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Reviews 2. Please log in to add or reply to comments. The Second Edition adds to the timeline of events and adds stats for new characters, some of which were just mentioned in the First edition. In this setting it is possible for characters to make significant changes to the world which is something I app [ Jessie S. A very well done book, Charles Phipps has a deep love for the super hero genre, and it is shown by the various homages to pre-existing comic characters and concepts.

There are a lot of interesting ideas present here Such as making the devil of the set [ See All Ratings and Reviews. Browse Categories. New Year, New Game Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying.

Modiphius 2d Savage Worlds. Forged in the Dark. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. STL 3D Model. Phipps Studios. Pay What You Want. See all titles. Follow Your Favorites! Sign in to get custom notifications of new products! Common law in many nations allows civilians to detain criminals until the police can arrive, and paranormals have a much greater ability to do so without risk to themselves and, ideally, to the criminal or any bystanders.

You residence, and be sworn-in to testify under oath. If the testimony of a masked, or uniden- committed. These risks make some paranormals less willing to put tified, paranormal is the sole evidence against a criminal, the case themselves out there and make arrests without sanction. This generally means witnesses are it, Your Honor! Paranormal Technology Modern technology depends on the application of a tremendous required in the manufacture of one device or another.

Telekinesis body of known scientific information. When the paranormal and similar matter manipulation can perform fine work beyond the threatens to throw all that out the window, what does it mean for capabilities of even precision tools and robots. As it turns out, a tremendous amount of potential, tempered with a lot of risk, and more than a few false starts. Attempts to skills, making them well suited for developing and designing new reverse-engineer the technology are fruitless; sometimes even just technology.

Paratechnology has led to some scientific oddities, devices that Paranormals get an edge in other areas of technological develop- are to ordinary technology as paranormals are to ordinary human ment. For example, abilities like tremendous mental processing beings, but has little overall effect on the world.

Many are frustrated speed and acuity allow paragons to do complex design work incred- by the inability to replicate the creations of many paragons, and ibly fast. An prototype in record time. Sensory abilities allow some paranormals interesting side effect of this prejudice allows paranormal inventors to directly observe phenomena undetectable to others, which can who want to keep their developments secret to claim they are parat- be useful in the creation of micro- or nano-scale technology.

A great many technologies interest in them, at least until they can be successfully patented. A paranormal able to solve that problem could make a great deal of money doing it. For example, transmutation could mass-pro- Medicine Direct healing is the power with the greatest potential to impact duce sufficient quantities of particular elements of raw materials the practice of medicine.

Paranormal healers like Panacea see. If you want a paranormal inventor creating sentient robots, shrink rays, or cosmic portals into the Imageria, go right ahead. Second, and more important, it allows the GM to fine-tune exactly how much paranormal technology can be reverse-engineered and replicated on a larger scale. Want to keep paragon-spurred technological advancement under control?

Simply make all paranormal inventions ACME tech, manifestations of their innate powers, and none of it will ever be mass marketed. The same approach can apply to any problematic technology. The ability to induce unconsciousness or to control sen- sations can substitute for anesthesia, while some paranormals have built-in scalpels in the form of claws or the like or even the power to reach inside someone using telekinesis or becoming incorporeal, obviating the need for some surgical procedures.

Traditional doctors, finding paranormal healers a threat to their profes- sion, might encourage prosecution of any paragon practicing medicine without a license and insist on controlling such licensing themselves. They can back up their demands by threatening to go on strike, although such a move could split the medical community, as some will see it as a violation of the Hippocratic Oath to refuse to provide care.

Psychology Paranormal sensory and mental powers can have a huge impact on psychology and mental health. Telepathic paranormal healers can know first-hand what a patient is experiencing, gaining a much deeper understanding of mental disorders. There may be unforeseen risks to this approach, however: are mental illnesses contagious to telepaths? Do they suffer stress or shock from reading a disturbed mind? These things can limit their effectiveness in the field.

On the one hand, paragons could cure people of mental illness as easily as their counterparts heal physical injuries. On the other hand the mind is even more complex and less understood than the physical systems of the body. Who knows what side effects might come from para- normal tampering? Economics make it likely for at least some healers to pro- to cure things like Attention Deficit Disorder or anti-social behav- vide their services to the highest bidder; even the most charitable ior?

