Time Loops are the Heartbeat of a Chronorepublic

Voting is open
Tutorial: Dealing with Locals
Beach Bureaucracy
Empty timelines are timelines with no Locals in them, making them ideal to hide things in and get on with work undisturbed.

Most commonly an empty timeline is just one where humanity died out before ever gaining sentience. Finding one is normally tedious work, requiring an individual to travel back a million years and then forward again to check for human extinction. However, Serentia maintains access to quite a few of these 'template timelines' for expanding The Assembly into, and has no qualms about you splitting one off for yourself.

You buy and move a village's worth of cottages to a beachside location on one particularly pleasant day within the empty timeline, hook up a few solar panels for power, and buy some other furniture and supplies in preparation for moving in. It's rudimentary, but it works, takes the minimum effort, and there's plenty of space to expand later. Best of all, there's no chance that anything you do here will inadvertently cause time incidents to random bystanders.

Core loops - Administration has already begun stabilising into a looping 30-minute interval on a sunny morning in the mid 2020's, though it is expected to expand into an average of two dozen alternate timelines per individual as it iterates, then contract again as redundant loops re-merge.

Core Loop - Administration will begin issuing news, options, and random event rolls next turn.

___

Parallel Olympics
Your collective assesses the capabilities of individual Decius's to sort out applicants for the Talent Bank, aiming to find which is the most capable in various areas of physical and mental ability, with one added pre-requisite that Talents must all be Veterans of the Morning Battle.

The Talents are found without much fanfare, just a mental update to the collective on who and where they are. Normally Talents would be put in a central location for easy access in an emergency, but yours don't get any special treatment, which is just how you prefer it.

Having been selected, the Talents immediately experience an explosion in the number of duplication requests and unsolicited merges. But they're prepared for that. It's what they signed up for, and loops are used to separate out each request and keep them from being overwhelmed.

___

DeciusCon Unwinds
With the core loops stable, you have finally moved out of the time loop at DeciusCon. The number of iterations individuals experienced ranges from 10 to 70, with most of you experiencing either 32 or 63 loops, depending on your involvement with the adjacent Local government's own time travel transition committee. DeciusCon now only exists for two weeks of normal, linear time.

The loop at DeciusCon was an actively maintained time loop rather than a passive one, so it is likely that any Locals who might have wandered into it should have been kicked out once you stopped resetting time every 14 days. Perhaps you should have taken more care in deconstructing the time loop, because you have left behind a shattered timeline. Even if they no longer loop around, the 14 remaining days of DeciusCon do not quite follow into one another. A guest might enter the first day and exit on the 5th day 5 minutes later in an alternate world without engaging a time machine. You worry that some child could have wandered in when nobody was looking and could even now be stuck inside, never to come back out.

Smaller time anomalies persist even after the 14 days, but these tend to occur in the night hours when only security is around. Core Loop - Banked Talent has been tasked with sending a representative to visit the convention centre every Local month to ask about missing security guards or children. No reports of lost or time-displaced persons have ever been reported back.

___

Summary on the population of your collective
The collective is expanding, especially now that you're leaning into time travel and actively creating duplicates and alternates. Now that your core loops are in full swing, you have a better understanding of what it actually does. Not a government in the full sense of the word, but more a networking exercise. Trying to track each and every member of your collective would be a Sisyphean task, possibly forever beyond your ability to fully accomplish, but for now it's enough that you can track the alternates you can reach.

Connectably you: ~7!
You can reliably reach roughly 5000 to 5100 distinct alternates in the case of a true emergency. The majority of this population will only help during a significant crisis, banding together in the face of the threat, and it won't be the same 5000 people each time. While there are more than 5000 of you in the collective, there's no way you can keep track of any more people for now without losing track of just as many as you add.

Support/Collaboratively you: ~(5+1)!
Around 110 to 130 people report to your piece of Core Loops - Administration to keep you informed, and you to theirs to reciprocate the favour. These are the alternates you feel are morally and mentally similar enough that you could casually braid their worldlines for updates. Some of your alternates also have an extensive network of friends, family and peers who you could also call on for support and who would treat you with just as much trust as their own timeline's Decius. This comes to around an additional 550-650 people. In total, you can reliably call in the support of 660 to 780 individuals to work together on major projects or events, though not everyone would answer. They have their own lives to live.

Crew of you: ~2!
You know of 2 alternates in the collective who are so similar to you that you could swap places and none of the people in your life would notice. These two are not your immediate duplicates; they are alternates from timelines long since branched, but have nonetheless retained similar lives and philosophies. In almost any combat situation, or any minor or major emergency, these are the individuals who will be first by your side, and you by theirs, thinking and reacting together as a unit.

___

For sneaking into trouble
You haven't explored much of the future, but with your decision to accept the request to act as a bomb diffuser in another time traveller's dawn war, you decide to do a little procurement for combat equipment.

A cloaking or stealth device is not the easiest thing to find. Even in a high tech timeline, good ones are usually military equipment, and anything a civilian could access, sports hunting camouflage for example, would be flawed in some legally-mandated way. The black market might be an alternative, but there's no way you have the connections there. Not unless the city is already in a bad place.

In a parallel timeline 250 years into the future, you walk into a clothing shop for holographic fashion in a grungy part of town in the depths of a hive slum and put down a 20 oz bar of pure gold. You immediately stop getting glares of hostility and start getting glares of suspicion, but a hurried call later, the shopkeeper's friend arrives to inspect the gold bar with a material scanner, and after another hurried conversation the shopkeeper is all smiles.

"Your best stealth," you tell her, your time machine translating for you. "The best you can find. I will be back for it in one year. If you have it, I'll pay 3 more gold bars."

So saying, you draw out another gold bar from a pocket and show it to her friend, letting them scan it.

"5 more gold bars." says the shopkeeper.

You stare her down. "Three, or I take my business and my gold elsewhere. I can drop all your friends coming around the back no problem. Don't think I can't."

She licks her lips and quickly whispers into her clothes asking for instructions. She listens to something internal, possibly an implanted communicator.

"Three," she agrees. "But you leave this one here too, and bring 2 more when you collect. We have expenses."

"Fine," you say, and set the gold bar down. "One year," you remind her.

You step out of the shop, and jump one year into the future.

30 minutes later and you step out of the shop again, pleasantly surprised and thankful you won't have to do another loop. This is the 25th shop you've visited, and it's the first one that has actually provided the goods and didn't try to ambush you one year later. In the earlier loops you had made fools out of the ambushers by slicing time and unloading their guns, and then beating the snot out of them with their own clips. But by the third loop your heart wasn't in it, and by the fifth loop you had stopped bothering, only pulling back into the past again to tell yourself to try another shop.

This shopkeeper had even found a tailor to fit your new spy-spec holovest for you and brought you food, drink and fake ID while you waited, since apparently everyone can see you're walking around without any. You had refused all of it, but appreciated the sentiment enough to take a look into her future, and give her advice about which investments to take, which to refuse, and who might be out to rob her the month after next.

Then you had traced the holovest's timeline back to its origin and put a duplicate back where it had been stolen from, and quietly arranged events to make sure that all the shopkeeper's friends who had done the heist made it out safely.

250 years earlier, back in a more familiar part of the timeline and no less infinitely rich than before, you gather your costume, merge with your Talent, and make a brief stop in your Core Loops to compare cloaks with the other members of your collective. To your further surprise, it was you managed to find the best one.

Then it was off to do a job for a fellow Time Traveller.

___

Combat turn to follow. Voting will begin after combat turn.

___
Character Sheet
Decius
O₁1 @P4.1​
Traits
Core Traits:
- Serentian time traveller: Gain a base +1 to all your societal stats. Add the sum of your two lowest societal stats to your actions available. Add your Connectivity and Interests stat to the re-roll pool.
- Microscopic telekinesis: Small objects and particles can be easily controlled by your mind through extreme precision. Among other more benign uses, blocks the use of all nuclear-scale or annihilation weapons within range with payloads smaller than your body.

