you are no longer a viable target. The base TN is 11. Every roll 2 above that creates a(-1) range penalty against your enemy. A vehicle is considered out of range after 2 failed attacks or 6 + range.  It has either moved too far or is obstructed. 

Use Drone/vehicle Dex and player’s Vehicle skill for rolls. This creates an opposed test with a TN of 11. For each 90-degree turn, the player's TN increases by 2.

Vehicle combat is cinematic. The GM can add obstructions or modify the course as needed.


 

Creature compendium 

 

Building a monster can be as simple as a few numbers to very detailed. For creatures, attack can be negative as a balance. (See Dragon). If I had a high-strength monster but did not want it to hit all the time, I could grant a negative attack to counter that.

 

Super simple: one number for all stats, AV, and weapon. Good for on the fly.

 

Simple: one number for physical stats, another number for mental stats, AV, HP, and weapon.

 

Standard: apply scores in every category. Can easily be generated using the Character creation App.

 

There are several classifications:

 

PCs - these are the players 

 

NPC - these are the characters that the GM created. They can help or hinder PCs.

 

Minions- these are the enemies as described in the minion section.

 

Monster - these are the NPCs' adversaries. They can be reasoned with or killed. They do not follow character creation rules.

 

Most humanoid enemies are built like a PC. Some enemies are more fantastic and have stats exceeding (+4). Many low-level threats will have negative numbers. Enemies can have Talents as well. They may be more permanent. (See below)

 

For example

 

(attack/dam), (AV), (HP)

Giant +6/12/12

We can get more specific:

 

Str - +8

Dex - -1

End - +3

Edu - -3

Int - 0

Inf - -2

 

Skills

 

Melee - +1

 

enhancements - + 1

 

Talents Fly F3 (permanent)

 

NPCs are not created with a point buy like PCs. Also, NPCs can have abilities outside the rules. I could build a dragon using Talents, or I could rule that he has a 2d6 fireball usable every 3 turns. I could also give it 3 separate attacks: claw, claw, bite. Use what works. The idea is to keep it simple and easy to plug into your campaign.

 

This system makes it easy to create opponents. It also allows for a high degree of creativity.

 

Minions

 

This is another type of enemy. These enemies allow for a greater number of enemies, but they are easy to kill. They can force certain tactical decisions. Do I take them out first? Do they get in the way of my actions? When minions are hit, they die. The following rules apply to minions:

  1. Minions form a group from 2 to 5.

  2. Each group has a bonus to hit, 1 per person in the group. A group of 4 would have a (+4) bonus to hit. 

  3. The group does 1d6 damage for the whole group.

  4. AC is defined by (-2) of the base creature. So a Goblin Scrapper minion would have a 12AV. 

  5. The group fights as one attack roll. 

  6. The group attacks as a whole and can combine melee and range attacks. Minions are not limited by being adjacent to the target. They can have melee and range weapons within the group.       

  7. As groups suffer casualties, they rearrange into a smaller number of groups. The last surviving group members will often flee or surrender.

  8. All groups of Minions are assumed to be adjacent. This only applies to Minions. If you attack a non-Minion player, this doesn't occur.

  9. Minions go last in turn order.

  10. Minions are susceptible to influence attempts like Intimidation.

  11. Minions can’t make reactive strikes.

  12. Minions are easily identified.


 

Creatures can be modified on the fly to make them weaker or stronger to reflect your Heroes' abilities. The easiest change is increasing or decreasing HP or AC.

 Quick Benchmark Summary (Printable)

Tier

Levels

Attack Bonus

AV

HP Range

Force

Talent Slots

I

0–3

+3 to +6

12–14

4–25

F1–F2

1

II

4–6

+6 to +8

14–16

25–40

F2–F3

2

III

7–10

+8 to 10+

16–19

40–70+

F3–F4

3


 

Special Abilities:

Special Abilities could be Talents, granted powers such as a tail sweep as an AOE. And a description of how those Talents work. 

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