What about disorders leading to criminal behavior? Then what might do so occasionally in order to raise money to cover pro bono about behaviors some people consider immoral? Such treatments work healing the less fortunate. Beyond direct healing powers there are other paranormal abilities Similar to conventional medicine, mental health professionals may useful to medicine.

Super-senses can provide more accurate diagno- find paranormal treatments threatening and seek to curtail and ses, particularly if a paragon can actually see, or otherwise sense, license them at the very least. The primary limitation is that of a human staff, which can paranormal agent is involved.

Similarly, paragons can potentially willing to hire or sponsor them—can potentially make fortunes make fortunes trading on the stock market, or investing in real through corporate and industrial espionage. Paranormal service professionals work as highly Advertising paid consultants or freelancers, selling their talents to the highest bidder. A known paragon is an almost Chapter Four for more on these organizations.

The services paragons can provide are limited solely by their powers. Super-speedsters and teleporters can delivery goods and The Mighty Miracle Guardians team is a prime example see sensitive documents faster—and usually more securely—than any Chapter Four : A corporate-sponsored group of paranormals, who other means.

Even though Telepaths can transmit information instantly across great distances none of the team-members have powers suited to producing prod- see Network in Chapter Five for one example. A variety of ucts, their images and endorsements alone move tremendous powers are useful in engineering and manufacturing, as described amounts of merchandise. Indeed, such paragons are a form of mer- under Paranormal Technology.

Mathematical savants can do the chandise, when you factor in all of the products based on them, kinds of calculations that usually require advanced software, with from comic books and toys to video games, films, cartoons, and full understanding of the results and the ability to review their own the like.

The usefulness of paragons as pop-culture icons and spokespeople. See list goes on and on. Popular Culture The Breakout is an event without precedent in human history. No an equally large change in focus. People around the world are positively obsessed with the living gods who walk amongst them, with all the good and bad that implies.

The paranormal is the driving force in popu- lar culture, drawing everything else along in its massive wake. Print Media Traditional magazines and newspapers have found a great deal more to report, and discuss, in the wake of the Breakout. Print news coverage of paranormals, or stories involving them in some fashion, is almost continuous. Print publications try to make up in depth and accuracy what they lack in speed and immediacy compared to online venues.

The best they can usually do is provide in-depth informa- tion about the paragons themselves, and investigative journalism has come under fire in a few cases for invading the privacy of oth- erwise ordinary people dealing with extraordinary circumstances.

Journalists involved counter that the public has a right to know, especially when someone with the power to level a city block might be living in their midst. Book publishers have tell-all accounts of the Breakout, individual stories about paragons, and endless books of theory and specula- tion on the paranormal pouring into bookstores or waiting in the wings.

Biographies and books by known paragons top the sales charts as people hunger to know everything they can about these new icons. Comic publishers and creators are even called upon—by wrong time, as the case may be. They capture images the tradi- the paragons themselves or the companies that sponsor them—to tional news media is to slow to get.

With the decline in popularity of fictional superhumans, major Paranormals are by no means immune to this phenomenon; in comic book publishers have hit upon a new idea: Licensing their fact, some of the most popular sites are those run by paragons, or properties to real, living paranormals!

After all, if you were a para- featuring them speaking in their own words to the public. The idea has primary home online and at various websites. In spite of attempts to proven popular and has the potential to tremendously revitalize shut down, or counter, such things as spark party networking sites and existing comic properties, while bringing in considerable licensing the like in the interest of public safety, authorities have been only par- income.

People watch hour news channels in hopes of see- ing exclusive footage of their favorite paragons, catching all the Music current gossip, and just finding out what incredible new things Paranormal singers could potentially hit and sustain notes beyond the have happened in the world today.

The new Paragon Network pro- human range of hearing, although such music has a limited appeal to vides continuous news coverage of all things paranormal. The hit series the reputation of a popular performer. How do you prove fans love you Prime Paragon! Action Combat Championships combine the the attention of music promoters, agents, and publishers looking spectacle of professional wrestling with amazing displays of para- to set them up on tours and market them like any other paranor- normal power.

