I have never been a fan of "hub of the universe/multiverse" concepts, mostly because if there are infinite universes, then there should also be infinite connections and therefore, no center or hub! *sigh* But I digress and we are playing fantasy here.
The concept is pretty original; I've seen multiverse RPG's before, but few where you are part of the group that is trying to grow outward somewhat like the Federation in Star Trek. Usually you are defending your world/yourself from the conquesting group, etc.
There seems to be several good thoughts on how characters can play this, and the unique weapon angle is slick. Needs a better written explanation of how they discovered it, but overall very intriguing. I can think of a variety of ways to use this. I also, after reading the comments, think that with some tweaks, this could be a very interesting setting for a game. Or a really good Saturday morning cartoon for 12-yr olds. Not really sure which would be better yet.
The writing is decent; some grammatical and contextual errors, but I get the gist of the concept. There does seem to still be some indecision on some key points, but the overall linchpins are solid and easily modifiable to something the swarm would fully approve of.


I like this, but this will
I like this, but this will make the setting 'huge".
In many ways, each planet will be "Star Trek's Planets of Hats, ( http://tvtropes.org/pmwiki/pmwiki.php/Main/PlanetOfHats ) or Lucas Syndrome (Each planet seems to have one ecology). GM's can try to customize a few worlds (or have re-occuring visits), but really it is going to be a lot of drive by adventuring.
To head towards Moorcockian boundries....
So we are the agents of Balance. That means there must be Agents of Chaos and Agents of Law, knowing that doing extreme in either direction can lead to bad things. These two forces are always going at it, we get involved only when one wins or looks to be getting a significant upper hand.
These agents have "faces" normal agents in the worlds, then they are pretty exotic when they are in their native form.
There is probably a wild card enemy that has its own agenda and alien abilities, just to make PCs jumpy.
There will be an number of other groups that travel between the worlds and utilize them. Each should have their own agenda. Merchants for some. Illuminati for others.
To be honest, this should not just be a fantasy setting. I mean most world can be fantasy, but you will need room to have tech of various kinds as well (As Alternity showed us, Technology is just another special effect of Power use).
Option: Perhaps the characters "travel to the world" by taking over the body of a being there. This keeps your odd equipment to a minimum. You bring some of your skills and your knowledges with you. Thus character creation should be pretty quick.
Option: If we can embue our people with immortality of sorts. They can only be hurt by "soul", thus bullets, arrows, and blasters, hurt them but they get better quickly. Hand to Hand weapons hurt them some and could kill them, but they can heal it back soon. Straight hand to hand combat might actually be more deadily to them. This pushes towards unarmed combat and a better fantasy feel. This also makes our Heroes better with their cooler martial arts and chi powers.