GURPS Infinite Worlds
This article's plot summary may be too long or excessively detailed. (May 2023) |
Steve Jackson, John M. Ford | |
Publishers | Steve Jackson Games |
---|---|
Publication | 2005 |
Genres | Science fiction, Pulp, Multiple Worlds |
Systems | GURPS |
A hub worldbook for GURPS. Intended to make it possible to tie campaigns from other GURPS settings and games together. |
GURPS Infinite Worlds is a supplement for the Fourth Edition of the
Contents
GURPS Infinite Worlds builds on the idea of player characters travelling from one world to another, even across genres, for the fourth edition of GURPS.[1]
GURPS Infinite Worlds has eight chapters: Infinity Unlimited, Enemies Everywhen, Present at the Creation, Worlds Enough, ...And Time, Infinite characters, Infinite Campaigns, and Alternate Infinities.
Infinity Unlimited
This chapter describes one of the two worlds (known locally as Homeline) that have full-fledged, public "parachronics" programs (the technology behind traveling between
Enemies Everywhen
This is the chapter that describes Homeline's adversaries and hazards. The major adversary is Centrum, the only other reality known to have a public parachronics program, who can be played as a deadly adversary, occasional opponents or grudging allies depending on the GM's preference.
The secondary adversary is Reich-5, the worst of the five known 'Nazis win/survive WWII' realities in the setting. An ill-advised raid by Spetsnaz troops from Homeline Russia resulted in the capture of a troop conveyor, a handful of live prisoners, and the corpse of a scout with a genetically-linked psionic world-jumping ability. A quick-thinking local Brigadeführer made a deal with the mystical SS society of the Ahnenerbe to take possession of the booty (and to keep it all secret from the mainstream Nazi hierarchy); Reich-5 scientists and sorcerers are using occult rituals and horrific medical experiments to slowly spread their Thousand Year Reich to other realities.
Present at the Creation
This chapter describes how to create your own alternate reality and offering inspirational concepts to look at such as the Great Man, Great Moment, and Great Motherland.
Worlds Enough
This is the chapter on some of the alternate worlds in the setting. Reich-5, Caliph, Dixie, Ezcalli, Gernsback, Roma Aeterna, and Shikaku-Mon all appeared in slightly different forms in the older Alternate Earths volumes.
Armada-2
So named because it is the second world discovered by the Infinity Patrol in which the
Attila
A parallel where city-razing
Azoth-7
When
Bonaparte-4
In Bonaparte-4,
Britannica-3
The success of the rebellion of James, Duke of Monmouth against James II of England in 1685 is the point of divergence between our own world and Britannica-3; wiser and more Protestant rule in Britain meant that tensions with the North American colonies never reached the point of rebellion as they did in real history. Despite the rise of other strong European powers, the world is free of major conflicts, which can be attributed to the strong influence of Centrum in this parallel.
Caliph
In this world the
) and the technocratic Jamahiriya of the western continents threatens the existence of this advanced society.Campbell
Named for the early death of influential
Centrum
The nominal villains of the campaign, Centrum is a
However unbearable tensions existed just below the surface, and in 1902 unknown parties decapitated the
Centrum is a
Centrum Beta
One of the most important parallel Earths from the Infinity Patrol's point of view, Centrum Beta appears to be an exact copy of the home parallel of Centrum - except that the "current year" is only 1895. Understanding Centrum Beta as it is now might give the Infinity Patrol the key to understanding and besting Centrum proper.
Deadly Settings
Also known generally as "Reality Vanish", there are at least 41 parachronic coordinate settings where people or objects sent into them never return. These are assumed to be worlds where the
Dixie-1
In this world, William Walker succeeded in conquering Nicaragua in 1856; during the American Civil War this provided a way around the Union blockade for the Confederacy that ultimately ensured their victory. In revenge for British support of the rebels, the United States invaded and annexed most of Canada; meanwhile the Southrons reintroduced their "peculiar institution" into Central America and the Caribbean at gunpoint. Today ("current year" 1993) the U.S.A. and C.S.A. watch each other warily across an armed border that stretches to the Pacific, while India, the Chinese republics and their neighbors expand their economies at the expense of the moribund European monarchies that never fell after 1918. (See American Civil War alternate histories).
Ezcalli
Here the
Friedrich
This parallel world is named for the
Gallatin
Gallatin is named for
Gernsback
This parallel world is named after editor
Hell Worlds
Many timelines have suffered catastrophes (some natural, others man-made) that have rendered humanity either extinct or nearly so. These are colloquially known as the "hell worlds". Examples include Ariane (where the Spanish flu killed 99.9% of the population), Lenin-2 (where nuclear war and unconstrained industry have combined to crash the biosphere) and the worrisome Gotha parallels (where a prion-based disease has turned almost all humans into bloodthirsty cannibals on 19 otherwise dissimilar worlds).