Story-driven television and conventional film are somewhat slower to catch up, although Hollywood is rife with proposals for vehicles Performance based around this or that aspect of the post-Breakout world, from The potential for paranormal performance art is considerable and dramas to situation comedies. The potential for casting paranormal unexplored. They make promoters and ven- sculpt rock or metal with their bare hands.

Others can use pig- ues nervous, too, given the tremendous potential for liability. As and spark ravers. Such things tend to remain underground due to with other manifestations of paranormal power, exactly how the the risk factors involved. The Breakout has considerable can before the Final Judgment. Some Rabbinical scholars speculate about paragons as divinely empow- Major Religions ered, but since paranormals are found all over and among many different peoples, it makes little difference to them.

There are if perhaps He has found new favorites with the paragons. The relationship between paranormals and Judaism is far more political than spiritual, as Israel is more concerned about the Christianity potential for paranormal violence and terrorism, as well as recruit- ing sympathetic paragons to defend the nation from those threats.

Christian reaction to the Breakout is as diverse as the many Jewish paragons, in particular, suddenly have a considerable voice branches and denominations of Christianity. The two extremes are in international affairs, and the complete attention of nations deification and veneration of paragons or demonizing them as hell- around the world.

Israel calls on them and others to defend the spawn. Jewish homeland, but will they do so? Some Christians see paranormals as living saints, able to perform miracles. This is particularly true when paragons appear in devout communities, and certainly some do have saintly-appearing Islam The general attitude towards paranormals in the Islamic world can powers ranging from healing to transmutation. Non-Muslim paranormals or, worse yet, Muslim para- concerns as their paranormal leaders preach their own version of gons who either do not fit expected molds women, for example the Gospels.

The Church of Jesus Christ, Paragon is one such sect or refuse to do their duty to support the cause and laws of Islam, see Chapter Four. The middle ground is found among Muslim The majority of Christians and Christian faiths are undecided with minorities in some nations. They tend to adopt the opinion of other regards to what part, if any, paranormals play in religion and vice moderate religious factions, saying they do not know if paranor- versa.

Their As with Judaism, Islamic paranormals are more of a political issue. Some accept the divine the first-world powers fear paragons will further destabilize an nature of paragons on faith, others remain doubtful. A middle already unstable Middle East.

Many nations have turned their ground seems to be that paranormal abilities are like all God-given attention from acquiring nuclear and biochemical weapons of mass gifts, but free will permits them to be used for good or evil pur- destruction to the more realistic goal of finding paranormal agents.

These sects, most prominently the Seven missions—fit the typical breakout experience. The nature of avatars is even such that multiple paranormals can all be avatars of the same deity. Some liken this to the awakening, or breakout, of a paranormal. Since Hindu tradition also emphasizes a guru-student relation- ship to achieve greater spiritual enlightenment, those who believe paragons are more spiritually advanced—if not incarnated divine beings—naturally seek them out as gurus.

Some paranormals accept this role, while others shun it. There are also paragons, like Ravana see Chapter Five who claim to be gods and lead cults of worshippers. Buddhism Broadly speaking, Buddhists tend to see paranormals and Fortean phenomena as just another aspect of the maya or illusion of the physical world albeit unusual aspects.

In fact, a few of the teachers who say this are paranormals themselves. They also think such abilities represent the potential to go beyond the surface layer of reality and perhaps transcend the Wheel of Reincarnation, achieving enlightenment.

Paragons are therefore bodhisattvas, the enlight- ened who choose to remain incarnated in order to aid others in achieving enlightenment.

In this regard, the view is similar to that of the Church of Jesus Christ, Paragon. New Age Spirituality Various New Age and neo-pagan subcultures tend to embrace para- normals, albeit often without a lot of in-depth consideration. Many believe paragons tap into previously hidden or latent powers of the mind, essentially the same things done by great adepts, gurus, or spiritual teachers in the past.

Some followers of these faiths remain skeptical about the true nature of paragons, but far more would-be followers, students, and disciples have sprung up.

