Strangefinder Modern: Alterniversal Frequencies
Strangefinder Modern are modern ideas for a strange urban fantasy world that could be played using the Pathfinder Roleplaying Game and Anachronistic Adventures.
There are thousands of alternate realities, with each is own total universe. These “Alterniverses” often have different physical and metaphysical rules that govern them. But they aren’t in different places, they just operate at different quantum frequencies. At the sub-quantum level, Alterniverse N is just vibrating at a very slightly frequency than Alterniverse A.
How slightly different? Slightly enough that sometimes, they bleed into each other. It’s like when you manually tune a radio, and briefly you get two shows at the same time.
Except, you know, with entire realities.
So sometimes an Alterniverse bleeds over just a tiny amount. Just enough that a reality that is 99.999999% like ours but 6 seconds in the future becomes visible to someone in our reality. We call that precognition, but it’s just experiencing a fluctuation in perception between two extremely similar Alterniverses.
In fact, some Alterniverses are so similar they aren’t really separate. Each overlaps with the other by a huge percentage, and only tiny fluctuations make them different. So if one person is from the Alterniverse where the beloved childhood characters are the “Berenstein Bears,” and then absorbs just enough quantum energy to instead be in the Alterniverse where the are the “Berenstain Bears,” that isn’t a shift to a whole new Alterniverse. Just a slight frequency shift. An adjustment from Alteniverse N.00001 to N.00002.
Most people don’t even notice such a small shift. A few do, and create conspiracy websites. (Because, seriously — Berenstain?”)
The important thing to grasp is that for people who either shift slightly from one Alterniverse to another, there is not, cannot be, any proof, or even evidence, of the thing they remember. Consciousnesses (the tiny spark of self that prevents the actions of advanced living creatures like humans, and even gerbils, from being able to be perfectly predicted by an advanced enough understanding of physics) can shift from Alterniverse to Alterniverse, because it exists outside the physical framework, even at the quantum level, of any set universe. But physical matter always, eventually, returns to the rules of its dominant Alterniverse.
This is much more important with bigger shift. Like when a Gug shifts from Alterniverse O to our Alterniverse N. Anyone can see the Gug that encounters it. It can kill. It can affect Alterniverse N with powers and relics and runes that could not exist natively. It can be killed. Its consciousness then leaves.
At that point, everyone who saw or dealt with directly remembers it. But the actual physical universe of Alterniverse N slowly changes every aspect of every physical change in that Alterniverse to things that can be fully explained by Alterniverse N. Quantum corrections are generally subtle things. The Gug body becomes that of a prehistoric dire bear. Any DNA traces it left behind become mundane (though not necessarily matching). Digital tapes and recordings generally degrade, while true film spoils, or the images change to those that can’t be conclusively identified.
In the end, there is no proof.
Just people who know they must actively seek out threats our reality is literally not designed to handle. To become Strangefinders.
Posted on August 10, 2016, in Adventure Design, Anachronistic Adventurers, Game Design, Microsetting, Pathfinder Development, Uncategorized and tagged Strangefinder Modern. Bookmark the permalink. Leave a comment.