Other traits:
- Travelsolving style - Foresight and Resourcefulness: +1 Passive Banked Talent.
- Very Different Lifestyles - Some of you live vastly different lifestyles than the others, and it's detrimental to coordination. -1 Action.
Economy Stats
Actions Available: 4
+5 from societal stats
-1 from Very Different Lifestyles

Active Event Capacity: 3
+3 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 3
+3 from Connectivity and Interests

Record of Actions/Action Balance:
O₁@P2: +0
O₁1₁ @P3: +0
O₁1 @P4.1: +1 to by Spy-spec holovest.
O₁1 @P4.2: +1 to accept Shi YenFang's paying job.

Total: +4 Actions.
Population Stats
Connectably You: ~(7)!
Supporting/Collaboratively You: ~(5+1)! = ~6!
Crew of You: ~2!
Other support size modifier: +1
Other crew size modifier: +0
Societal Stats
Banked Talent: 2
+1 from Travelsolving style - Foresight and Resourcefulness
+1 from Serentian Time Traveller

Banked Talent also serves as your skill roll, and serves as your attack modifier in time combat.
- Veteran of the Morning Battle: +1 to combat skill
- Open slot

Outcome Reach: 3
+1 from Miriam Alawi Sponsored Involvement Level 1
+1 from Serentian Time Traveller
+1 from Serentian Initiate
Outcome Reach also measures how far you can time travel your entire collective, and serves as your mobility/defense stat in time combat.
- Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests
- Open slot
- Open slot

Connectivity and Interests: 3
+1 from Just yourself, you loner
+1 from Serentian Time Traveller
+1 from Serentian Initiate

Connectivity and Interests also serves as your reroll pool for failed event rolls, and serves as your perception/HP stat in time combat.
- Open slot
- Open slot
- Open slot
Events
Active Events:

-Combat in dawn war with Shi YenFang
-Open event slot
-Open event slot

Brewing Events:

None

Resolved Events:

Battle in the Morning (completed)

- A battle with yourself, at the dawn of your origin event. Your foundational experience of time travel.
- Resolving this event allows equipping "Veteran of the Morning Battle: +1 to combat skill" to a free Banked Talent slot.

Joining Serentia (completed O₁1₁ @P3): Sponsored (uses sponsor's event cap).
- You've assimilated into the time traveller society known as Serentia.
- Resolving this event allows equipping: "Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests" to Outcome Reach OR Connectivity and Interests.
- Completion gives trait: Serentian time traveller. Replaces Primitive Time Traveller.

Buy a cloaking device (completed O₁1 @P4.1)
- Adds a Spy-spec holovest to your equipment.

Holding Events:

-Open event slot
-Open event slot
-Open event slot

Faded Events:

None
Involvement
Sponsors
Miriam Alawi.

Involvement Level 1:
- Passive: +1 to Outcome Reach (No cost due to being your sponsor)
Actions:
- Spent 1 action for you at O₁1₁ @P3 to complete Joining Serentia event.


Allied and Braided collectives

Your peers, your students, your handlers, your family, your friends.

You are a beloved mentor of many and supported by all. Some have become time travellers. However, none of them are up to your notch.
Other support size modifier: +1

Just yourself, you loner
You have a lot of time to talk with yourself.
+1 to Connectivity and Interests.


Agreements
None


Opponents
The enemy Decius, the opposition of you. Occasionally reappears on a bad roll.
Resources, Infrastructure and Exploitables
Equipment

Spy-spec holovest:
+1 to any actions helped by stealth, subterfuge or charisma.
 
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Tutorial: Combat
Accessing your own dawn war is easy. You know exactly when it is and you have a direct line into it because it's in your own past.

Accessing someone else's dawn war is harder. For that matter, accessing any part of another time traveller's timeline is an unsure proposition at best if that time traveller isn't already in front of you. You'd think you could just go to a location and time where you've previously seen them and expect them to be there again, but you can't. Time travellers' timelines aren't locked in; that's the whole point of time travel. If a time traveller decides to change that part of the timeline where they met you, then they can just not be there.

If it turns into a contest where you try to find them and they try to hide, then things can get messy.

Thankfully your client, who introduces themselves as Shi YenFang, is exactly where you found her last, making introductions and smalltalk in a food establishment in Serentia over a hot coffee. She wastes no time when you tell her that you're willing to accept her job and ready to go, sending your time machine a request to follow her own in a tandem jump.

___

Shi YenFang's part of the timeline is in the future, in a certain manner of speaking. It's not your timeline's future, because if you had started at home and time travelled forward you would have never found a point history where the events that had happened on Shi YenFang's world had happened in yours, but by the generally agreed on concepts of linear time at similar relative velocities, Shi YenFang lives in and around the 4570's.

Just as it has happened and is in the process of happening on your own timeline, the span of around twenty years encompassing her home have turned into a muddle of braided lines from her constantly travelling around it. It doesn't help that she's been breaching into her dawn war multiple times, each time trying to improve the outcome. Parts of her dawn war seem to have broken containment, and there are some timelines distinctly more ruined than others, with frequent electrical storms, irradiated regions and chronal rifts blanketing whole continents.

Come to think of it, there's a distinct possibility that there are correspondingly devastated timelines extending out from your own dawn war, which you just haven't found, or thought about until now. Shi YenFang has made an effort to map out and contain her fight, but you've made no such effort with yours.

You arrive together at a forward base she has built at the end of her war in one of the timelines leading out, full of machinery, weaponry and equipment laid out haphazardly on the ground floor of a giant warehouse. Cranes and walkways stretch dozens of metres up, and then pierce the ceiling in some places to extend upwards dozens of metres more. Hundreds of her alternates are scattered around the floor, tending to their own part of the mess, welding parts, manipulating displays, performing tests. Some look up as you walk past to wave or give thumbs up before returning to whatever it is they were doing.

"Stop me if we've had this conversation before," she says, guiding you towards some larger machines in the middle of the factory. "But what would you say is the most important thing in time combat? Apart from the time travel, that is."

"Hard to say, but I think it would be the accumulation of resources," you reply. "Gathering all the information and material you need to succeed ahead of the fight, to make the actual fighting part of it as sure a thing as possible, and not giving the opponent a chance to recover."

"That's... I agree, but at the same time that's not quite what I'm getting at," she says. "How about this. Do you know what weapon time combat is mostly structured around?" She glances back at you, and sees your lack of understanding. "I'm talking about antimatter. The meta, apart from time travel itself, is built around the use of and prevention from the use of antimatter. Here," she says, producing a pebble from her pocket. "Do you know this trick?"

You do. The antimatter effect, a consequence of backward jaunting the incorrect way, it turns your body and everything you carry into antimatter. You had found out fairly early on, when one of your enemies during the Battle in the Morning had tried something ill-advised and wiped themselves out along with everything else in the nearest three nations. Afterwards, enemies picking up a handful of dirt and attempting mass devastation had become increasingly frequent.

"I do, and I'd rather you didn't try to demonstrate," you begin.

Then you notice what your microkinetic senses have been telling you, and fight down the urge to jump away.

"You've been keeping an antimatter pebble in your pocket?"

Shi Yenfang shrugs. "Our time machines can keep something like this contained without any problem. It's small and it's in my nanite field, so the safety nanites will take care of it. It'll only go off if I throw it, or if I jump away and leave it behind. I can't say the same for the primitive time machines my opponent is using, but they have other means." She pockets the antimatter again, and you mentally note to be aware of where she is at all times and not accidentally bump into her at all, ever.

She continues as if nothing had happened. "Antimatter is easily accessible, portable, and powerful. The only thing it isn't is conveniently sized. A pinch of it is enough to destroy much more than you'd conventionally want to, yourself usually included. But if we pair it with a time machine..."

You know how this goes. "Paired with a time machine, you can simply escape the timeline in the same instant you nuke it, or teleport it exactly where and when you need it to go off without ever being in the vicinity."

