Time Loops are the Heartbeat of a Chronorepublic

Voting is open
1.1: Involving yourself - Mathematical Ensemble
Apart from Likely Founders' model of a functioning set of core loops, which were as minimalistic and accessible as he could make them for new initiates to learn from, you've not entered anybody else's core loops before now. Shi YenFang is working in yours, and Miriam Alawi has been helping out since the beginning, but you had never considered that you might be invited into somebody else's one day.

Rin Tessa has invited you into hers, and while you're not sure what you expected, it certainly hadn't been something this depressing. You don't know where she found this endless white realm of floating cubicles, but found it she has, and populated it with identical chairs, desks and partitions in cubic three dimensional array. There are no bridges between adjacent cubicles, no wires or struts. Nothing connects them but empty air. Each cubicle is small. The one you've found yourself in is barely large enough to fit yourself and Rin. The next one over is identical, containing another Rin duplicate, as are the other sixteen you can peer into from your vantage point.

The only sources of colour are the long streamers of fabric that twist and circle in the white void, fluttering softly like hundreds of flags undulating in the wind. Why they are there and whether they mean anything you don't know, but they are the only thing stopping you from leaving immediately for the sake of your mental health.

"Feel free to make yourself comfortable," Rin says, despite the obvious impossibility. "When you are ready, we can begin."

"Please," you reply, waving at her in what you hope is a signal for her to make it brief.

She holds out her hand and a sheaf of papers falls into it, which she hands to you. You take it from her without comment, and begin to scan the contents. It's a document listing various timeline branches, loops and places where antimatter annihilation events have or are due to occur... all of them inside her core loops.

You look up from the document. "Your core loops are under attack?" you ask her. "This one right here? The one we're in?"

Rin nods. "Yes, but not outright attack. Infiltrators, I think. Or maybe collaborators. They don't destroy indiscriminately. At first they would temporarily delay results. But then it progressed up to whole iterations vanishing. Now it's progressed to bombing. I've had a hard time catching them. Either they are privy to my decision making processes, or their reach is larger than mine."

This... was going to be tricky.

___

Even if it isn't open battle, any kind of fight within someone's core loops is going to be a messy affair. Time travellers like to insulate their core loops from outside interference for the same reason people like their brains to remain inside their skulls. Having your core loops damaged might not necessarily mean death, but the loss of access to the memories, skills and relationships of thousands of your alternates isn't exactly pleasant either. Since Rin is still a fully functional time traveller in the here and now, it might not be a fully fledged incursion, but that doesn't leave very many clues as to what it could be either.

The other thing is that since core loops are pretty much as far from linear time as is possible, you're pretty much guaranteed to get yourself lost within one you aren't familiar with, even with your time machine keeping track of your jumps for you. To help with that, Rin offers to send you directly to the trouble areas using her own time machine, and considering the disorienting state of her core loops you heartily accept. You also send a duplicate under stealth to each and every cubicle in the area anyway. One good thing, possibly the only good thing, about the layout of the cubicles is how easy it is to tile this dimension with your duplicates and ensure maximum coverage by simply ensuring each cubicle has one of you inside.

As the predicted time approaches you ready yourself for the imminent attack, slicing time down to the microsecond, then the nanosecond scale, taking advantage of your duplicates to pre-emptively extend your exclusion field over everything you can. Your experience with the Shi YenFang job has you anticipating that any minute now an entire cubicle is going to disappear and rematerialise as antimatter. As with before, you check in with your future selves, and are slightly reassured that there are no reports of devastation coming in from your immediate future, though the incoming reports of heavy fighting indicate are that you're about to get very busy.

[Opponent vs Rin. Lightning attack (?) vs Reaction (Banked Talent)]
[1d20+?]=[24] vs [1d20+?]=[12]

Rin never stops working at her cubicle right up until the appointed time, but when it comes she is prepared. The moment a portal opens up beside her she explodes into action, dodging away faster than you can follow even with nanosecond-scale time slice activated. From the portal a single glowing white line of light whips out, splitting into jagged branches of lightning and blasting through the air towards Rin's chair. It passes straight through your microkinetic exclusion fields without any effect, striking and punching through the chair Rin had just vacated. That chair disappears, seemingly pulled into the light, and the other branches of the lightning attack redirect towards Rin even as she dodges.

From her position on the ground, Rin materialises a shield of pure reflectiveness into her hands moments before the attack reaches her. That shield is also pulled into the light, but this time instead of punching through the shield entirely, the lightning seizes up, then shrivels into soft, drifting motes.

More lightning shoots out from the portal at Rin, and though she regains her footing she is unable to do anything but raise more shields and keep blocking.

[You vs Opponent. Reaction (Banked Talent). Difficulty 24.]
[1d20+2]=[10] vs [24]

As Rin blocks the second and third attacks, you realise that you won't be of much help if your reaction time is slower than her's. Your first instinct is to try to match Rin's speed, revving up your time machine to dive even deeper into time slice. You've never tried to go this far in; at this speed literally any movement within your bubble of time slice is outpacing light outside the bubble, and indeed the transition to FTL induces your time machine into blaring a bevy of warnings into your mind.

"Safety limit exceeded: Exotic radiation escaping bubble."
"Proximal space-like causality warning."
"Initiating FTL protective protocols. Error: Exotic matter exclusion field in place."

Cursing, you drop your microkinetic exclusion field, since it's not helping right now. Even so you realise that you need to try something else instead. In the small instance that you spent inside the world of sub-nanosecond time slice, you saw using the enhanced superluminal vision the time machine provides that Rin and the lightning was still faster than you. In fact the relative difference in your reaction speeds hadn't changed.

