GURPS 4e Basic Set page 535.
GURPS Infinite Worlds page 83.
Homeline Earth
Homeline: The Infinity homeworld.
Class O
Open: Worldlines declared safe to enter, and available for trade, colonization, or other activity.
Class P
Protectorate: Worlds with outtime natives. Low tech worlds often open to limited trade and tourism.
Class R
Research: Reserved for study but aren't an immediate threat. May or may not have natives.
Class Z
Closed: These worlds pose a threat to either Homeline or The Secret. Hell parallels, hostile civilizations, aliens or exotics physics or the supernatural.
AR 1
Access Rating 1: Patrol personnel with specific orders only.
AR 2
Access Rating 2: Patrol personnel only.
AR 3
Access Rating 3: Infinity personnel only.
AR 4
Access Rating 4: Infinity-licensed researchers.
AR 5
Access Rating 5: Accredited research staff from any major corporation or university.
AR 6
Access Rating 6: Outtime trade: Small quantities, highly regulated.
Access Rating 8: Outtime trade: Large quantities, less regulated.
AR 9
Access Rating 9: Guided tourism.
AR 10
Access Rating 10: Free visitation by any Homeliner.
Centrum Classifications
GURPS Infinite Worlds page 51
Zone Violet
Zone Violet: Centrum Earth itself.
Zone Indigo
Zone Indigo: Colony worlds with no other humans.
Zone Blue
Zone Blue: Empty worlds, both hostile and friendly to human life.
Zone Green
Zone Green: Worlds under Centrum control, with natives. Travel restricted.
Zone Yellow
Zone Yellow: Worlds not under Centrum control, with natives that pose no serious threat.
Zone Orange
Zone Orange: Worlds without Centrum control, with natives advanced enough (TL 7+) to be a threat.
Zone Red
Zone Red: Hostile worlds as well as worlds with advanced enough technology (TL 8+) or other abilities to be a significant danger.
Inaccessible
Inaccessible: Worlds outside the range of Centrum projectors.
Mana Levels
Very High Mana
Anyone who knows spells can cast them.
All failures are critical failures.
All spells & items cast at +10.
Mages recover 1 QP per minute.
High Mana
Anyone who knows spells can cast them.
All spells & items cast at +5.
Mages recover 1 QP every 3 minutes.
Normal Mana
Only mages can cast spells.
Normal spellcasting rules.
Mages recover 1 QP every 10 minutes.
Low Mana
Only mages can cast spells.
Spells & items cast at -5.
Critical failures are normal failures.
Mages recover 1 QP every 20 minutes.
No Mana
Only mages can cast spells.
Spells & items cast at -10.
Spells cost 1 FP and double normal QP.
Critical failures are normal failures.
Mages recover 1 QP every hour.
World Types
Empty (IW p.83)
No intelligent native life discovered. They may have never had intelligent life, or been depopulated by a disaster.
Resource World: An empty world being primarily exploited for it's resources. (IW p.83)
Colony World: An empty world that is being colonized by outimers. (IW p.84)
Disaster World: An empty world too marginal for colonization or large scale resource extraction. (IW p.85)
Echo (IW p.85)
A world identical to the Original World's (usually Homeline or Centrum) at a prior point in history.
Anchor: An Anchor is an Echo that does not shift quantum level when it's history is altered. The reason may be mysterious or because it is a misidentified Parallel. (IW p.87)
Parallel (IW p.88)
A Parallel is a world where history has divered from that of the Original World (usually Homeline) at some divergence point.
Skerry: A cluster of Parallels on the same Quantum level sharing common historical and/or cultural elements. (IW p.89)
High-Inertia Parallel: Worlds that remain close to the Original World's history even though there are major divergences otherwise. (IW p.94)
Myth Parallel: Worlds that closely mirror the Original World's mythology, folklore and fiction. (IW p.94)
Challenge (IW p.94)
Hell World: Some event or disaster has wiped out or devistate humanity and survival is difficult. (IW p.94)
Puzzle World: The world has an over-arching mystery that has yet to be solved. This mystery usually doomed humanity on this world, but not always. (IW p.96)