"Exactly, which isn't a problem if wanton destruction is the whole point, but is a massive headache to the one who wants to prevent it. The solution to that, of course, is looping back in time to intercept and neutralise the antimatter before it can annihilate, but the attacker can do that too, and then it becomes a game of who can organise better loops, the attacker or the defender, which means commitment of the only resources time travellers are limited in. Willpower, ability to coordinate, dedication and effort."

"Actions," you say.

"That's right."

The two of you reach a podium built into the very center of the warehouse floor, and with a flick of her wrist, YenFang activates a hologram that fills the entire space above with a depiction of worlds and lines, too many to follow at once, twisting, shifting, diverging and merging.

"This is a map of my dawn war, as of my last iteration of changes." She points to one area, seemingly indistinguishable from any other. "We're over here, at one of these lines leading out. All the terminating lines in this area are my green zone timelines, which I've fortified. I currently have about 40 actions invested into this war, and around a third of them are focused in this one small area, and most of that is just coordinating patrols so that nobody slips through with a bomb. I've been slowly expanding it." She points over at another area. "This messier area is the main campaign, where the bombings would be happening if I hadn't thwarted them all. This area takes up about half of my actions. That's what I've brought you here to help with."

"It looks less like a map and more like a lot of fuzzy cotton to me," you say.

"It's my best visual representation of all those time loops smushed together. Here, let me colour-code it a bit." She makes a few gestures with her hands, and the fuzzy cotton changes into... very colourful fuzzy cotton, but now you can make out a few circles. "Never mind, I don't think it'll get clearer than this. As you can see, right now it's all stable, even if it is in a complicated superposition of states. All I need you to do is to help me block the annihilation events on the first loop to cut down the iterations a little."

"So what you're saying is, you'll be dropping me directly into the zone. Then when the enemy initiates their bombing, I block them, and then what?"

"Then I kill them, and we go to the next zone and repeat."

You nod. "Okay, I can work with that."

______

Even though you had summoned your crew, made your duplicates, prepared backup selves, put yourself into time slice, activated your holovest, had stasis ready to go AND your particle exclusion power on standby, you weren't adequately prepared with what you were facing.

Shi YenFang had sent you in with her own time machine, and you had been dropped practically on top of the fight, within milliseconds of the predicted event, to maintain maximum surprise. She hadn't followed you in.

"Call Shi YenFang," you say to one of your secondary time machine. Your primary one is occupied with the time slice. "The one I was just talking to. Not the ones I'm facing."

You don't quite know and never really asked how your time machine does anything it does, but when Shi Yenfang doesn't immediately pick up, you do have time to wonder why it would even take time for it to connect, let alone need to wait for YenFang to answer. Eventually, she does.

"Hey Decius. Fang here. What's up? Did you run into problems already?"

"You could say that. What is this place, YenFang. Why am I in some sort of tunnel made of water."

"Oh that? It's a theatre strike shield. Do you like it? It's a megastructure that puts a dome of water over a city using a system of antigrav siphons. Blocks artillery, kinetic strikes and limits the damage from devastation weapons. Even deflects meteorites. I had a hand in it's design. Cool, right? You're in one of the shock-guiding channels right now, 350m above ground level."

"YenFang, am I going to sink and drown in 350m deep water if I step out of time slice?"

"Well, no. Can't you swim?"

"Why am I in water 350 metres above the ground, YenFang. Why aren't we literally anywhere else?"

"Because that's where the antimatter goes off? We just went through this. The enemy should be right there. Don't you see them?"

You do, and that is an entirely new problem. Above and around you are what could only be described as two giant humanoid machines. Each standing seven or eight stories tall, made of what you guess to be some kind of ceramic-metal alloy and painted in aerial camouflage colours, jets of flame flare from their feet and backs, with four arms extending out of their torsos, each holding a different weapon. Both machines light up to your microkinetic senses. Fusion generators spin in their cores, and tiny micropellets of antimatter sit at the ready for activation within the weapons.

"YenFang, I'm looking at a two giant robots locking light-blades."

"Right, because I'm a mecha pilot."

"That would have been great to know before you dropped me in the middle of this. Which one is the enemy?"

"Which one do you think? It's the one getting kneed in the crotch."

"Okay, got it."

You've already spotted the trace antimatter in the weapons and the fusing plasma in the core, currently still bottled, and cumulatively as powerful as a low-yield nuke if they went off together. You wrap each of them in a kinetic exclusion field and put each in a separate stasis for good measure.

The only thing left was the main annihilation event, which was due in milliseconds.

Unopposed difficulty 10 stealth skill check:
[1d20+3]=[15] vs [10]

You slowly ease back on the degree of time slice, and the nanoseconds tick up into microseconds, and then into milliseconds. The kneeing speeds up, and you watch as both mechs accelerate, one slowly knocking the other back. The enemy's fusion generator falters, but it doesn't fail just yet as the plasma keeps spinning on its own inertia. You begin falling into the water, but each time you sink more than a few millimetres you simply step away onto a flatter surface.

The moment it happens is obvious. There's a flicker as, for a brief slice of a millisecond, the enemy robot pops out of existence.

Then returns, made entirely of antimatter.

Swearing, you rev your time machine's slicing back up to maximum and, not taking any chances, summon in your prepared duplicates for good measure. Your instincts come to the fore, adrenaline spiking as you draw on your microkinesis to slam an exclusion field over the largest part of the mech your powers can manage, wrapping it in force, ejecting all air from a few microns around its surface before more than a few miniscule pinpricks of light can become plumes of plasma. Your doubles and alternates follow suit, and you can only hope that they can properly coordinate. If even a single square millimetre of the mech remains uncovered, it'll all go up.

Nanoseconds pass like sand through a sieve as you and your duplicates check and double-check your work. Parts of the robots' exterior were already annihilating before you could get the exclusion field over it. You can only hope at this point that it isn't too late, and agonise over the decision to initiate a time loop to go back and get exclusion fields over the whole area before it can begin annihilating at all. Instead you settle for sending your time machine's nanites to form an additional barrier over all the over-bright pinpricks of light studding the exterior of the mech, each one evidence of where the generated exotic and gamma particles had pierced through and destroyed a molecule, a prelude of what awaits you if you've made a mistake here.

Unopposed difficulty 5 Perception check:
[1d20+3]= [13] vs [5]

You make a mental request for information from your future self, and the reply comes back positive. No sign of deadly world-ending fireball in this timeline in the near future. Reassured, you tentatively ease back the time slice to allow microseconds to pass. Nothing unexpected happens, and as you let it tick up into milliseconds, a low whine that was previously barely perceptible suddenly increases in pitch and volume as the allied mech's movements accelerate into millisecond-scale time slice. It extends out a hand, releasing a truly massive swarm of nanites to surround the enemy mech, and there is another pop as the mech flickers again and is reverted into normal matter. The light-sword in its other hand sweeps out, cutting deeply into the enemy's armoured midrift.

Time resumes as you fully step back out of the time slice. The enemy robot falls, its top half shearing off into the water, its thrusters finally dying, the surrounding air sparkling with water droplets and exotic particle collisions. Bubbles begin to pour out of the robots' shell as it starts to sink, but before it can fully submerge the world around you shifts, and you find yourself staring at a lifeless bisected mech on the floor of YenFang's warehouse.


___


The conversation you have with Shi YenFang in the warehouse after she retrieves you is both terse and at the same time much more comprehensive about what it is you're expected to do. YenFang, as it turns out, is one of those time travellers who rely perhaps a little too much on future knowledge for your comfort. She had seen that everything would turn out fine, and therefore didn't think it was necessary to give any more details. Hence her failing to mention that your target was a 30m tall antimatter mech. On the other hand your own style is to make a plan first, only trusting in glimpses of the future for guidance.

Okay, so it's essentially the same thing with only slight variations in the amount of future sight used, but you still want to be told what's happening instead of being surprised. At your insistence she hands you a dossier with information on your targets and what she's expecting out of your contribution.