Some focus on paranormals as teachers, guides, or even living gods, while others simply try to emulate them as role models. Study groups, circles, and covens work towards enlightenment, empowerment, or both.

The kind of casualties found at spark parties are less common, but some groups do go to extreme measures, with the usual tragic results. Even in cases although primarily as a path to power. Likewise the paragon Gaia where it is, splinter groups of the faith often break off over the and some others of the Pantheon see Chapter Four believe they issue of paranormals.

The Seven Thunders sect of Christianity are ancient pagan gods in physical form, empowered by the wor- is one such example see Chapter Four ; while most Christians ship of their followers. The existence of living gods has led to a number of new religious A great many anti-paranormal sects and religious groups are movements based around paragons, the Breakout, and their effects also apocalyptic in nature, inspired by the chaos of the Breakout on society.

The Pantheon is one such example see Chapter Four to claim the world is either coming to an end or will end due to for details. A number of other religious sects to commit evil acts, if they chose to do so. Others ity to attain its superhuman birthright. Not surprisingly, few paragons the worship of either paragons in general or a specific paragon actually subscribe to either belief. After all, many paranormals do possess powers like mythological deities or other religious figures, and more than a few Paranormal Paths actually believe they are gods, or something akin to them.

Spiritual traditions based on exploration of mal cults false faiths and are alarmed by the rate of their growth. How can paranormals be equal citizens of a nation where the outer level admits normals, either to support the inner as well as religious icons?

For others, it encourages an elitist system or grades based on spiritual achievement. It is a place of imagi- the will What lies in the furthest Literally every idea anyone has ever had can exist somewhere in reaches of the imaginal realm remains unknown, as no one can its depths, and the more who have shared in a particular idea, the claim to have ventured there and returned, at least, no one sane stronger its presence in the Imageria. The very strongest ideas form or trustworthy.

The Nature of the Imageria The true nature of the Imageria is not entirely clear, to say the Astral Form is the most common mental means of entering the least. There are a number of theories, but slim and often contradic- Imageria. The basic form of the power accesses the Border region tory evidence. Only one rank strongly influenced by human thoughts and beliefs.

Whatever the case, the Imageria has certain clear quali- For the ability to travel mentally solely to the deeper levels of ties and traits, described here.

Gamemasters should see Chapter the Imageria the Reaches and beyond , the GM may allow Six for some options concerning the nature of the Imageria. Dimensional Movement with a mental descriptor, since the two forms are largely the same in terms of their effects. Physical travel to the Imageria involves the use of the Super- Mentally entering and leaving the plane appears the most com- Movement power, namely Dimensional Movement.

Some ima- although the GM may require multiple ranks to access the deeper gerial visitors have a different appearance while there, often levels of the realm, or at least to return from them easily see dictated—consciously or not—by their self-image. In game terms the following.

The character shifts from one world to the other, this difference in appearance is cosmetic and costs no points: the simply disappearing. Those with sufficient Progression can even advantages disguise, for example are generally balanced by the bring others along with them. Physical characters in the Imageria drawbacks difficulty being recognized by those familiar with the are subject to its rules, and interact with mental travelers in much other appearance.

Other imaginal beings and Imageria is largely by chance. One theory claims 32 real—and therefore solid—as are the things they encounter. Travelers are converted bodily into ectoplasm upon visiting the plane, while a psychic visitor manifests a body of ectoplasm in the Imageria. For all intents and purposes, ectoplasmic objects in the Imageria are like real things: they seem solid, liquid, or gaseous, like their material counterparts, and function in a similar way.

So an ecto- plasm wall is a solid, impassable barrier just like a real wall, unless someone uses some sort of power to bypass it. Ectoplasmic crea- tures are tangible and can interact with visitors to the plane just like physical beings. Generally, you can treat an experience in the Imageria just like a real world interaction, with the same effects and consequences.

Two or more competing shapers can make contested Will saves to see who assumes control of a par- ticular shaping, or can conjure up different things to compete with each other. Entering the Imageria can often be easier than leaving. Sometimes Imagerial Environments things prevent an imagerial traveler from returning. The first thing Virtually any environment can and does exist in the Imageria, but is the layered aspect of the realm.