You have your time machine query hers, and the information comes back that her time machine is just set to defend mode, meaning it will try to cancel out the effects of any malicious time travel around her by copying it. So her time machine is speeding up her movements, but in addition to that she must be getting her speed from another source.

The lightning is faster still.

[Opponent vs Rin. Imposition (?) vs Takeover Resistance (Banked Talent+Connectivity+Crew Size)]
[1d20+?]=[25] vs [1d20+?]=[18]

The probing branches of light weave around the raised wall of shields to surround her from all sides. Before Rin can be fully enclosed by the prongs of the attack, she disappears. You instruct your time machine to follow her, and you find yourself a few hours in the past. Rin is here, but just as you have followed her, so has the portal, and the attacks have also followed her through time. Now she is surrounded by attacks from all sides, and by attacks coming back in time from the future. One attack slips through, then another, and before they can touch her, Rin resorts to time loops to rewind any attacks that pierce her defense. The assault is pressing in and you have no idea how to help or to reach her through the intensity of it.

Maybe Rin doesn't see it, or perhaps she is reaching a limit to her ability, but a flicker of lightning bypasses her shield wall without her being able to form a time loop to cancel it. The light strikes her leg and pulls her in, and in an instant both she and the light vanish. The portal remains open.

[Noticing your presence. Opposed Stealth(Banked Talent) vs Revelations (?)]
[1d20+2+2]=[11] vs [1d20+?]=[18]

[You vs Opponent. Mitigate defeat (Outcome Reach) vs Securing victory (?) check]
[1d20+3]=[9] vs [1d20+?]=[Nat 1]

On a hunch you re-establish your exclusion field. Just in time, as you watch the portal spit out a fist-sized lump of antimatter.

Perhaps after they had taken Rin, they wanted to erase the site of the crime to hide the evidence. Whatever their reason, they clearly didn't account for you being here.

You hastily negate its forward velocity with your kinesis, and equally hurriedly reverse its path to throw it back through the portal.

This time the light that pours through the portal is not a line of white lightning, but something more familiar, individual flickering beams lazily piercing the air, almost syrupy in the slow motion conditions of nanosecond scale time slice. A wash of exotic particles follows, hitting your exclusion field and rebounding off. Something on the other side breaks, and the portal shatters into shimmering angular shards.

Finally, you have a way to fight back.

You loop back, jumping into the body of your previously indecisive self. As blows rain down on Rin's shields, you grab the first piece of stationary that comes to hand, a big red stapler, jump it forwards, jaunt it backwards, and throw the now antimatter stapler at the portal. Using your telekinesis you move aside the air in its path of travel, allowing the stapler to pass through the intervening space un-annihilated and dragless. The stapler exits your nanosecond time slice bubble just as it enters the portal, transitioning to real time at faster than light speeds as it impacts the air on the other side.

Just like before, the portal shatters, but this time the opponent doesn't go down without a fight. Your past updates to retroactively put the portal into a new position, away from the path of the stapler. The attacker is looping back too, creating branching timelines where your stapler didn't hit its target. You loop back also, redirecting the stapler to the new target. Now it's a contest of who can change and merge timelines more efficiently. It's a fight of braids-over-braids and loops-within-loops.

[Fighting for event prominence. You vs Opponent: Securing victory(Outcome Reach) vs Mitigating Defeat(?)]
[1d20+2]=[9] vs [1d20+?]=[22]

Even though your skill at telekinesis is ensuring that the stapler ends up in the portal more often than not, the unseen attacker is finding an increasing number ways to dodge it by persistence alone. The past continues to update, retroactively changing the portal's position multiple times for only a single one of your own stapler-throwing loops. In terms of being efficient at consolidating success your attacker is simply better at it than you, and the branching timelines begin to merge again in their favour. You divert some of your attention to making sure that if the stapler misses it doesn't do too much damage to Rin's cubicle dimension, and your attacks begin to falter.

But as much as you were diverting attention away from the attack, so too was the opponent being distracted from attacking Rin. The rapidly changing portal positions meant the actual attack against Rin was becoming less and less organised, and Rin was waiting for her moment to strike.

[Shutting the portal down. Rin vs Opponent. Anti-portal skill (Banked Talent) vs Imposition (?)]
[1d20+?]=[Nat 20] vs [1d20+?]=[30]

Rin takes advantage of a momentary lapse in pressure to surge forward, jamming her reflective shield into the portal. The edge of the shield aligns with the edge of the portal, fitting perfectly, fusing shield and portal together just as the lightning attack strikes again. This time, though the shield is drawn into it like before, the fused edges of the shield also pull the portal into the light too, closing it.

Undeterred, the unseen opponent retroactively shifts the portal opening to a new position. But again, Rin is already there, jamming a shield into the portal mouth.

Another retroactive update, this time shifting the portal back to its previous position. But Rin had left behind her previous shield there, the shield that now existed once again. The portal edges fuse to the shield before it can even finish opening.

Multiple portals begin opening at the same time, but they are met by your duplicates and Rin's from the other cubicles. It seems that these portals are being diverted from other areas, and the duplicates there are following them here. The enemy must be limited in the number of portals they can put out simultaneously. For every portal the unseen attacker opens, either you are there to throw a stapler in, or Rin is there to jam a shield into it.

The end comes suddenly. One moment, you are playing retroactive antimatter tag with portals. The next, silence. You quickly check in with all your duplicates, and take in the condition of all the closest timelines. Across nearby timespanse, loops are straightening out and excessively wound up timeline braids are being unwound.

