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Old 09-26-2024, 12:40 PM   #1
Arith Winterfell
 
Join Date: May 2014
Location: Indiana, United States
Default Planet Jumping Setting Premise Help

I’m looking for help figuring out how to write up an advantage for my groups characters as part of a setting premise. I’m also looking for ideas on how these abilities existed would impact the setting.

The general idea of the campaign is that the heroes of our story are psychically gifted to be among the relatively rare people who can jump between worlds (same universe, different planets). The power is always “safe” in the respect that it won’t take you to an airless rock, or a planet whose atmosphere is deadly to humans. But that doesn’t prevent you from arriving in a dangerous situation (say arriving in the middle of a forest fire). There is limited ability to control where you arrive on a planet. Say the general area, but no real exact positioning (again not into a volcano or what not).

The jumps are often blind, but based on a vague sense of where you will end up (generally a vague vision what kind of world to expect, e.g. a cityscape, an alien forest, etc.) They can bring one other person with them (even if that person can’t jump) or a small amount of equipment outside of themselves.

These jumps have long periods where they can’t be used, say potentially weeks or longer, forcing the characters to sort out and deal with issues on that new world for a while before being able to leave again.

Finally, I’m optionally toying with the idea of these jumpers drawing the attention of extra-dimensional incorporeal beings that hunt them. Jumping confuses these beings though, allowing someone who jumps freedom from them for a time. Basically, heroes must deal with them showing up (finally catching up) maybe close to when the heroes can jump again, creating a push that keeps the campaign moving from world to world. But I might not use this option.

Lastly, I was wanting to explore how people with these abilities would shape my sci-fi setting. I was pondering the idea that humanity sent out self-replicating machines to terraform worlds across the galaxy to make them habitable for human life. While jumpers make a living ferrying people or equipment to distant worlds (possibly distant worlds far beyond this galaxy if the power only reaches “safe” worlds but has no actual distance limitation). These people also have other psychic powers as well. Some worlds that have fallen into techno-barbarism or that were simply isolationist purists in the first place often view these people as “witches.” While others simply wander the universe exploring the various forms humanity has taken over the centuries. There are many divergent bio-engineered humans, but few to no true intelligent alien races (though many worlds with alien life). Being psychically gifted does seem to pass down generations biologically, and robots can’t use such powers, but nobody has been able to figure out what genes (if any?) grant these setting premise powers as they don’t always appear each generation (some skip generations and so forth).

So how to I write up these setting premise powers? How do I keep the party together in the process? What other sorts of repercussions of this setting premise have I not yet considered in this sci-fi setting?
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