Shi YenFang has essentially already won her dawn war, but occasionally there are breaches from the enemy's holdout timelines that she needs to deal with. Her aim is to lower the amount of actions she's spending on the existing wins, so that she can divert them into tracking those timelines down. If the enemy can be defeated in only one or two loops, before they can react in novel, unexpected ways, or if you can prevent them from sending information back in time to warn of how they failed, this is counted as a win.

While not every target is a self-destructing 30m-tall robot, quite a few are. This brings you to your next question. You can't hold back that volume of antimatter with your microkinesis alone, not without using your own time machine to bring in duplicates. And as a matter of fact, the time machine has a function that prevents antimatter annihilation anyway. So how are you contributing?

As always, the answer is simple, yet mind-bending in its implications the way that all time travel answers are. What one time machine can do, another can cancel.

A time machine is, among other things, an undo button. If antimatter is created using only time travel, there is a corresponding action that will turn it back into normal matter using only time travel. But if antimatter is blocked from annihilation by a microkinetic this creates a problem. A time machine could be used to go back into the past to undo the blocking, but the microkinetic is still there in the past to reapply the power, as long as they're not caught off guard or removed. This effect where a non-time-travelling event can not be trivially erased by use of a time machine is called local dominance, or local superiority if the dominance is complete.

Locally dominant effects can be avoided by time travelling far enough into the past and diverging away from the circumstances that put the source of local dominance in place, but that requires effort and coordination- essentially, Actions- and while a primitive time traveller might think they have all of time to work with and therefore infinite available Actions, in reality their ability to coordinate is at a lesser notch compared to the real thing. As the enemy is diverting their efforts by trying to avoid your microkinetic exclusion field, Shi YenFang is spending hers to more fully complete her victory. Hence her plan, and hence the interest in your powers from other Serentians.

It's important to note that local superiority still needs to be fought over. For example, the annihilation-preventing safety nanites are easily defeated by energy weapons. And if you had dropped your invisibility, the enemy mech could have easily just punched you. This is why Serentians in particular are always on the lookout for more trump cards.

As for the results of your first contribution to the fight...

Ally's Outcome Reach vs Enemy's Connectivity & Interests roll:
[1d20+4]=[24] vs [1d20+0]=[1]

... they are more final than either you or Shi YenFang expected.

Your combat, however brief and small your contribution, was the final push needed to reach a tipping point. Shi YenFang's recovered actions here, once invested in her other fights, triggered a cascade of easier and easier wins. You watch on her holographic warehouse map as looped timelines straighten and fuzzy cotton clouds resolve into clear braids. The enemy's remaining unbreached timelines are discovered and erased. The final battle against the holdout, who turned out to be a fully fledged 2-notch alternate, ends with your ally's complete victory, as she strips the enemy of her time machines and enlocalises her in a surprise attack directly into her ill-protected core loops while she is still trying to deal with the ongoing rout.

___

Turn options will resume in the next post.
 
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Tutorial: Gacha Pull
You and your collective help Shi Yenfang as she merges and restores devastated timelines, pulling out any non-locals who might have been caught in the event. The main population of non-locals of course being herself.

You personally make contact with the last one, letting her tether out with you in tandem.



ये कालसम्बन्धिनां रहस्यं गहनं कुर्वन्ति ते अखण्डं मैत्रीं करिष्यन्ति।
探索时间奥秘的行者将结下牢不可破的友谊纽带



Pre-rolled gacha:
[1d20] = [14]

Shi YenFang सिंह恹芳

She examines you closely as she emerges from the devastation of the dawn war.

"Nice cloak btw. Want me to improve it for you?"

[Involvement level 1: +1 to any bonuses from high tech devices, or to skill checks involving a technological device. -1 to Actions Available]



Involvement
Word spreads of Shi YenFang's success, spread mostly by Shi YenFang herself. Sometimes you also get a mention. Nevertheless, there has been an increase in people coming to the food establishment in Serentia to shake your hand and seeking similar services.

She arranges for your 3 Actions of payment, after you remind her of it and she's stopped bragging to you about her victory to get a word in. She also offers you some personal protection. You know, so you can withstand explosions to the face if your bomb disposals go badly. Nice of her to offer it now, when you've already finished the job.

[3 Actions added to your Action Balance. Actions in your Action Balance can always be reassigned to new actions, if you don't mind retconning the old action away.]
[Equipment gained: Powered Armour]
[12 others wish to employ you as a bomb-disposal expert in their own dawn wars, and will pay 1 action each.]



Plan Voting:
If the number of actions you are taking this turn exceeds your Actions Available, remember to specify which actions you are repurposing from your Action Balance.

Very Different Lifestyles: Should you try to homogenise your part of the collective to get rid of your Very Different Lifestyles Malus?
This requires an open Active Event slot.
[] [Lifestyle] No, leave us alone.
[] [Lifestyle] No, but we should find out what lives we lead. We don't want an enemy hiding in our midst unnoticed (Uses one Available Action and an Active Event Slot).
[] [Lifestyle] Yes, but let's collect opinions first and put it to a vote (Uses one Available Action and an Active Event Slot).
[] [Lifestyle] Write in.

The various governments of your alternates are hosting their own time travel transition committees, each rather more involved then yours because of the added complexity of multiple individuals.
This requires an open Active Event slot. You may gain societal stat equips.
[] [Gov] Start involving yourself. This will take 1 action per turn

12 more Serentians want your help in their dawn wars, offering 1 action in payment each.
This requires an open Active Event slot each. It will also add an additional action in your balance for free.
[] [Job] Take the job(s). Specify how many you take.

Do you want to equip Shi YenFang's to your list of allies, or unequip any of your slots?
Involvement bonuses take up one available action every turn for each level of Involvement
[] [Equip] Braid Shi YenFang's into your loops for her lvl 1 involvement bonus (+1 to any bonuses to high tech devices, or to skill checks involving a technological device.)
[] [Equip] Write in.

Visit. Spend time with your peers, your family, yourself. Give advice and warn of future events.
You may gain Connectivity & Interests equips from this action.
[] [Visit] Inform your past of your future and give some advice.
[] [Visit] Bring back dead allies and braid them to your historyline.
[] [Visit] Discuss your future with your parents, your spouse, your children.
[] [Visit] Write in.

Explore: Find a skill. Buy an item. Gain a friend.
Spend one action per exploration target. You may gain items, or societal stat equips from this action.
[] [Explore] Visit further alternate timelines to see if you can find an alternate with a new superpower and braid it into your collective.
[] [Explore] Explore the slipbraids and see what timelines are connected.
[] [Explore] Explore the future or the past and try to discover the source and fate of your historyline.
[] [Explore] Attempt to buy or acquire something.
[] [Explore] Write in.

Fortify your core loops. You've seen in Shi YenFang's dawn war how vulnerable core loops can be to attack. Reinforce them with ablative loops and backups.
Each action you spend will increase the difficulty of an enemy breaching your core loops by 1.
[] [Fortify] Specify how many actions to spend.

Do you want to bank any actions with the Serentian Action Bank?
[] [Bank] Choose a number of actions to bank (not recommended at this time)
[] [Bank] Choose a number of actions to loan and something to post as collateral. You might be rejected.

Do you want to time shift the entire collective?
You currently have an outcome reach of 3, meaning you can reach three steps forward or backwards in your current historybraid. Your available navigation points are: Battle in the Morning, O₁, O₁1₁, O₁1₂, O₁1₃, O₁1₄, O₁1₅ This costs actions equal to the number of steps taken.

[] Pull back to a previous turn (This will revert this quest to the start of the relevant post but keep your current character sheet. Choose the number of steps)
[] Pull back to the Battle in the Morning (This will reignite the Battle in the Morning).
[] Pull from a backup. (This will revert your character sheet to one from a previous post. Some plans will be incompatible with this option. Not recommended at this time.)
[] Hop to a future. Choose the number of steps. (This will help accelerate and finish your current events. You may miss some lore.)
[] Pull from a future. Choose the number of steps. (This will overwrite what your next character sheet with one from a possible future.)
[] Some combination of the above.
[] Other (Subject to author veto. Check before writing in).