Homeline
The main world in the game. The world of "our" timeline (apart from the development of parachronics) and home base of Infinity Patrol, and of players in the game. Seeks to counteract Centrum and its efforts to interfere with natural development of alternate worlds.
Lenin-1
Here Franklin D. Roosevelt maintained Henry A. Wallace as his vice president when he was reelected in 1944; consequently Wallace became president on April 12, 1945 upon Roosevelt's death. His passive stance (and that of his successors) against the Soviet Union resulted in the steady expansion of Communism across the globe. In the "current year" of 1989, the isolated and malaise-stricken United States is essentially the sole remaining capitalist country on the planet.
Merlin-1
Named after the wizard of that name, Merlin-1 is a world where magic entered the world due to the Trinity nuclear test in August 1945. In "current year" 2004 America (where much of the magic is centred) uses both magic and technology to be the dominant superpower. Homeline has begun investigating this world to obtain information about this mana-rich reality, but unbeknownst to them the Merlin-1 American government is aware of their actions and has begun spying on them in return. The setting of GURPS Technomancer.
Merlin-3
A world where magic entered the world in 1916, and is centered in Germany. In "current year" 1942, World War II is being fought with magic. The setting of GURPS WWII: Weird War II.
Myth Parallels
Many worlds have inhabitants that closely resemble characters from the myths, legends and stories of Homeline. The characters from the
Nergal
Puzzle Worlds
Some worlds that do not follow the generally accepted
Reich-5
Widely regarded as one of the most disturbing and potentially dangerous worlds so far discovered, in this parallel
Roma Æterna
Here
Shikaku-Mon
In this "four-cornered world"
United States of Lizardia
A world very similar to our own, except reptilian creatures descended from a species of Troodon are the dominant sentient lifeform. The similarities exist down to cultural and political divisions (resulting in this world's colloquial name) and are assumed by Homeline scientists to be evidence of a "law of temporal inertia" (or "gods with a strange sense of humour").
Yrth
A world reminiscent of several fantasy tropes, inhabited by humans,
... And Time
This chapter deals with the many theories of Temporal Physics both real and fictional that exist.
- Paradoxes (Assumes Fixed Time with one past, present, and future.)
- The Grandfather Paradox
- The Free Lunch Paradox (also known as the Ontological paradox The example is taken from The Eyre Affairand has the time traveler give Shakespeare a book detailing his plays which Shakespeare copies. The result is no one actually writes the plays!)
- Plastic Time (past can be changed but there are dangers to doing so)
- Traveler at Risk (Example: Back to the Future)
- World at Risk (Examples: Back to the Future II, and New Twilight Zone Episode "Portrait in Silver")
- Past or Traveler at Risk (Combines Traveler at Risk and World at Risk)
- Returned Blocked
- Chaotic Time (extreme version of Plastic Time where small changes can result in big alterations. Example: short story "A Sound of Thunder")
- Plastic Time with High Resistance (It is very hard to change history and the larger the event the more difficult it is to change. Examples: Twilight Zone episode "Back There", The Time Machine (2002 film)
- Paradox-Proof Time (Extreme version of Fixed Time where the past cannot be changed and any attempt to do so snaps you back to your present.)
- New Timelines
- Parallel Worlds (Time travel is really parallel universe travel. Examples: Timeline (novel), James P. Hogan's The Proteus Operation and the Parallels (Star Trek: The Next Generation) episode all use the Parallel Worlds mechanic for alternate timelines (Data calls them Quantum Realities).
There are some other ideas provided to make things either easier or more difficult for your intrepid travelers such as Linearity Principle, Oscillating Time, Recency Effect, and Temporal Exclusion as well how communication works.
Infinite Characters
Special notes on certain rules in the setting and character templates.
Infinite Campaigns
Designing the campaign's scope and direction.
Alternate Infinities
This chapter provides alternatives to the "default" Infinity setting.
- The Order of the Hourglass - psychic time travel
- The Time Corps - a setting similar to that of Pacesetter's Time Master series where the player's homeworld is battling against an alternate timeline (called Stopwatch) with access to the past as the prize.
- The Horatio Club - a house whose doors open on to other times and other histories.
Publication history
GURPS Infinite Worlds was designed by
Reception
GURPS Infinite Worlds
See also
References
- ISBN 978-1-907702-58-7.
- ^ "Origins Awards winners (2005)". Archived from the original on 2007-08-30. Retrieved 2007-09-11.