The opponent has given up.

___

Some portals remain, shattered, the ones from your initial successful antimatter stapler bombings, abandoned possibly because they had already served their purpose. It takes almost a full real time millisecond for the shards to fade, the harsh light of annihilation pouring out of them all the while. Piece by piece Rin plugs up the portal shards with smaller version of her shields. You stay to watch just in case something re-establishes the portal from the other side, or sends the lightning attack again. But nothing more happens, and over weeks of subjective time in nanosecond slice but fractions of a second in real time, the portal shards shrivel up and disappear.

---

A more extensive merge with your alternates reveals the extent of the damage. It seems that despite your local success, there still remained the odd cubicle in a handful of timelines where Rin remains abducted. In the grand scheme of things, Rin has lost an insignificant number of her duplicates, perhaps less than one in a ten thousand. Backups exist, so it's not as if all their experience and information has been lost with them, but the ones who were abducted are still real people, and they are gone. No doubt the opponent withdrew because those few successes were enough for its purposes, whatever they were. You don't fancy your chances of success if you re-opened the battle for the sake of those few, but the thought of leaving them unrescued makes your stomach churn.

You and Rin reconvene at the cafe in Serentia. Neither of you wanted to remain in the cubicle dimension. After all, it was obvious that the opponent knew where it was, and had no trouble entering either.

"It's the Ensemble," she says without preamble. "They've found me."

"Excuse me?"

"The System Ensemble. It's another time travelling polity, like Serentia. A network of world systems, each sentient and with the ability to time travel. I worked for one of them once, on one of their worlds, before I escaped. It wants me back," she sighs. "I guess it got what it wanted."

"I'm sorry, you've lost me," you say. "Start with the bit about world systems."

Rin says nothing, but instead lifts a single finger to point towards you. A floating rectangular screen emerges where she points. Reminiscent of a dialog box, it says:

You have been invited to change your job to: Administrative Observer.

Three buttons appear underneath.

Accept Refuse Delay

"Please press Accept," she says. "For now at least. It will make the explanation easier."

You wave a finger at the "Accept" button. The dialog box disappears, replaced by a larger translucent rectangle, reminiscent of a screen. "Decius", it says at the top. "Access type: Emulated System: Tessa Rin's Custom System."

Decius
Access type: Emulated System: Tessa Rin's Custom System
Job Class: Administrative Observer.
Serentian Initiate.
Human Outsider LVL 1
STR: 12
AGI: 10
INT: 13
CON: 11
CHA: 16
LUK: 10
Ability List:
Heightened Access - Administrator's sight*.
*Please refrain from using your administrative abilities within The Assembly.
- Global Appraisal has been disallowed
- Unlimited Range Status Checking has been disallowed.
- Backend View and Copy Permissions have been disallowed.
- Emulation bug report submission form has been added.

You look away from the screen and note that various things in the world are now tagged with little boxes stating what they are. Coffee says the tag on the cup of coffee in front of you. You concentrate on it and it expands into a larger screen describing the physical state of the coffee, a brief description of its blend, and, as if you didn't know how to manually drink a cup of coffee, a button saying drink.

"Ah," you say. "Character sheets and item descriptions. I do know about this. I've seen this before, when I went too far afield on the Slipbraids trying to find more Decius alternates."

Rin nods. "They tend to be rarer near Serentia, which is strange because the Assembly does have its own World System. Perhaps it was imported or created for the purpose like mine was. In any case, the System Ensemble is a network of naturally arising world systems which all either developed time travel capabilities themselves, or were locals who got uplifted by the travellers. They are one big conglomerate ruling over millions of alternate timelines, just as Serentia claims to do.

"I ascended to become an administrator in my home timeline by clever use of time travel, but as it turns out, the Ensemble was a lot less impartial and a lot more tyrannical at the admin level. So I took what I learned and escaped, making random jumps in timespanse. I found Serentia by pure chance, and when I got here, I thought that I had surely come far enough that they couldn't find me. I even thought that assimilating into Serentian culture would empower and protect me beyond the ability of the Ensemble to harm.

"Evidently not," she sighs.

You consider your coffee for a moment, and on a whim you decide to choose the drink option to see what would happen. Muscle memory that isn't your own takes control of your limbs and guides you into a perfect recreation of the act of drinking coffee.

"I can see how this could be neat, even if it is a little intrusive," you say, putting the cup down with perfect etiquette. "What will you do now? Your core loops aren't in the best shape, and after what just happened I don't like your chances if they come back for round two."

She pauses to think about it for a moment. "I will call for higher help," she says at last. "Serentia promised me backup and protection when they took me in. I will hold them to their promise, and address the Assembly." She downs her coffee, then stands up and bows. "Thank you. All of this was outside the scope of what I had originally hired you for, but you remained by my side nonetheless. Of all the timelines where I hired outside help, the timelines where I hired you had the best outcomes. I will arrange for payment as soon as possible. Please excuse me."

She disappears, but somehow, you have a feeling you know where she's going.

___
 
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I love this.

Funny that we only have base luck given how well we have rolled the last couple of turns.

The point about having redundant time machines is a good one, we may need to look into that.

Do we have a common sort of time machine that might be vulnerable? What does it look like anyway?

I'm rather interested in B9LI, I hope we can see more of them.
 
1.2: Plan
"What if I did?" you ask suspiciously.

"Go find the memories of that job," Zanetto says. "You'll see what I mean."