Character Sheet
Decius
O₁1 @P4.2​
Traits
Core Traits:
- Serentian time traveller: Gain a base +1 to all your societal stats. Add the sum of your two lowest societal stats to your actions available. Add your Connectivity and Interests stat to the re-roll pool.
- Microscopic telekinesis: Small objects and particles can be easily controlled by your mind through extreme precision. Among other more benign uses, blocks the use of all nuclear-scale or annihilation weapons within range with payloads smaller than your body.

Other traits:
- Travelsolving style - Foresight and Resourcefulness: +1 Passive Banked Talent.
- Very Different Lifestyles - Some of you live vastly different lifestyles than the others, and it's detrimental to coordination. -1 Action.
Economy Stats
Actions Available: 4
+5 from societal stats
-1 from Very Different Lifestyles

Active Event Capacity: 3
+3 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 3
+3 from Connectivity and Interests

Record of Actions/Action Balance:
O₁@P2: +0
O₁1₁ @P3: +0
O₁1 @P4.1: +1 to by Spy-spec holovest.
O₁1 @P4.2: +1 to accept Shi YenFang's paying job.
O₁1 @P4.2: +3 from completing Shi YenFang's paying job.
Total: +5 Actions.
Population Stats
Connectably You: ~(7)!
Supporting/Collaboratively You: ~(5+1)! = ~6!
Crew of You: ~2!
Other support size modifier: +1
Other crew size modifier: +0
Societal Stats
Banked Talent: 2
+1 from Travelsolving style - Foresight and Resourcefulness
+1 from Serentian Time Traveller

Banked Talent also serves as your skill roll, and serves as your attack modifier in time combat.
- Veteran of the Morning Battle: +1 to combat skill. Additional +1 from modifiers.
- Open slot

Outcome Reach: 3
+1 from Miriam Alawi Sponsored Involvement Level 1
+1 from Serentian Time Traveller
+1 from Serentian Initiate
Outcome Reach also measures how far you can time travel your entire collective, and serves as your mobility/defense stat in time combat.
- Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests
- Open slot
- Open slot

Connectivity and Interests: 3
+1 from Just yourself, you loner
+1 from Serentian Time Traveller
+1 from Serentian Initiate

Connectivity and Interests also serves as your reroll pool for failed event rolls, and serves as your perception/HP stat in time combat.
- Open slot
- Open slot
- Open slot
Events
Active Events:

-Open event slot
-Open event slot
-Open event slot

Brewing Events:

None

Resolved Events:

Battle in the Morning (completed)

- A battle with yourself, at the dawn of your origin event. Your foundational experience of time travel.
- Resolving this event allows equipping "Veteran of the Morning Battle: +1 to combat skill" to a free Banked Talent slot.

Joining Serentia (completed O₁1₁ @P3): Sponsored (uses sponsor's event cap).
- You've assimilated into the time traveller society known as Serentia.
- Resolving this event allows equipping: "Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests" to Outcome Reach OR Connectivity and Interests.
- Completion gives trait: Serentian time traveller. Replaces Primitive Time Traveller.

Buy a cloaking device (completed O₁1 @P4.1)
- Adds a Spy-spec holovest to your equipment.

Shi YenFang's dawn war (completed O₁1 @P4.2)
- Adds a Powered Armour to your equipment.
- Adds +1 to a single equipped "Veteran" equip.

Holding Events:

-Open event slot
-Open event slot
-Open event slot

Faded Events:

None
Involvement
Sponsors
Miriam Alawi.

Involvement Level 1:
- Passive: +1 to Outcome Reach (No cost due to being your sponsor)
Actions:
- Spent 1 action for you at O₁1₁ @P3 to complete Joining Serentia event.


Allied and Braided collectives

Your peers, your students, your handlers, your family, your friends.

You are a beloved mentor of many and supported by all. Some have become time travellers. However, none of them are up to your notch.
Other support size modifier: +1

Just yourself, you loner
You have a lot of time to talk with yourself.
+1 to Connectivity and Interests.


Agreements
None


Opponents
The enemy Decius, the opposition of you. Occasionally reappears on a bad roll.
Resources, Infrastructure and Exploitables
Equipment

Spy-spec holovest:
Taken from a spy's coat closet in a heist. Not a time heist, just a regular one.
+1 to any actions helped by stealth, subterfuge or charisma.

Powered Armour:
You suspect this armour wouldn't have been powered if the maker hadn't discovered its colossal weight after trying it on.
+1 to defensive combat skill checks. Allows facetanking small antimatter hits.
 
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This is really fun. Please correct me if I'm doing this wrong.

Actions 4, Active Events 3
[X] Plan: Starting Out
-[X] [Lifestyle] No, leave us alone.
-[X] [Gov] Start involving yourself. This will take 1 action per turn. -1A, -1AE
-[X] [Job] Take the job(s). Specify how many you take. +2A, -2AE
--[X] One Job in a Magical timeline, One Job in an Underlying System timeline
-[X] [Equip] Braid Shi YenFang's into your loops for her lvl 1 involvement bonus (+1 to any bonuses to high tech devices, or to skill checks involving a technological device.) -1A
-[X] [Visit] Bring back dead allies and braid them to your historyline. -1A
-[X] [Explore] Visit further alternate timelines to see if you can find an alternate with a new superpower and braid it into your collective. -1A
-[X] [Fortify] Specify how many actions to spend. -2A
Final: Actions 0, Active Events 0

I think I would like to fortify up before looking for enemies in our ranks or looking into our fate. Hoping to make a Magical and System friend to match up with our new High Teach ally.
 
This is really fun. Please correct me if I'm doing this wrong.
Thanks. I'm kinda pumped about this one. It's been stewing about in my head since before Fraying Worldlines, which was the prequel quest/testing piece for this one from... huh, August 2022. I thought it would have been 2023 at least.
Anyway, that one's short and abandoned, but have a look at it if you're interested some more worldbuilding. Should be the first thing on google when you search for Fraying Worldlines.
-[X] [Job] Take the job(s). Specify how many you take. +2A, -2AE
Technically the Jobs don't need actions, only action slots, but
--[X] One Job in a Magical timeline, One Job in an Underlying System timeline
But specifying a client would need actions to do, so it's correct.
 
Hmm, this quest hurts my head but I think I see the gist of what we're aiming for. We're trying to collect trump cards "faster" than our evil alternates so that we can launch offensives into the dawn war to increase our local dominance there,

And resolving that whole mess favorably is a priority because having evil alternates with time machines in your past is a huge weakness that any potential future enemies could exploit by simply bringing their own trump cards there and causing a similar cascade effect we saw here.
 
That's a pretty good assessment of the strategic situation on the warfare side of things.

A cascade into instant death like the one Shi YenFang's enemy suffered only happens on terrible rolls though, and then only when vastly outmatched. But yes, getting into a fight on two fronts by yourself is bad.

But keep in mind there's the rest of the game too, which is to thrive and expand like it's a civ quest. You won't get stronger without exploring, building up, etc.
 
[X] Plan: Starting Out

Okay, this turn is starting to make it clearer to me what the various categories mean than the previous turns did. This is a pretty interesting idea, excited to see more!
 
-[] [Job] Take the job(s). Specify how many you take. +2A, -2AE
--[] One Job in a Magical timeline, One Job in an Underlying System timeline
Technically the Jobs don't need actions, only action slots, but specifying a client would need actions to do, so it's correct.
I actually misread this and thought you typed -2A. The jobs don't give free actions you can use immediately, they're put into the Action Balance next turn. So uhh, you're actually 4 actions in the red on this budget.

To offset this you could use the three free actions from Shi YenFang in the Action Balance, you could remove the specific timelines you want to take jobs from, or you could remove some of the other lines in the plan.

Edit: Actually, doesn't matter, I'll allow it.
 