In the Border the Imageria, the more difficult it is to return. Powers accessing and most of the Reaches, the environment is harmless, regardless the Border of the realm can only return a traveler to the physical of how it appears. Travelers can pass through deep water, fiery des- world from there. So if you move into the Reaches, you first have erts, and more without the least discomfort. The environment is to find your way back to the Border before leaving the Imageria. The longer the voyage out, the longer the journey back becomes.

In the Depths and beyond, Imageria environments take on more Higher ranks of the Dimensional power feat or Dimensional real qualities. For example, immediately from the physical world to a deeper level and vice travelers in the Depths can end up on a frigid wintry landscape, versa. The only exception to this is the Abyss, which is an abso-.

There is proof the Imageria can affect physical reality in various ways. Some paragons can summon or conjure things from its depths, things with physical substance and even permanence. Likewise, some paranormals are able to bodily enter the Imageria, disappearing from the physical world entirely and even taking passengers along with them!

Others only enter the Imageria in a mental or spiritual state, leaving their physical body behind in a deep trance, but even then the physical form often shows signs of whatever the paranormal is experiencing in the other realm. Usually, Leaving, previously. So there are places where paranor- Paranormal Powers mals have no more powers than ordinary humans, others where their powers are unusually enhanced, or completely different from normal.

Paranormal powers may or may not work as they usually do in So, for example, a flame-projecting paragon might have no powers in different regions of the Imageria. On the other hand, a place things in the Border may limit the use of some powers.

Powers used in the Depths associated with battle could enhance violent powers but in the Border do not affect the physical world, or vice versa, unless inhibit more peaceful or communicative ones. The changes are largely the power has the Dimensional power feat or perception range a matter of GM Fiat, based on the nature and needs of the place in and a mental power descriptor such as Mental Blast.

Additional question. If the rules of a particular place provide a complication for a ranks of the Dimensional feat may allow powers to extend to the character, award the player a hero point for it. Few ever reach this depth, and fewer still mundane geography: it is a realm beyond space and time as we return from it. The most applicable model of the Imageria is one of layers. Think of the peaks of mountainous islands, thrusting up above a thick layer of clouds.

Standing upon one of those peaks, you can see The Border others thrusting up above the mists. The peaks are like individual As might be expected, the Border is the region of the Imageria people, the realm above the clouds like the real world in which we between the material world and the further Reaches of the other live. Unable to see any deeper, the individuals seem unconnected, plane. There is some debate whether or not the Border is properly the forces moving the mist appear somewhat random.

You can still see the peaks above the clouds, but faintly, The material world is visible from within the Border, although and less and less as you move further away. So it is in the misty details are sometimes misty and indistinct. The Border and any- borders of the Imageria, just beyond the physical into the realm of thing there are largely invisible and undetectable from the physical thought. Psychic Awareness, for example, can sense active power use Down and down, the slope finally reaches the surface of an island, in the Border just like it can in the physical world, and other men- surrounded by an ocean.

They can All the way downhill, you come to a beach and the ocean. Walk also move in any direction, unrestricted by gravity and passing out into the ocean and the waters begin to close over you as you harmlessly through physical objects.

Just like water is thicker and heavier than air, ating barriers against them, for example. Dimensional Movement or via a shallow see the following.

Imagerial beings and objects in the Border are essentially solid and noticeable to physical beings and vice versa. Likewise, an astral trav- eler could actually touch and interact with a physical creature in a shallow, as if both were present on the same plane.

Moreover, a physical visitor can actually enter the Imageria through a shallow, literally walking away from the physical world and deeper into the imaginal realm. This is most often an act of will, but can happen by accident.

Some travelers follow an image- rial creature into a shallow—be it a cave, wooded glade, stone circle, or abandoned subway station—and pass from the physi- cal into the imaginal realm.

The challenge for these travelers is finding their way back to the physical world, since they need another shallow or a prominence see the following to leave the Imageria; that, or the aid of someone else able to bridge the gap between worlds.

While some shallows are permanent features of the landscape, others are temporary, appearing and disappearing at regular intervals or even seemingly at random.