You put in the request to your core loops. Like flicking a switch, the memories of the Rin Tessa job appear in your mind.

You wince. It had gone less well then you had hoped.

"The System Ensemble."

"The System Ensemble," Zanetto confirms, hand stroking his beard. "Among others. And if they are not enough for you there are also the 3-notchers to worry about. Pray you never meet them, they are all most eccentric.

"Now, if there is nothing else, then all that remains is the reward."



Coloro che insieme svelano i misteri del tempo intrecciano legami che nessuna forza può spezzare.
Qui simul mysteria temporis pandunt, vincula texunt, quae nulla vi seiungi possunt.



Pre-rolled gacha:
[1d20]=[12]

Zanetto/Zanetta Porta the All-augur

"Normally I'd encourage initiates to involve themselves more in Serentian affairs, but you seem quite busy already."

[Involvement level 1: Halves the Actions Available lost from braiding collectives (final Actions Available are rounded down). -1 to Actions Available (before halving)]

Zanetto offers you free use of the Decennial Gathering, with its easy access to the greatest people of his historyline to learn from and markets full of magical artifacts. Not that he could keep you out now that you're so thoroughly braided into it, but it's nice of him to express his trust.

You can only hope he's not offering the same to B9LI. Though again, it would be hard to keep it out at this point. In any case, your talent bank is already sending their best to learn.

[1 Action added to your Action Balance. Actions in your Action Balance can always reassigned to new actions, if you don't mind retconning the old action away.]
[Connectivity and Interests slot item gained: Zanetto's Decennial Gathering: +1 Banked Talent]
[You may browse the markets here for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.]



ពួកគេដែលរួមគ្នាស្វែងយល់អាថ៌កំបាំងនៃពេលវេលាបង្កើតចំណងដែលមិនអាចបំបែកបាន។
Οἱ ἐρευνῶντες τὰ μυστήρια τοῦ χρόνου σφυρηλατοῦσι δεσμούς ἄρρηκτους.



Pre-rolled gacha:
[1d20]=[7]

Rin Tessa រិន Τέσσα

"I have transferred one Action to your account at the Serentian Action Bank. Here is the paperwork."

[Rin Tessa can't spare any attention for anybody else's core loops right now. No Involvement bonuses at this time.]

It's all hands on deck as Rin transfers her core loops to a more secure time and location. Though she's taking it apart, it will be difficult to erase all traces of herself from the cubicle dimension completely. In particular, System Ensemble's influence will linger until you or she can dislodge their involvement from her timebraids.

She does, however, leave you with the Administrative Observer job class, which she promises will have continued relevance in even non-system timelines as long as you stay near Serentia.

[Banked Talent or Connectivity and Interests slot item gained: Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines.]
[Battle for Rin's Cubicles may be refought by investing Actions into it. Each Action invested will increase all your rolls in that battle by +1. If the added bonus from actions results in a roll exceeding the enemy's, you may time shift the collective back to observe any propagated changes. (Be aware that this battle is exceptionally dangerous to reopen with your current Societal Stats)]



Variations on a theme

After your switching of the experiments, Life Force Manipulation Decius's have begun appearing more and more frequently in the nearest timelines. Funnily enough, they also think they created the Microkinetic Decius's by going back in time and switching their own experiments.

The exact ontology might be debatable, but the fact remains that a lifetime of experience with Life Force Manipulation isn't easily reconciled with a lifetime of experience with Microkinesis. It will be up to your Talent Bank to find a way to combine both powers in one body.

[You may equip Life Force Manipulation to an empty Banked Talent slot.]

___

Many Worlds

[1 Core loops random event roll]
[1d20]=[1]
[Enemy roll: 1d20+?]=[4]

A core loops incursion attempt by an unaffiliated Decius was caught in our security loops. The Decius, who we could not otherwise identify except that they were not from our collective, was attempting to follow one of us into Core Loops: Administration via a tether, but their tether was cut off by the body-merge part of our security procedures, halting their entry at the lobby. Though we stopped them, we were unable to prevent them from pulling back from their entry point. All Decius's should take precautions in case this is an enemy Decius from the Battle in the Morning.

[Core loops incursion prevented (Current difficulty is 16)]
[This coming turn, enemy Decius will turn up on any rolls of 4 or lower.]

___

[1 Population random event roll]
[1d20]=[17]

The question of whether close family members of Decius should be given access to time travel has been a subject of fierce debate lately, as Decius's from different backgrounds argue their preferences, from some arguing that they shouldn't be allowed access at all, to some insisting on giving them a full Serentian time machine and inducting them as new Serentian initiates. Those are the most extreme examples, but there are more nuanced positions that run the spectrum as well.

The fact that time travel is dangerous is not in doubt.

Ultimately, there has been no overarching agreement and each Decius is free to make their choice about their family. Even so, some of our number have embarked on a collective project to set up supporting infrastructure, including group communications and a bounded, severed time loop specifically for use as a learning institution.

Miriam Alawi joined the debate on whether to limit the functions of the time machines given to our family members. While she was quite insistent on controlling the spread of time machines, she ultimately left the choice to individual Decius's.

Shi YenFang turns out to have an extended family herself, but they do not participate in time travel. Instead the members of her mecha squadron are her most frequent non-independent time-travelling associates.

[Family gens Decia satellite collective formed. Some events may happen to Family rather than your own collective, and you may assign them their own Actions. Satellite collectives will have their own Event slots, Banked Talent and Outcome Reach, but will share your Actions Available and Connectivity.]

___

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.