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I actually misread this and thought you typed -2A. The jobs don't give free actions you can use immediately, they're put into the Action Balance next turn. So uhh, you're actually 4 actions in the red on this budget.

To offset this you could use the three free actions from Shi YenFang in the Action Balance, you could remove the specific timelines you want to take jobs from, or you could remove some of the other lines in the plan.

Edit: Actually, doesn't matter, I'll allow it.
Ok, I'll use the free actions from Shi YenFang.
 
Gosh, and I thought that after Continuum and Tenet I should be able to wrap my head around those kinds of nonlinear chronologies. Fool that I was. Though to be frank timeline mutability here is rather high, so maybe that's part of why I'm having trouble parsing the situation.

Still, I'm hooked on premise alone. Will read, don't know if I'll participate though.
 
Gosh, and I thought that after Continuum and Tenet I should be able to wrap my head around those kinds of nonlinear chronologies. Fool that I was. Though to be frank timeline mutability here is rather high, so maybe that's part of why I'm having trouble parsing the situation.

Still, I'm hooked on premise alone. Will read, don't know if I'll participate though.
You do have to work out some of the time travel mechanics here. If there's anything specific you're confused with I can try to simplify.
 
Tutorial: Gacha Pull Vote
Adhoc vote count started by Curtains on Sep 18, 2024 at 8:08 AM, finished with 12 posts and 4 votes.

  • [X] Plan: Starting Out
    -[X] [Lifestyle] No, leave us alone.
    -[X] [Gov] Start involving yourself. This will take 1 action per turn. -1A, -1AE
    -[X] [Job] Take the job(s). Specify how many you take. +2A, -2AE
    --[X] One Job in a Magical timeline, One Job in an Underlying System timeline
    -[X] [Equip] Braid Shi YenFang's into your loops for her lvl 1 involvement bonus (+1 to any bonuses to high tech devices, or to skill checks involving a technological device.) -1A
    -[X] [Visit] Bring back dead allies and braid them to your historyline. -1A
    -[X] [Explore] Visit further alternate timelines to see if you can find an alternate with a new superpower and braid it into your collective. -1A
    -[X] [Fortify] Specify how many actions to spend. -2A

Vote closed.

I've decided just to allow the current plan, and keep the 3 Actions from Shi YenFang untouched in the Action Balance, available for use.
To help with the action budget next time, I'll do something that should have been obvious, I'll tell you what your action budget is at the top of the plan options instead of having it hidden in the depths of the character sheet.

Rolling to see who requested services.

Edit: That last die doesn't count.
Curtains threw 3 20-faced dice. Reason: Rolling for crits Total: 21
6 6 12 12 3 3
 
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Rolling 1d3 to replace the rolled 6, since no 6 isn't a systems or magic character.
Curtains threw 1 3-faced dice. Reason: Who requested services Total: 2
2 2
 
1.1: Involving Yourself
Serentia's most industrious.

Shi YenFang is happy to contribute to your core loops. Her enthusiasm carefully doesn't waver when she sees the collection of cottages on a beach you call your centre of administration. She installs a workshop and busies herself with renovations and upgrades.

[Shi YenFang braided into your list of allies]

Ablative loops

While you're here showing Shi YenFang around, you ask her opinion on how you would make your core loops more defensible. You saw from her warehouse how she had made a green zone out of the timelines leading out of her dawn war, before your victory there rendered it moot. Might something similar be applicable here?

She guides you in setting up security procedures for entry, decoy and 'lobby' loops that you needed to pass through before an intruder could access the inner areas, and entry procedures that would make it no less difficult for you to enter, but would filter out someone trying to follow you in with a tether.

When you are finished, your core loops are surrounded by a maze of decoy and ablative loops, like the central room of a labyrinth is surrounded by walls. You are no less able to come in and out at your whim, but everybody else will find it much harder to do.

[The difficulty of an enemy assaulting your core loop rises from 14 (10+ your highest societal stat) to 16.]

Lifestyle choices

In some timelines, Decius is a leader of the community, a mentor, a friend, a family member. In other timelines, Decius is self-reliant, unconnected, independent, reserved.

Some might say that unity is strength, and in fact that's exactly what Miriam Alawi in your core loops is advocating when she observes that your self-administration is not as running as efficiently as it could be. The Decius from a timeline who spends most of their time avoiding the spotlight is not going to be of much help to the Decius trying to denounce the metahuman oversight bureau's new restrictive legislation or vice versa. If one lifestyle or ideal were allowed to take precedence over all the others, then things would be run a lot more smoothly. So she says.

All this smacks to you of the worst kind of oppression, so you decline to make any changes. A Decius may live as they live, and do as they will.

There's always the risk that this leaves criminals or enemies hidden in your collective. If so, they're not actively causing problems right now and you have no wish to stir the wasp's nest to see what comes out. For now.

[Very Different Lifestyles Malus stays unchanged.]
[Population-generated event rolls will begin next turn. There will be one roll for every order of magnitude that the "Connectably You" population is higher than the "Collaboratively You" population, symbolising events that occur in the parts of your collective that you have the least control over. As of the end of this turn, the number of dice rolled is 9-8=1.]

The Government and the Complete Instantaneous Economic Disjunction.

Let's say you are a government official, and your scientific advisor comes to you, saying that the physics professor at the university just invented a time machine. What do you say?

A/ Wow! That's amazing! You know, we have this costly government program that's very risky and cutting into our budget. Can they find out from the future if it's a success?

B/ Wow! That's amazing! Could our police force use it to help solve cold cases?

C/ Wow! That's amazing! Do you think he could see go who wins the election next month?

D/ Wow! That's amazing! Can he find a newspaper from the future to see if our geopolitical grandstanding against our rival is actually good for us or if it will result in nuclear war?

If you said, "why not all of the above and more besides?", then well done because you're doing your job and that's exactly what is happening in the actual government right now. The time machine is so ubiquitously useful to all parts of governance that the consequences of its existence go beyond revolutionary. It's so useful in fact that there's little incentive to do anything except time travel.

Is there any point to debating government policies when we can just find out from the future if they work? Who needs to contribute to the work of the administration paperwork can just be imported from the future? Why shouldn't we allow the police and emergency services to go back in time and prevent every preventable death in our country ever? What reason is there to take care if every mistake can be fixed? Aging population? Import their younger selves from the past to look after themselves.

You are a government official who has just signed off on all of the above. Boy are your citizenry going to be happy when you get up on stage and reveal that from now on all their needs are now provided for by the benevolence of their perfect government. Go team! Then suddenly reports come back that the policies don't work because the results you've seen in the future have no ontological source and are therefore no longer rooted in your reality, there is no administrative work to be imported from the future because they were also expecting to import their work from their future, emergency services are going into people's homes every part of every day to turn the stove off for a society that has forgotten how not to leave it on, the past is angry with you because you took all their people, and actually you don't even have those people any more because the future took them.

Or are you going to call all of this too much trouble and ban the use of time machines? Well then good luck to you when your geopolitical rival makes one.

And all this only with a primitive time machine. This is before alternate timelines is factored in. This only with time travel within the bounds of living memory.

In short, a time machine might fix problems, or it might create problems, and a great deal of thought should be put into how it should be used so that more problems are fixed and less are created. One might be tempted to think this is not so different from the consequences of any other technological revolution in history and things will slowly work out just as it has every other time, but keep in mind that this is the first technology in history to cause consequences in the past.

Thanks to the warnings and advice of Miriam and the Likely Founders, the governments have been taking it slow. Plans are drawn up for time machine production so that not every time machine is just a duplicate of another time machine, so a single error won't paradox all time machines out of existence. Every government service is being reassessed, every law rewritten, every initiative and institution re-examined from principle. Serentian services that are meant for collectives-of-one like you are studied, deconstructed and reconstructed to see if they can be adapted to serve their needs. Right now it's all theory. Even with the help of time loops, this is going to take a while, and they won't know if any of it will work until they test it out.

