GURPS Infinite Worlds updates nearly all of the information originally presented in the Third Edition books GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 to Fourth Edition . It won the 2005 Origins Award as Best Game Supplement.
Homeline and Centrum settingEdit
In the main setting game, only two Earths have full-fledged, public "parachronics" programs (the technology behind traveling between parallel universes which are called Worldline); that of the players, known as Homeline, and one other, known as Centrum. Travel between worlds is generally done through ground-based equipment ("projectors") or vehicles ("conveyors"), but magic, parahuman abilities and even stranger methods can and have been utilized by both. Alternate worlds (also known as realities or worldlines) are grouped into "quanta", which have varying degrees of ease of access to either side. Within the game, the two agencies can either be adversaries, or grudging allies, depending on the scenario.
Several of the parallel Earths in the Alternate Earths volumes reappear - sometimes in slightly altered form - in Infinite Worlds: Reich-5, Caliph, Dixie, Ezcalli, Gernsback, Roma Aeterna, and Shikaku-Mon.
Reich-5 is of particular interest as thanks to an ill advised raid by Spetsnaz troops from Homeline it has gained access to world jumping which currently is limited to Quantum 3...though developments involving Red Moon raise questions about that limitation.
The book describes itself as the "core setting" of GURPS, with the worlds described in other GURPS sourcebooks as alternate Earths within the Infinite Worlds scenario.
- Project Hypercube; updated to being a sub project of Infinity.
- Eternity's Rangers
- The Order of the Hourglass
- The Time Corps
- The Horatio Club
See Also Edit
- GURPS Campaigns
- Worlds of Infinite Worlds (descriptions of alternate Earths)
- Infinite Worlds characters (player and NPCs)
- Infinite Worlds adventures (scenarios, campaigns, etc.)
- Time Travel mechanics