Actions Available: 2
Active Event Slots: 4

- Government Uplift Project
- Open Event slot
- Open Event slot
- Open Event slot
Family gens Decia Active Event Slots: 1
- Open slot

You have 5 actions in your Action Balance to freely use if you wish.
- O₁1₂ @P4.2: +3 from completing Shi YenFang's paying job.
- O₁1₃ @P5.2: +1 from completing Zanetto Porta's paying job.
- O₁1₃ @P5.2: +1 from completing Rin Tessa's paying job.
You have 9 other actions in your Action Balance which will put an event into Holding when used.

Holding Event slots: 3
- Open event slot
- Open event slot
- Open event slot
Family gens Decia Holding Event Slots: 1
- Open event slot

Holding events are previously resolved events which have been retconned away, but for which you are still receiving bonuses. This typically happens after assigning an action tied to a resolved event from your action balance, allowing you to borrow Actions from your past without fully retconning them away.
For example, using the Action from "O₁1₂ @P4.1: +1 to buy Spy-spec holovest" to do something else in the current plan will put the resolved event "Buy a cloaking device (completed O₁1₂ @P4.1)" into a holding event slot. Assigning an action to it again in a later plan will put it back into the Resolved Actions list.

Currently Equipped:
Banked Talent Slots: 2
- Veteran of the Morning Battle: +1 to combat skill. Additional +1 from modifiers.
- Open slot
Outcome Reach Slots: 3
- Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests
- Open slot
- Open slot
Connectivity and Interests Slots: 4
- Open slot
- Open slot
- Open slot
- Open slot
Family gens Decia Banked Talent Slots: 1
- Open slot
Family Decius Outcome Reach Slots: 1
- Open slot

Involvement:
- Miriam Alawi (+1 to Outcome Reach)
- Shi Yenfang (+1 to any bonuses to high tech devices, or to skill checks involving a technological device. -1 Actions Available)

Equippable:
Banked Talent Slots:
- Life force manipulation. You have a control over life that is beyond the ability of any to grasp. Along with other abilities, you may keep a person alive through any amount of damage, up to and including the destruction of their body, and transfer life force between people. You may also keep a person dead, overriding any non-time travel regenerative ability.
- Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines.
Outcome Reach Slots:
- None
Connectivity and Interests Slots:
- Zanetto's Decennial Gathering: +1 Banked Talent
- Administrative Observer Job Class: Immediate System access in System timelines. +1 to Perception.
Involvement:
- Zanetto Porta: Halves the Actions Available lost from braiding collectives (final Actions Available are rounded down). -1 to Actions Available (before halving)

You have received multiple equippable rewards this turn, as well as the option to add Zanetto to your list of allies.
Note that Involvement bonuses take up one available action every turn for each level of Involvement, meaning you will have less actions available next turn. Try not to let your actions available fall too low, lest you become action-locked.
[] [Equip]Add Life force Manipulation to Banked Talent; Zanetto's Decennial Gathering to Connectivity and Interests; Administrative Observer Job Class to either Banked Talent OR Connectivity and Interests; and Braid Zanetto Porta into your loops for his lvl 1 Involvement Bonus.
[] [Equip] Don't equip everything. Only some. Write in.
[] [Unequip] Write in anything you wish to unequip.

Government Uplift Project
There's a lot of work to do before your alternates' various governments can be considered viable time travelling governments. Successfully uplifting them would afford you a stable port of call outside of Serentia with its own independent time machine source and travelling infrastructure. Failure would create a desolated timeline.
This project requires your constant attention. 1 Action will automatically be used on this event every turn and it will occupy 1 Active Event slot until it is finished. But you may assign more actions to complete it in a shorter span.

[] [Uplift] Assign extra actions to the Uplift Project (It's recommended that you assign some actions to this project to finish it quickly, preventing random events from interfering with it).
[] [Uplift] Don't assign any extra actions.

10 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.

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 actions do not cost actions, but do need an active event slot.
[] [Visit] Inform your past of your future and give some advice.
[] [Visit] Discuss your future with your parents, your spouse, your children.
[] [Visit] Observe Rin Tessa's efforts petition The Assembly for protection.
[] [Visit] Track down a specific known Serentian and gain some more information on their home timelines
[] [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. Each action requires a separate active event slot.
[] [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. Map out the important points.
[] [Explore] Attempt to buy or acquire something.
[] [Explore] Undergo skill training with your historyline's greatest people of note.
[] [Explore] Explore Serentia to discover more Serentians
[] [Explore] Write in.

Trade for an item from the markets at Zanetto's Gathering. You may only buy items by trading equipment for it. This does not require an action nor an active event slot.
[] [Market] Specify what you want to trade. If your equipment is not as good as the item you wish to acquire, the seller will not agree to the trade. Equipment you trade off will not be lost, but you can't trade using the same piece of equipment again.

Fortify your core loops. You've seen in Shi YenFang's dawn war and Rin Tessa's Battle for the Cubicles 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. The current difficulty against breaching your core loops is 16 (10 +Your highest societal stat +fortification score). Your fortification score is currently 2. Fortify actions do not require an active event slot.
[] [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.

Choose a number of actions to invest into the Battle for Rin's Cubicles
[] [BRC] Choose a number. (Not recommended at this time)

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: O₁, O₁1₁, O₁1₂, O₁1₃, O₁1₄, O₁1₅, O₁1₆. This costs actions equal to the number of steps taken.