These irregular shallows often form the basis of local legends about hauntings or other strange happenings and can become the source of Fortean phe- nomena involving the Imageria. Since shallows themselves are visible only by their effects, such phenomena are often how they are discovered. Prominences While shallows are places where the real world overlaps the bor- der of the Imageria, prominences are apparently places where the Imageria emerges into the real world, like an island rising from the ocean or a solar flare erupting off the surface of the Sun.

The House That Hate Built see Chapter Five may be a particular prominence, the same for other Fortean phenomenon around the world involving the appear- ance of unusual objects, beings, or even terrain.

While in some cases a prominence is permanent or at least appears so , most prominences are transitory, lasting only a short while hours or days, perhaps even minutes before fading back into the Imageria.

Their appearances are often on a particular cycle, such as the phases of the Moon, only a night or during the daytime , once each year, and so forth. There may even be prominences with a tremendously long cycle, such as only once a decade, century, or even longer, that gave rise to ancient myths and legends but have not yet reappeared in the post-Breakout world.

The more fringe the- ories believe everything from the lost continent of Atlantis to the fabled city of El Dorado might be a prominence. The Reaches Past the Border inasmuch as such directions have any meaning in the Imageria lie the Reaches, the first level of the Imageria dis- tinct from the physical world. Who knows all the information about the Imageria given in this chapter? The Imageria is the most mysterious aspect of the paranormal world.

The Imageria is likely best known among scholars and theorists, particularly paranormal explorers with the ability to access it.

Any of them might have the truth about the imaginal realm, or none of them, depending on what you decide its true nature should be. One of them could be right, they might all be wrong, or they could even all be right, depending on how you look at it. Odds are the general public knows little or nothing about the Imageria. Paranormals are much the same, except they usually have practical experience to back up their personal theories about the Imageria. The further one moves towards the pure until it fades away altogether.

Then the mists part and the traveler realm, the more pronounced the elements become: mountains arrives in the Reaches, although not always at the intended desti- rise higher and higher into the air, an endless desert gives way to nation. So the realm of fire, for example, tends to be pas- hypothermia, for example.

It includes beings from throughout place. Encounters can take place along the paths, just like on any human myth and legend, and extends to the lakes and rivers physical trail, but most inhabitants of the Imageria remain in their flowing to the realm of water and the nixies, merfolk, and other places, unless they have reason to do otherwise. True to the legends, many of the inhabitants of Faerie are capricious and given to cruelly toying with intruders, although The Elemental Realms bound to the letter of their word and true to the particular rules of their place.

The four cornerstones or compass points of the Reaches are the elemental realms, associated with the primal elements of earth, air, fire, and water. The mountains surrounding it are home to metal work- ing dwarves with fire in place of their hair and beards.

Dragons The elemental realms are mostly gradations; where they overlap are said to lair in the deep caverns, along with older and more there are places mixing their nature.

Water and air create ice, water sinister things, perhaps brought up from the Abyss itself by the and earth form mud and swamps, fire and earth volcanoes and greed of the deep-delvers. Places in the Depths The Citadel of the Four Winds As in the Reaches, the Depths are made up of places, loosely con- Atop the highest mountain peak of the realm of air sits the Citadel nected by different paths, although the route from one place to of the Four Winds, an eternal watchtower and observatory, win- another is not always the same.

The Depths, however, lack the dows open to the starry, cloud-swept sky. There is only the way from the riddle tests of the mysterious keepers of the citadel may enter and distant shores of the Reaches to the edge of the Abyss. Travel off seek knowledge and hopefully wisdom in its vast libraries of that axis can lead to any of a near-infinite range of destinations, books, scrolls, and even touch-sensitive display screens.

Beyond the and only experienced travelers dare to venture so far without aid Citadel lies endless clouds and mists of the realm of air; it is said or escort. Those favored by the keepers or cunning enough to outwit them, Dream Realms which may be the same thing can fly through the realm mounted The Depths are a reality of dreams and imaginings, and many of on griffins or giant eagles kept at the citadel.

They can be literally anything imaginable. Indeed, some claim everything that Atlantis is imaginable exists in the Depths by definition, because it is the On the shores of the realm of water stand the shining towers of the place where such dreams are born. It is a cosmopolitan, enlight- door, to entire galaxies of planets and stars, seemingly filled with ened place, tolerant of visitors and their strange ways, but not of billions of intelligent beings.

