game rules

Base Rules.

See below. Custom Rules will have their own page.

We’ll be using Star Wars Saga Edition d20 rules for basic character creation and advancement. Having said that, if you have a character concept that does not fit within the Saga d20 rules, let the GM know, and we can work something out using the closest available analogue, and tracking things in more detail in the player sheet. GM has final say on rules in the moment (to keep things moving), but reserves the right to ‘retcon’ rules as needed.

Due to the nature of the campaign, we will NOT have set rules for every contingency. A lot of stuff will be made up on the fly, and that information will be captured under House Rules.

Character Sheets vs Rule Books

You will live and die by your character sheet.
Abilities, effects, inventory, gold, etc., MUST be recorded on the character sheet, and that character sheet MUST be kept up to date. Referring to a rule book in the middle of a session should only happen in the most dire of circumstances, and in many instances may not apply due to the nature of the campaign. If you got a great thing in the last session, like the “Eye of Straight Creepin’”, or the “Nit-Picker”, then it and its effects / properties / abilities needs to be on your character sheet or you won’t be able to use it.

Campaign Structure

The campaign will proceed in a series of “arcs”, each involving a short adventure on one of the worlds of the Boundless multiverse. Arcs will have their own entry in the campaign wiki, as will the visited worlds and perhaps some available worlds. I’ll try to keep arcs to around 4-6 sessions each, so in a year’s playing we should be able to get through 4-6 arcs.

Your team are members of ISWAT (taking this directly out of the GURPS Infinite Worlds setting). You may receive assignments from a dispatcher, OR you may gain access to a “Job Board”, which will have a number of assignments available for the team to pursue.


XP will be awarded at the end of a game session, but the GM reserves the right to advance the party en masse or a single player to a higher level depending on where we are in the story, the obstacles overcome, my ninja way, so on and so forth.

Obstacles, monsters, opponents, traps, and other problems are usually given a Challenge Rating (CR), with a concomitant amount of XP. The total amount of XP earned in a session is then divided by the number of players present, and distributed accordingly. The GM reserves the right to award “bonus” XP for good roleplaying, inventive solutions, general awesomeness, following your ninja way, or any other reason.

If you’re able to attend a game session, your character will be considered “out” of the timestream for that session, attending to a specific need elsewhere in the multiverse. For that session, your character will receive xp in the amount of 1/2 of whatever the present characters get.

For example…

Jeff, James and Jack are able to attend the game session, but Luke can’t make it because of whatever reason. During the night, Jeff, James and Jack encounter and defeat four goblins, an Orc, and a pair of minotaur skeletons in a single fight, totaling 3000 XP. Jeff, James, and Jack earn 1000 XP each for their characters, as well as any loot the creatures were guarding / holding. Luke’s character is considered “out” for the session, and gets 500 XP for his character.

Equipment and Treasure

Characters are encouraged to arrange their own sharing for loot / swag / equipment earned by the characters through the course of the campaign.

Equipment may be issued by the ISWAT Quartermaster, as appropriate for the world / timeline you’re visiting.

World Constraints

There are a few constants in the Boundless.

  1. There is no FTL travel. Theories on this abound, but the main ones are as follows.
    • The speed of light may be an absolute barrier on speed that cannot be overcome in any universe, despite the variances in physical laws that the characters may encounter.
    • Bending the universe to surpass the speed of light may be an incompatible physical possibility with the ability to travel interdimensionally between worlds, and the discovery of one before the other creates a quantum lock that precludes the other. That is, if you get FTL first, your dimension is sealed off from incursions, visits, invasion from other dimensions. (And if someone else in your universe gets to FTL first, the whole universe gets locked.) If you get interdimensional transit first, your world is almost certain never to be invaded by aliens from another solar system. (And if someone transits into your world, that closes off FTL for you. So sorry.)
  2. The source of magical energy seems to be available to magic users cross-dimensionally. However, their ability to use magical energy is largely dependent upon their perspective, interpretation of that force, etc. So, if you start out with access to “The Force”, then travel to a world that parallels something that looks like D&D’s “Forgotten Realms”, the Jedi rules still apply. Likewise, if a D&D mage transits to someplace that looks like Shadowrun, D&D magic rules and spells are unaffected. Spell lists and rules can be worked out with the GM as needed.


Multi-classing is allowed and may in some instances be encouraged. Spell limitations if the user is wearing armor will need to be worked out with the GM. Character ability point boosts occur when a character reaches a character level

game rules

Boundless madpoet