[] [Shift] 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)
[] [Shift] 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.)
[] [Shift] Hop to a future. Choose the number of steps. (This will help accelerate and finish your current events. You may miss some lore.)
[] [Shift] Pull from a future. Choose the number of steps. (This will overwrite your next character sheet with one from a possible future.)
[] [Shift] Some combination of the above.
[] [Shift] Other (Subject to author veto. Check before writing in).

___

Plan template

Actions Available: 2
Free Action Balance Actions: 5
Other Action Balance Actions: 9
Active Event slots available: 3
Family Event slots available: 1

[x] Plan Name
-[x] [Equip] Choose rewards to equip and allies to braid
-[x] [Unequip] Choose rewards to unequip and allies to unbraid
-[x] [Uplift] Specify how many extra actions to use on your Government Uplift Project.
-[x] [Visit] Specify who or what to visit. Each one uses an event slot.
-[x] [Explore] Specify the exploration target. Each one uses an action and an event slot.
-[x] [Fortify] Specify how many actions to spend fortifying your core loops.
-[x] [Job] Specify how many jobs you will take. Each one uses an event slot
-[x] [Bank] Choose a number of actions to bank or to borrow at the Serentian Action Bank
-[x] [BRC] Choose a number of actions to invest into the Battle for Rin's Cubicles.
-[x] [Shift] Choose a place on the timeline to time shift the entire collective.
-[x] Write in anything else.
-[x] Specify which actions were used from the Action Balance if any.

___


Character Sheet
Decius
O₁1₃ @P5.2​
Family gens Decia
O₁1₃ @P5.2​
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.

Satellite 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.
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 Project.

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
O₁1₂ @P4.1: +1 to by Spy-spec holovest.
O₁1₂ @P4.2: +1 to accept Shi YenFang's paying job.
O₁1₂ @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
O₁1₃ @P5.2: +1 from Zanetto Porta's paying job
O₁1₃ @P5.2: +1 from Rin Tessa's paying job
Total: +14 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
Family gens Decia Societal Stats
Banked Talent: 1
+1 from Serentian Time Traveller

- Open slot

Outcome Reach: 1
+1 from Serentian Time Traveller

- Open slot

Connectivity and Interests: N/A

Satellite collectives look out for each other, sharing the Connectivity and Interests Stat and Slots with their main collective.
Events
Active Events: 4
For Serentians, active event slots are based on the Connectivity and Interests Stat.

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)]

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

Family gens Decia Active Events: 1
For Serentians, satellite Active event slots are based on their Outcome Reach stat.

- Open event slot

Brewing Events:

- Shredinger may return.

Newly Resolved Events:

Second Origin (completed O₁1₃ @P5.2):
- You chose to make a second kind of Decius, a Life Force Manipulator
- Allows equipping "Life Force Manipulator" to a free Banked Talent slot.

Zanetto Porta's Ritual (completed O₁1₃ @P5.2):
- Connectivity and Interests slot item gained: Zanetto's Decennial Gathering: +1 Banked Talent
- Added agreement: You may browse the markets for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.
- Puts into the Action Balance "O₁1₃ @P5.2: +1 from Zanetto Porta's paying job".

Battle for Rin's Cubicles (completed O₁1₃ @P5.2):
- Banked Talent or Connectivity and Interests slot item gained: Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines.
- Puts into the Action Balance "O₁1₃ @P5.2: +1 from Rin Tessa's paying job".


Holding Events: 3
For Serentians, holding event slots are based on the Outcome Reach stat.

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

Family Holding Events: 1
For Serentians, satellite Holding event slots are based on their Outcome Reach stat.

- 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 O₁1₂ @P4.1)
- Adds a Spy-spec holovest to your equipment.

Shi YenFang's dawn war (completed O₁1₂ @P4.2)
- Adds a Powered Armour to your equipment.
- Adds +1 to any bonuses to high tech devices, or to skill checks involving a technological device.
- Puts into the Action Balance "O₁1₂ @P4.2: +3 from completing Shi YenFang's paying job".

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.
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

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
You may browse the markets for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.


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

Available but Unused
- Life force Manipulation: Equips to Banked Talent Slot
-- You have a control over life that is beyond the ability of any to grasp. Along with other abilities, you may keep a person alive through any amount of damage, up to and including the destruction of their body, and transfer life force between people. You may also keep a person dead, overriding any non-time travel regenerative ability.
- Zanetto's Decennial Gathering: +1 Banked Talent. Equips to Connectivity and Interests
- Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines. Equips to Banked Talent OR Connectivity and Interests
- Braid Zanetto Porta into your loops for his lvl 1 Involvement Bonus.
 
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The point about having redundant time machines is a good one, we may need to look into that.

Do we have a common sort of time machine that might be vulnerable? What does it look like anyway?

Decius has the Serentian time machine. It's the same time machine as every other Serentian, and is basically the same one duplicated over and over. Zanetto's origin harvesting operation directly adds to its functions, and it's not the only one around.

The Serentian time machine is basically made of swarms of magical/high tech/psychic/superpowered nanites that permeate your body, and a box that you can carry around that serves as a replenisher in case of sudden nanite count drop.

Zanetto and others like him have protecting the Serentian time machine origin well in hand and there's nothing much you can add until you either uplift a few more governments or improve past the initiate level. That said, if you do anything Serentia disapproves of, Miriam Alawi is the one who holds your leash, since she was the one who first duplicated for you the time machine you're using. If she goes back and denies you your time machine, you'll be stuck using a much crappier handheld machine from when you first became a time traveller.

Edit: That said, making an effort to safeguard your time machine origins by finding more time machines won't be wasted effort either. It'll have concrete effects.

