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Other than that, trade and "benevolent guidance" happen all the time. Also, meddling with "echo" worlds (worlds identical to time periods in Homeline's past) is forbidden, but that's because their temporal physics are unstable. The Masquerade needs to be upheld on all worlds, travel to worlds with advanced technology (in other words, potentially able to develop parachronics) is restricted, and cultural contamination, cargo cults and colonialism are to be avoided.
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that is police the infinite multiverse where literally anything is possible (that includes some very weird possibilities) without worrying about actual time-travel (unless you want to, of course) The sheer complexity and size of the multiverse and the parachronic physics is probably the main reason The Secret can be maintained with any success at all.įor more information and tropes concerning several of the worlds (including Reich-5 and Centrum), also see GURPS Alternate Earths. This is to some degree, the purpose of the setting, as it literally allows the game master and the players to goof around, err. This also gives both the player and GM a huge sandbox to play with.
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For example, the Earth of "IST" from the original GURPS Supers has been recently discovered, which could allow for crossovers between the two settings. This setup allows GURPS game masters to permit Crossovers between different genres. Homeline's name for their timeline? Reich- 5. Oh, by the way there's a third up-and-coming player in the multiverse that recently extracted The Secret from a crashed Homeline conveyor. (The book also includes a separate, Time Travel setting called "Project Timepiece" as well as settings such as The Order of the Hourglass, a pulp setting where adventurers travel through time via their minds.) This is similar to a Time Police setting genre except it involves parallel worlds instead of the actual past or future. Occasionally, "outtimers" (slang for people from outside Homeline) are recruited to join Infinity if they are judged worthy. But the second deals with "echo" timelines that mirror Earth's past - changing an echo by interfering too much may cause that reality to "shift" closer or farther away from Homeline (that is, it becomes more or less easy to access.) In fact, Homeline's biggest rival, Centrum, a World that also has "cross-time" technology but with a Communist-type socialist technocratic society, seeks to draw worlds "closer" to themselves so they can influence them into developing similar governments. First, worldlines that learn The Secret may either be aggressive timelines, or become the victim of one, creating another reality-hopping danger. They secretly explore and exploit the other Earths (in relatively benign ways - buying resources from Earths that have plenty, for example, and dumping wastes on Earths that never developed life) and forms an organization known as "The Infinity Patrol" for the purpose of keeping "The Secret" (that is, the existence of The Multiverse as well as the fact that you can travel to other worlds by technological means) from those Worlds that do not know about it (the vast majority discovered so far). It is controlled by the United Nations, which effectively becomes a World Government (an opinion not every nation and corporation agrees with). The basic concept is this: A Parallel Earth (that calls itself "Homeline") develops the technology for travel to other timelines. The successor to the Third Edition sourcebook GURPS Time Travel and its supplement GURPS Alternate Earths. GURPS: Infinite Worlds is the default GURPS 4th edition setting, loosely inspired by H.
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Something that looks like Time Travel combined with alternative world hopping.