You came here in that? You are brave
Mathematically twisting the fabric of space, the Yau-Calabi Fold Engine allows for FTL travel without violation of causality.
The Hyperprojection Drive was perhaps the most revolutionary discovery in mankind’s history, enabling us to travel the stars.
The Sea that touches all shores.
What is static light travel you may ask? A point to point form of traveling instantly through space. Traveling faster than the speed of light is virtually impossible. In order to travel faster than light, you would be traveling faster than time which means that the place you are trying to travel too is not the place you want to go. Or, not the same time you want to go to. Where time travel is possible, faster than light is not without its issues. The static light drive fixes that.
-Proffessor Anette Othies
Tell me, who wouldn’t want to see the stars? But laws of physics, as we know them, seem to put undesired constraints on extensive traveling through space. Can’t we just get around them? Seriously: how could a Faster-Than-Light drive work?
All Agera work with a base-8 system (though of course, in GMing, for simplicity, I don’t). Accordingly, the Mysian system of measuring is based on 8s. From dolon to dolmelphion, the system is fairly straightforward, but, traditionally, after dolmelphion, it becomes a touch more complicated.
The Twilight Tunnels, the Imperial Gate system, were the backbones of the Imperium. The ability to travel almost anywhere via the Twilight Tunnels, allowing for near unlimited trade for little money, quick communication (any message anywhere nearly instantly (or within 3 days for the hinterlands), and easy personal travel. This system can be adapted to any gate system.
Throughout creation there are locations which serve as nexuses of sorts; conduits between one place and another. Such are the rules of translocation that only areas that border each other can be traversed by physical or magical means.
Rather than making a baddy impossible to hit, consider giving it mega-hit points.
Super hard to hit leads to great player frustration. Allowing them to do damage leads to a sense of accomplishment. another variation of this would be to give the bad guy a forcefield that shows damage.You could also give them a mastermind ability that sluffs the damage of to minions who should be easy to kill.Once in a while a super high to hit encounter is ok ,but it should be few and far between.
Your mileage may vary