I'm rather interested in B9LI, I hope we can see more of them.
They'll be around. If need be, Decius can find it again and follow it to its homeworld. It tends to linger in places where it's welcome, like in the castle. And maybe where it's not welcome too. Like in the castle after the king finds out why this one room is super haunted.
 
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I'm a little confused by just how many actions we have to play with. We have 2 to start with, then we add 5 from the quests we did to get 7?

Plus we have another 9 actions but to access those we have to retcon some of our resolved past actions, basically reapplying past actions in the new turn but that turns the resolved past actions into a "maybe didn't happen" past.

Also what does Outcome Reach mean exactly?

Does the Family have actions too? What sort of things can we assign them to? Can we use them to fortify core loops or speed up the Uplift?
 
Actions, Action Balance, Outcome Reach and Satellite Collectives.
I'm a little confused by just how many actions we have to play with. We have 2 to start with, then we add 5 from the quests we did to get 7?

Plus we have another 9 actions but to access those we have to retcon some of our resolved past actions, basically reapplying past actions in the new turn but that turns the resolved past actions into a "maybe didn't happen" past.

Also what does Outcome Reach mean exactly?

Does the Family have actions too? What sort of things can we assign them to? Can we use them to fortify core loops or speed up the Uplift?


Glad you asked.

Actions

tl;dr
You should use your Actions Available first.
If you need to, use your free Actions from your Action Balance.
If you really need to, use one of the other Actions from the Action Balance.

Actions come from 2 sources. The first is the Actions you get every turn, called Actions Available. The second is the Actions you've used and received throughout your career, called Action Balance.

Actions available can change every turn. Higher stats increase actions available, while involvement bonuses decrease them. There's also other bonuses and penalties that can affect it.

Actions Available: 2
+5 from the lowest 2 societal stats
-1 from Very Different Lifestyles
-1 from 1 Braided Collectives
-1 from Government Uplift Project.

Right now your two lowest stats are Banked Talent (2) and Outcome Reach (3). So they combine to give 5 Actions Available.
You currently have 3 things lowering your Actions Available. 1 from a character creation perk, 1 from using Shi YenFang's bonus, and 1 from the ongoing uplift project. The main source of penalty going forward should be using your allies' bonuses. Coordinating things and with lots of allies is hard and takes work, be choosy which bonuses you want from them.

The best way to increase Actions Available right now would probably be to increase your Banked Talent stat.

For times when the Actions Available are low, you can use Actions you've saved up in your Action Balance. This also comes in two parts.

The first is the Actions you get from other time travellers for completing jobs. So far, you've been paid 5 Actions for jobs you've completed, so that's 5 extra Actions you can use once.

The second part of the Action Balance is the tricky part. Every time an Action is used in a turn plan, it also gets put into the Action Balance. So for example, take the action you use to buy your stealth Holovest on turn O₁1₂ @P4.1. That's an Action that you can use too, but it's not free. If you use it, you retcon away the your action of buying the Holovest.

When that happens, the Holovest item in "Resolved Events" goes into "Holding Events", representing an event that's been retconned, but which isn't completely erased because of your skill at time travelling keeps the possibility of it happening open. If you have too many events in Holding, then you begin to completely erase those events, and you might lose the Holovest.

The number of Actions in the Action Balance only ever increases (with some exceptions). When you repurpose an Action, say you use the Holovest Action to go buy a raygun instead, the new Action goes back on the Action Balance.

Having so many things going on that you need to juggle things into and out of Holding and risk getting your past achievements erased is something you'll eventually be forced into as a time traveller. It's best to keep some Holding Events slots open for emergencies.

Outcome Reach

This is your mobility as a time traveller, your ability to force changes to the timeline that you want and your understanding of where everything is in time. When a time traveller wants to go back and become their own grandfather, they are using their Outcome Reach to get the outcome they want. When they want to stop being their own grandfather and get back their previous grandfather, Outcome Reach again.

Being your own grandfather is easy for someone of your skill though. Your Outcome Reach will be tested the most in combat with other time travellers. Say you and another time traveller flip a fair coin. If it comes up heads, they die. If it comes up tails, you die. The coin is flipped, and there's a timeline where it comes up heads, and another timeline where it comes up tails. You and the other traveller can compete to make one timeline the true timeline and erase the other. The one who can Reach their desired Outcome is the one with higher Outcome Reach.

Sometimes if it's a situation where you've won a combat by killing the opponent, and you need to secure the timeline where you win over the other ones, you roll your Outcome Reach against their Connectivity stat. This represents your ability to make their death stick, against the ability of their collective to undo their death or replace them with a duplicate.

Family von Decius (Family gens Decia) and Satellite Collectives

Satellite collectives are like smaller ships that come out of your big mothership (Edit: or sidekicks for a superhero). They don't go far from the mothership and they can't do all the things the mothership can, but you can assign them smaller tasks. They're useful for their extra Event Slots, but they're not as skilled. For example, if you trust them with advising the government, you can assign them the Uplift Project while you go do something else.

There's no reason to assign them the Fortify action because that doesn't use an Event Slot. You can fortify their core loops instead of fortifying yours if you want, but attackers will have to go through you before they get to them, so it's a question of where the protection is really needed.

They don't generate their own Actions (well, they do, but they use them up themselves and don't share with you).

You can also assign them allies and equippables, like for example if you want to give them Miriam Alawi to improve their Outcome Reach by 1, or you want to assign them Zanetto's Decennial Gathering for +1 Banked Talent, you can. (Assigning allies will incur the action cost though).
 
