Organizations of the Multiverse

Note: This will be an outline until we can add details on each of the groups.
* Infinity Unlimited -- The main Good Guy group of the multiverse. Capable, organized, but terribly understaffed due to their strict training restrictions (see The Academy)
* Centrum -- Said to be "the only human timeline other than Homeline to independently develop parachronics",Infinite Worlds p.46 Centum's Interworld Service has managed to shift entire timelines over towards their own Quantum. They're heavily colonialist, but have been hamstringed by their own cultural biases towards "foreign languages" outside of English. Their classical scholars retain a working knowledge of Latin, Greek, and Hebrew, but their lack of diverse speakers keeps them on the back foot on populated worlds where English fell by the wayside, like the heavily Hawaiian-Chinese Pele.
* Reich-5 -- A timeline overtaken by the fascism memetohazard. The only reason they aren't hunted down more by Infinity is because they tend to have to decide on facing Reich or Centrum. Despite the SS Raven Division of Reich-5 having nearly every mode of parachronic travel--from psionics to magic to demonic pacts--they seem to be limited to Quantum 3 timelinesRed Moon is an undiscovered exception Forces of Reich-5 are best portrayed as teched-up pulp-era Nazis, with a big-headed national pride that's constantly dented and scuffed by the internal fear and distrust of their own brutal system.
* The Cabal -- An incredibly magic-heavy faction, said to be made up of mages, psychics, and monsters. Their home plane is unknown, and so are their exact goals. While the common Patrolman or civilian may see the Cabal as a nigh-limitless multiversal conspiracy, some ISWAT reports state that Cabal groups are relatively disconnected from one another, sometimes even undermining each other. A single, united Cabal could take over the universe, but perhaps no wizard wants to have that many bosses above them.
== Organized Crime ==
*The Outfit -- A good mob always has connections with waste disposal, and this Chicago-based mob is no exception. Their front, Interworld Waste Transport has a habit of making undocumented, nigh-untraceable trips across Quantum 5 worlds. Gallatin in particular produces countless amounts of drugs which get picked up "with the trash" by the Outfit's shuttles.
*The Russian Mafiya -- The Russian mob's reach is much more subtle than the Outfit, mainly relying on interworld mining connections for raw capital, which it funnels into bank accounts in Homeline's Switzerland and Johnson's Rome. Their main trade is computer crime, racketeering, and extortion on Homeline itself, and they often employ outworld mercenaries from alternate Russias, of which there's no shortage. Many higher-up mafiosi have played king (or czar) on their mining worlds, ruling for months or years before eventually picked up by the Patrol. The Patrol itself finds these miniature kingdoms incredibly dangerous, being a threat of exposing the Secret. As such, it's no wonder that rogue Mafiya mines tend to be "swept up by barbarian hordes" after a few summers.
*The Triads -- The Triads have a history of disappearing interworld researchers and import specialists and replacing them with their own forces, making connections with countless other Triad groups on other worlds, collecting "lost" survey shuttles for their missions. The Triads focus primarily on high-value, low-weight items, such as software, industrial secrets, and any number Dead Monster Parts. The interworld ivory trade is dominated by Triads, and worlds like Mammut-3 have had entire species go extinct due to the Triad's offworld poaching business.
== The Swagmen ==
An extended crosstime "family" of wandering con-artists and grifters, with a heavy influence from 21st century Australia boomtowns. The Swagmen are an interesting bunch, in that they deal in elaborate confidence games. They'll bribe their way into a tour of Johnson's Rome, have tourists stumble across fellow Swagmen posing as as Romans, and trick tourists into games of chance and trickery. They often travel with mining operations, sneaking off into local towns to try their scams. Every Homeline year, on April Fool's Day, every Swagman who can make it will meet up in a massive party on some rural, out-of-the-way timeline. If discovered, the following news articles about them are easily disbelieved.
GM Note: Rumors -- The Swagmen's combination of illicit offworld travel and word-of-mouth recommendations makes them excellent sources for adventure hooks. Did you hear about Britannica-7? Ya did now.
==References==
Category:Organisations in GURPS