There are worlds much like our own dissent or troublemaking. Its Grand Market puts even the bazaar alongside fantasy realms of myth and magic, countless visions of of the City of Brass to shame, and travelers can often find passage the future that might be and futures that never were , dark and out onto or across the realm of water, or descend the Sunken Steps twisted nightmares, and more.

The Undersea Road leads out away from the Eternal Shore and It may well be all places in the Depths are dream realms of one sort into the Depths. More stable places could Imagerial Abductions well be very old dreams, existing for so long they have taken root in the Depths of consciousness.

In some cases, the real world for reasons unknown, and may have been doing so for armies are pitted against creatures emerging from the Abyss. The a very long time. Theories as to to reach their goal, although some find their way here to fight for why are wide-ranging, from a prelude to an invasion to the need one side or the other. Tame animals roam here and there, co-existing peacefully. People report meeting human inhabitants of the Elysian Fields, often deceased The Depths loved ones or historical personages, although whether or not they The distinction between the Reaches and the Depths is sometimes are the actual spirits of the dead or simply psychological or psy- less clear than even the misty Border, but the Depths are more pri- chic impressions of them remains unknown.

Some visit the Elysian mal, more iconic, simultaneously more real and more unreal. They Fields looking for a particular spirit, to carry a message or to find are the dwelling place of dreams and nightmares, of gods and information.

Travelers in the Depths can toast Odin in his own hall, or speak with the Japanese sun goddess Amaterasu, if she agrees to the meeting. Visitors report slightly different details to the different places asso- ciated with the gods of myth, but many things remain surprisingly consistent.

Christian, Jewish, and Islamic experts have noted all sorts of stories of encounters with various choirs of angels and even archangels in the Depths, but no descriptions of an almighty God outside of the Deep Beyond. God—if He exists, in whatvere form He exists—can perhaps only be found in the ultimate level of the Imageria. It is like an endless chasm, into which flows the very stuff of dreams like an endless cataract. On the far side await the mysteries and secrets of the Deep Beyond.

For most imagerial travelers, the edge of the Abyss is as far as they go, since to go any further means daring madness, death, and pos- sibly worse. Although it may appear utterly bottomless, the Abyss does have one, along with many layers of dark detritus and miasma on the way down to that bottom.

Things live there, growing and fester- ing in the cracks and crevices of reality, scuttling and crawling along the walls of the Abyss, lying in wait for potential prey. Even bigger and nastier things dwell in the lower depths, until one gets to where the Beast is found. Exactly what the Beast is remains in dispute: a gigantic world-serpent, a many-headed monster, a great dragon, a tentacled horror, your worst fear, or some unholy combination of all of these.

Whatever it is, the Beast devours any and all who dare enter its territory, making crossing the Abyss a true feat. There are sometimes ways across other than climbing down and then up again.

The Deep Beyond The far side of the Abyss is the Deep Beyond and it is a mystery to both those who have not reached it and those who have. The few who can claim to have braved the Abyss and reached the greatest depth of the Imageria all tell different tales: it is the Face of God, divine unity, Heaven, Nirvana, non-existence and the destruction of the ego-self, the start of a whole new layer of reality, and many other things.

This is not surprising, considering it also seems clear the Imageria contains or reflects human thought and imagi- The Imageria raises any number of major philosophical and reli- nation. If everything humanity has thought, believed, or imagined gious questions, but does not offer much in the way of definitive can be found there, that must include all myths and religions ever.

Even people who believe the long ago and lost to the modern world until now. On the other hand, there Is There an Afterlife? On the other hand, as with divinities, there Does the Divine Exist? One theory says if the Imageria is a be ancient or mythic deities or spirits.

Likewise, there seem to be multiple versions of similar deities: the Is There an Embodiment of Evil? Roman and Greek gods have appeared as distinct entities, for There are certainly cruel, hateful, monstrous, and alien beings in example, while Thoth-Hermes seems an independent being from the Imageria: from mythic monsters to living nightmares.

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