Thankfully for them, you've just signed on as their advisor, parachute, and test subject.

[Ally gained: Local Government VIP Status: The local governments are interested in making sure your life runs as smoothly as possible. +1 Other support size modifier.]
[Uplift project begun. Will take up an Active Event slot and -1 Actions Available every turn until finished. Progress will slowly tick upwards, but you may assign additional actions to hurry the process. Projects can be taken in parallel.]
[While active, allows equipping "Uplift Project Loops: +1 to Connectivity and Interests" to Connectivity and Interests]
[Uplift: Time Machine Capabilities Study 1/1]
[Uplift: Chronomorality and Law 0/3]
[Uplift: Chronal Industry and Economy 0/2]
[Uplift: Chronal Governance and Enforcement 0/3]
[Uplift: Chronal Defense and Intelligence: (Unavailable)]
[Uplift: Preventing Chronal Shock and Cultural Stasis (Unavailable)]
[Uplift: Interchronal politics (Unavailable)]


Many worlds

[Core loops random event roll]
[1d20]=[2]

A sudden increase in dead animals and small creatures around the area of the beach in your core loops has triggered an investigation into the cause. Over hundreds of loops, more and more of the local population of birds, insects and amphibians have been found dead both on the beach and in the surrounding jungle areas. This preceded a sudden palpable, even visible drop in biodiversity only a few loops later.

The culprit was soon found. One of the Decius's had brought his cat, Shredinger, into the core loops, and decided it would be fun to strap a time machine to it and let it loose. It has since duplicated itself, spreading down the coast, roaming in gangs, hunting down anything it fancies.

You have begun tracking down and recapturing the cats, which has been made more difficult by how far they have gotten. Schredinger duplicates have reportedly had few problems crossing deserts, mountains and oceans using the time machine's teleportation function, and have been found riding mammoths as far back as the previous ice age and as far forward as the next one. Instances of dead cat have been reportedly low, and thankfully Shredinger's owner did have the presence of mind to limit the time machine's functions, so no devastation has been found. Finding and containing the many cats is an ongoing project.

The cat is always a little grumpy when you remove the time machine from it, but never resists when you pick it up, and usually comes when you open a can of cat food.

Shredinger's owner denies that this was some sort of experiment, though he also says he can't help but be proud of his cat for surviving the many hazardous situations you have found it in. Regardless, you have promulgated a new rule: no giving pets time machines.

[Shredinger may return.]

Back

You've had many regrets over your life. The greatest of these have always been when you've lost friends. Most times there was nothing you could have done, and you were nowhere near the vicinity, nor aware of the circumstances nor within your power to fix besides. That never did stop you from thinking that you could have been there, be more attentive, changed something. You've always moved on.

But now you can be there. You do know the circumstances. You can change something.

For some of your friends, all that was needed was a word of warning. For some, a quick teleport to a sufficiently advanced hospital sufficed. Some couldn't be dissuaded, but did accept help in the form of your intervention, or the arrival of the cavalry.

Some were more involved, their deaths ensconced in events that reverberated through time when changed even slightly, and you had to fight to keep everybody safe while keeping the changes low as your friend would have preferred. But you were equal to these challenges. You are a Time Traveller, upper case, not a mere event changer restricted to single loops or lines. Time lines diverge, change and merge when you will it, and if this releases the butterflies then you will chase down and catch every single one. Though of course it takes careful plans and hands-on work.

For some, it was just their time. Martina, who smoked 4 packs a day and refused to stop or accept treatment no matter how many times you arrived with a doctor in tow or tried to get her hooked on something else instead. Trebus, who had ideas about fate that were wrong but deeply held and had refused priests and astrologers of all types telling him otherwise. Enactera, who always died in bed exactly on the night of her birthday at 3:21 am without fail, even if you broke into her room and put her into stasis.

You have suspicions about that last one, but you leave it alone for now. You can always return to it later.

The return of so many of your lost friends and allies seems almost too easy. Trivial, even, and though you are happy to see them well and they are grateful for the help, the relief you feel is nowhere near as intense as your previous grief at their departure. Maybe you expected something on the same level, or maybe that's just how it is. But from now on you'll be keeping a close eye on them all.

Some have offered to step up to the plate themselves and take a time machine. No doubt you'll be there for them too, and they for you.

[Allies: Old friends come again: +1 to Connectivity and Interests. +1 to Support modifier.]

New Frontiers

Despite your lifestyle differences there are two things that are shared among all the Decius's of the collective. The first is that core part of your personality that is essential to you. Call it your style, call it your soul, it's that part of yourself that you recognise in a fellow Decius. The second thing you share is your microkinesis.

As for your differences, well, it's basically everything else. Most of you don't even share the same parents. In fact, a lot you aren't even from the same country. In fact, even the name of Decius isn't shared between all members of the collective. For some individuals, Decius is their mask name. For other individuals, it's their actual legal first name. For some others it's not even any part of their name or history, it's only the name of the time traveller collective they belong to.

So after giving it some thought, you don't see why you should be limited to microkinesis either. Sure, microkinesis played a big part in why you have a time machine in the first place. But now that you have the time machine, there's no reason to limit yourself to a single power. Probabilistically speaking, somewhere out there is a Decius with a non-microkinetic power, with or without a time machine, who would accept an invitation into the collective.

Unopposed difficulty 15 Outcome Reach roll :
[1d20+3]=[7]

Probabilistically it might be likely, but practically speaking just because it might exist doesn't mean you can find it. All the metaphorically "closest" timelines are filled with the Decius's already in your collective, which is logical because those are the timelines you've braided. Most of the rest just don't have a Decius in them. Not every timeline contains the circumstances that led to your existence after all.

Beyond the closest timelines, well... it turns out that you're just not very skilled at this kind of exploration. First of all, you're setting up tens of thousands of random slides into unknown timelines in the hopes it will contain a Decius with a new power, so you're basically brute-forcing it. Second, tens of thousands of random slides have only managed to put tens of thousands of Decius duplicates into the closest timelines, where you've been endlessly bumping into each other.

Metaphorically speaking, you're trying for a free throw into a hoop the next court over, but not only do you not see where the hoop is, you don't have the strength to throw that far, and the new throws are starting to hit the same places as the old throws.

Reroll used:
[1d20+3]=[11]

Attempting the same from random stations in the slipbraids gets you further afield, but you're no less blind then you were before. You begin to find very different timelines. Ones with systems that govern all human interaction, with strange, watching powers, and others with crushing mundanity. You find it hard to visualise how a Decius might emerge under any of these circumstances. You've gone too far.

Reroll used:
[1d20+3]=[9]

On a whim, you try setting out from Shi YenFang's timeline and Miriam Alawi's timeline.

You're quickly dissuaded when you find that Miriam is from off-planet, so any sliding you do from her timeline is going to land you on an alien planet nine times out of ten. And Shi YenFang's timelines don't even have superpowers.

Final reroll used:
[1d20+3]=[23]

At the food establishment in Serentia, you ask aloud if anybody there is from a timeline with superpowers. Another Decius cheekily raises their hand. You all laugh. But then you pause.

Maybe you've been going about this the wrong way. You've been aiming to find an alternate timeline where you would then find a Decius with different powers from you. But isn't your actual goal to... gain a different power?

Dozens of years into the past, in your own timeline, you infiltrate unnoticed into the high security laboratory containing the secret experiment that would go catastrophically wrong and give you your microkinetic power.

There, you quietly swap out one experiment with the components of another.

[Event Reward: Allows equipping "Origin Story - X Experiment: Allows the use of X" to a free Banked Talent slot.]
[The option to equip the power will be given next turn. The unchosen powers will be held here, at this moment in time.]

Choose one from the following 3 options for X:
[] Life Force Manipulation
[] Power Cancelling
[] Magic

___

Combat turns to follow. Voting can begin on the options above, but the rest of the options will be available after combat turns.

