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View Full Version : 3rd Ed Theorycraft: Guide for Extradimensional Explorers



Destro2119
2021-02-21, 09:10 PM
So recently I have been theorycrafting an organization whose sole purpose is to explore entirely new dimensions in the multiverse and gain knowledge from their achievements/infiltrate and exploit their world(s):smallcool:. Not merely to other planes, but to other entire universes (read: game systems/pop culture worlds-- yes, this means that the guys might end up in modern earth or Star Trek or Etheria or Absalom Station etc etc.).

In light of this, I am trying to figure out a sort of code of conduct/list of practical tips such an organization would have, as a possible handout for players or something of the like. Sort of like the tips for Time Scouts in those books, or the GURPS tips for Homeline agents.

Some ground rules:

-We are using the 3.X rules for this, which for the purposes of this thread I will define as you can use any spell and/or rule system from the entire 3.0-3.5 line up to Pathfinder.

-This agency is Epic, in the sense that most mid ranking or above missions will have epic characters and the leadership of the whole thing/individual cells alike is going to be epic. However, most peons will be around 15th-19th level so assume this level.

-Assume all agents (and in fact all people traveling to other dimensions) carry around their own magic systems, hp systems, etc. in a little bubble of reality that is innate to them*. This is to avoid the "Superman is powerless vs Picard b/c superpowers don't exist in Star Trek" problem, or "guns instant kill you" and all other problems like them.

-Assume all agents have a Numenera/Tippyverse/Starfinder level of equipment and knowledge, ie they have access to large amounts of resources, many of which are extremely advanced, but can start from a pretty low baseline if needed.

-This agency is ostensibly Neutral, but with definite LE leanings.

So with that aside, what tips would you give? Here is one example--

-When arriving in a separate world, remain inconspicuous as much as possible. Heavy cloaks made out of normal cloth are a good bet almost every time. Also, DON'T GO ABOUT CASTING SPELLS AT RANDOM! Some of these places don't have magic, people!

What additions do you have?

*Yes, it is possible to pick up things like new casting systems from other games, but assume it takes a large amount of specialized training and will probably need something like Pathfinder's retraining rules or a special PrC, and probably will be localized to its specific world. So essentially, don't assume it is the norm for all agents.