Many of the aspects of gameplay which are frequently discussed in great detail are not covered here, because they would change from universe to universe, often from city to city. Monetary and economic systems will change, and money from one place will be worthless in another, even a very close parallel world. (However, the material from which money is made could be useful.) Equipment also varies greatly from world to world, and the referee will have to consider what is available where. Some worlds will have no equipment at all, and no monetary system. Others will have equipment which does not seem at all like equipment as the character understands it. Construction, mining, transportation, and defense systems will all change between worlds, and are only touched on in these rules.
The Multiverser® system uses real time for all combat, movement, and action. All activities are defined in terms of repetitions per hour, minute, or other real time segment. Other forms of real measurement are used for weight and mass, size and distance. To accommodate the variety of game systems available, an effort has been made to cross-define things in both English and metric system quantities, and conversion tables and systems are included in Appendix 2: Measurement Conversions. The game accepts the common fiction that English weight (ounces, pounds, tons) and metric mass (grams, kilograms, metric tons) are somehow equivalent, but will attempt to clarify the distinctions in the text, rather than attempting to work with newtons, unfamiliar to most non-physics majors.
It is a truism of life that there is more than one way to do anything. Birds fly with wings; men use helicopters, airplanes, and balloons. That is reflected in the worlds of the multiverse, in that most things which characters can do can be done in several ways. It is also reflected in the Multiverser® Game System rules. If the referee wishes to increase the damage of an attack, he can use sit-mods, damage points, damage category bonuses, or damage riders. If he wants to know how bad something will turn out, he can use relative failure or general effects rolls. He can connect skills to each other with skill packages, skill pyramids, skill umbrellas, or related examples. In all this, the rules have been created to make options, to give the referee the tools to make the game work. Whether he uses one rule or another is usually entirely within his discretion; only the broadest rules and mechanics are required, and every referee's game will be his own, customized to his own preferences in style and method.
You should now be ready to learn the details of the Multiverser® Game System.
How do I get a copy of Multiverser®?