___

Character Sheet
Decius
O₁1₃ @P5.1​
Traits
Core Traits:
- Serentian time traveller: Gain a base +1 to all your societal stats. Add the sum of your two lowest societal stats to your actions available. Add your Connectivity and Interests stat to the re-roll pool.
- Microscopic telekinesis: Small objects and particles can be easily controlled by your mind through extreme precision. Among other more benign uses, blocks the use of all nuclear-scale or annihilation weapons within range with payloads smaller than your body.

Other traits:
- Travelsolving style - Foresight and Resourcefulness: +1 Passive Banked Talent.
- Very Different Lifestyles - Some of you live vastly different lifestyles than the others, and it's detrimental to coordination. -1 Action.
Economy Stats
Actions Available: 2
+5 from the lowest 2 societal stats
-1 from Very Different Lifestyles
-1 from 1 Braided Collectives
-1 from Government Uplift.

Active Event Capacity: 4
+4 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 4
+4 from Connectivity and Interests

Record of Actions/Action Balance:
O₁@P2: +0
O₁1₁ @P3: +0
O₁1 @P4.1: +1 to by Spy-spec holovest.
O₁1 @P4.2: +1 to accept Shi YenFang's paying job.
O₁1 @P4.2: +3 from completing Shi YenFang's paying job.
O₁1₃ @P5.1: +1 from Government uplift project
O₁1₃ @P5.1: +2 from accepting jobs
O₁1₃ @P5.1: +1 from completing The Visit: Absent Friends
O₁1₃ @P5.1: +1 from finding alternate superpowers
O₁1₃ @P5.1: +2 from fortifying core loops
Total: +12 Actions.
Population Stats
Connectably You: ~(9)!
Connectably you population is determined by the sum of all societal stats.

Supporting/Collaboratively You: ~(5+3)! = ~8!
Collaboratively you population is determined by the sum of your two lowest societal stats, plus your other support size modifier.

Crew of You: ~2!
The size of your crew is determined by your lowest societal stat, plus your other crew size modifier.

Other support size modifier: +3
+3 from Allies.

Other crew size modifier: +0
Societal Stats
Banked Talent: 2
+1 from Travelsolving style - Foresight and Resourcefulness
+1 from Serentian Time Traveller

Banked Talent represents how capable your best members are, and how capable you are by the transitive property.
Banked Talent also serves as your skill roll, and serves as your attack modifier in time combat.
Slots are typically filled with experiences and rare abilities.

- Veteran of the Morning Battle: +1 to combat skill. Additional +1 from modifiers.
- Open slot

Outcome Reach: 3
+1 from Miriam Alawi Sponsored Involvement Level 1
+1 from Serentian Time Traveller
+1 from Serentian Initiate

Outcome Reach represents how far into the surrounding alternate timelines your knowledge extends, and your ability to get where you want to go.
Outcome Reach also measures how far you can time travel your entire collective, and serves as your mobility/defense stat in time combat.
Slots are typically filled with actively maintained infrastructure.

- Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests
- Open slot
- Open slot


Connectivity and Interests: 4
+1 from Just yourself, you loner
+1 from Serentian Time Traveller
+1 from Serentian Initiate
+1 from Old Friends Come Again

Connectivity and Interests represents how invested you are in your collective, and how able you are to support or back other individuals within the collective.
Connectivity and Interests also serves as your reroll pool for failed event rolls, and serves as your perception/HP stat in time combat.
Slots are typically filled with lifestyle and culture projects.

- Open slot
- Open slot
- Open slot
- Open slot

Core Loops Protection: +2. Total difficulty: 16.
O₁1₃ @P5.1: +2 from fortifying core loops
Events
Active Events:

Government Uplift Project:

- This project requires your constant attention. -1 to Actions Available. 1 Action will automatically be used on this event every turn.
- Ally gained: Local Government VIP Status: The local governments are interested in making sure your life runs as smoothly as possible. +1 Other support size modifier.
- While active, allows equipping "Uplift Project Loops: +1 to Connectivity and Interests" to Connectivity and Interests
[Uplift: Time Machine Capabilities Study 1/1]
[Uplift: Chronomorality and Law 0/3]
[Uplift: Chronal Industry and Economy 0/2]
[Uplift: Chronal Governance and Enforcement 0/3]
[Uplift: Chronal Defense and Intelligence: (Unavailable)]
[Uplift: Preventing Chronal Shock and Cultural Stasis (Unavailable)]
[Uplift: Interchronal politics (Unavailable)]

Services Requested by Serentian no. 12
Services Requested by Serentian no. 7


-Open event slot

Brewing Events:

- Shredinger may return.

Newly Resolved Events:

The visit: Absent Friends (completed O₁1₃ @P5.1).

- Brought some old friends back to life
- Resolving this event adds "Old friends come again: +1 to Connectivity and Interests. +1 Other support size modifier" to your allies.


Holding Events:

Origin Story - The Experiment:

- Life Force Manipulation, Power Cancelling, Magic.

-Open event slot
-Open event slot

Faded Events:

None

Older Resolved Events:

Battle in the Morning (completed)

- A battle with yourself, at the dawn of your origin event. Your foundational experience of time travel.
- Resolving this event allows equipping "Veteran of the Morning Battle: +1 to combat skill" to a free Banked Talent slot.

Joining Serentia (completed O₁1₁ @P3): Sponsored (uses sponsor's event cap).
- You've assimilated into the time traveller society known as Serentia.
- Resolving this event allows equipping: "Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests" to Outcome Reach OR Connectivity and Interests.
- Completion gives trait: Serentian time traveller. Replaces Primitive Time Traveller.

Buy a cloaking device (completed O₁1 @P4.1)
- Adds a Spy-spec holovest to your equipment.

Shi YenFang's dawn war (completed O₁1 @P4.2)
- Adds a Powered Armour to your equipment.
- Adds +1 to a single equipped "Veteran" equip.
Involvement
Sponsors
Miriam Alawi.

Involvement Level 1:
- Passive: +1 to Outcome Reach (No cost due to being your sponsor)
Actions:
- Spent 1 action for you at O₁1₁ @P3 to complete Joining Serentia event.

Braided collectives

Braided collectives lower actions available by 1 per involvement.

Shi YenFang
Involvement Level 1:
+1 to any bonuses to high tech devices, or to skill checks involving a technological device
- 1 Actions Available

Allies

Your peers, your students, your handlers, your family, your friends.

You are a beloved mentor of many and supported by all. Some have become time travellers. However, none of them are up to your notch.
+1 Other support size modifier

Just yourself, you loner
You have a lot of time to talk with yourself.
+1 to Connectivity and Interests.

Local Government VIP Status
The local governments are interested in making sure your life runs as smoothly as possible.
+1 Other support size modifier.

Old Friends Come Again
They're back, like they never left.
+1 to Connectivity and Interests. +1 Other support size modifier

Agreements
None


Opponents
The enemy Decius, the opposition of you. Occasionally reappears on a bad roll.
Resources, Infrastructure and Exploitables
Equipment

Spy-spec holovest:
Taken from a spy's coat closet in a heist. Not a time heist, just a regular one.
+1 to any actions helped by stealth, subterfuge or charisma.
+1 additional from Shi YenFang

Powered Armour:
You suspect this armour wouldn't have been powered if the maker hadn't discovered its colossal weight after trying it on.
+1 to defensive combat skill checks. Allows facetanking small antimatter hits.
+1 additional from Shi YenFang
 
Last edited:
[X] Life Force Manipulation

Power cancelling will be extremely useful when fighting other superpowered people, but superpowers aren't anywhere near ubiquitous here, even among important characters, so it'll have only specific use cases. Magic seems cool but aren't we already getting a magic friend?
 
Interesting thing, I'm not 100% sure how many dimensions of time we're working with. I count at least three? There's normal linear time, which is obvious. Then there's meta-time, which progresses when we make changes to the normal timeline. Then there's one dimension which is arguably non-temporal, which is timelines. Timelines probably have a bunch of dimensions to them in-universe, but that's not likely to be important to us.

[X] Magic
 
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