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I think we should try to help out as many fellow travellers as possible, which is action neutral, and maybe put an action or two on uplift. We don't really need the slots they give at the moment, but turning them from an event slot sink to an event slot holder sounds useful.
 
Actions Available: 2
Free Action Balance Actions: 5
Other Action Balance Actions: 9
Active Event slots available: 3
Family Event slots available: 1

[x] Plan: Self Improvement
-[x] [Equip] Add Life force Manipulation to Banked Talent; Zanetto's Decennial Gathering to Connectivity and Interests; Administrative Observer Job Class to Connectivity and Interests; and Braid Zanetto Porta into your loops for his lvl 1 Involvement Bonus.
-[x] [Uplift] Spend 3 extra actions to use on your Government Uplift Project. -3A
-[x] [Visit] Observe Rin Tessa's efforts petition The Assembly for protection. Spend Family event slot. -1FE
-[x] [Explore] Explore the future or the past and try to discover the source and fate of your historyline. Map out the important points. Spend 1 action and event slot -1A, -1AE
-[x] [Fortify] Spend 2 action fortifying your core loops. -2A
-[x] [Job] Take 2 jobs, spend 2 event slots. -2AE
-[x] [BRC] Spend 0 actions to invest into the Battle for Rin's Cubicles. Leave it for now.
-[x] [Shift] Pull from a future by 1 step. (This will overwrite your next character sheet with one from a possible future.) -1A

So a couple things with this plan, firstly equipping all of our recent gains. Zanetto's perk in particular are very useful, it might be interesting to pay them a visit again in the future. Next I want to get through the Uplift a fast a possible to free up our actions, I think we can get it mostly done in 2 turn though that depends on how things like the Chronal Defense pans out.

Keeping an eye on Rin's story seems like a good way to learn more about the Assembly and the System Ensemble, I'm a little worried about using a Family Event slot for this but I think it's a good test for them. Using the Family Event Slot on Visit actions seems like a good fit for them.

Explore was a hard choice because I really would like to see the other timelines or go looking through some of the System timelines, but the Mapping out our history seems too important to pass up. This pairs well with fortifying our loops, which seems more relevant then ever, especially with that enemy Decius we caught.

Take some more jobs of course, it's a great way to meet people and earn actions. I think it might be useful if we're desperate for actions to use job earnings a collateral when we need to borrow from the Bank, but we don't really need to do that right now.

Finally, it's time to start experimenting with Shifting. Based on our needs right now it looks like Pulling from the future would be the safest bet. Interested to see what this does.
 
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I'm getting the impression that we could do something quite silly:
1. Help person N with their dawn war.
2. recieve payment in actions from person N.
3. Help person N+1 with their dawn war.
4. spend person N's payment on person N+1.
5. recieve payment in actions from person N+1.
6. Help person N+2 with their dawn war.
7. Spend person N+(N+1+...) payments on person (N+(N+1+...))+1
8. repeat ad finitum.
 
1.2: Chasing Improvement
[x] Plan: Self Improvement
-[x] [Equip] Add Life force Manipulation to Banked Talent; Zanetto's Decennial Gathering to Connectivity and Interests; Administrative Observer Job Class to Connectivity and Interests; and Braid Zanetto Porta into your loops for his lvl 1 Involvement Bonus.
-[x] [Uplift] Spend 3 extra actions to use on your Government Uplift Project. -3A
-[x] [Visit] Observe Rin Tessa's efforts petition The Assembly for protection. Spend Family event slot. -1FE
-[x] [Explore] Explore the future or the past and try to discover the source and fate of your historyline. Map out the important points. Spend 1 action and event slot -1A, -1AE
-[x] [Fortify] Spend 2 action fortifying your core loops. -2A
-[x] [Job] Take 2 jobs, spend 2 event slots. -2AE
-[x] [BRC] Spend 0 actions to invest into the Battle for Rin's Cubicles. Leave it for now.
-[x] [Shift] Pull from a future by 1 step. (This will overwrite your next character sheet with one from a possible future.) -1A


Scales of the Ouroboros
[Fortify] Spend 2 action fortifying your core loops. -2A
[Roll to see if the enemy returns: 1d20=17]

Shi YenFang introduces to you to the idea of rollback traps. Similar to a stasis trap, a time traveller detected on an incoming trajectory is immediately seized by the trap and drawn into a time loop lasting microseconds at most. The idea is to leave the traveller no time to react to their circumstances, resetting the loop before their neurons can even fire let alone activate their time machines to get out of their predicament.

You're not sure how much this will help. You don't see how this sort of trap would even mildly inconvenience you if you stumbled into it, since your alternates would easily sense something wrong from the sudden loss of contact and go back to prevent it from ever having happened. But YenFang assures you that leaving traps like this around your loops and on your person will make getting past your other protections much more difficult, especially if the invader has to then face you in time combat as well.

[Core loops protection increased to +4. Total difficulty rises to 18.]

Ascendance
[Uplift] Spend 3 extra actions to use on your Government Uplift Project. -3A
[Uplift] Each turn 1 action will used on Government Uplift.
(Four actions total)

When it comes to metahumans and superpowers, it is a rare situation that the government would have any say about a new power or technology instead of merely responding to some new villain or disaster. Rarer still for the government to have almost exclusive say in how it is to be adopted. Powers manifest in humans both deserving and undeserving alike, and it is up to other superhumans to welcome them or hold them in check. Time travel promises to be, if not in a class of its own, then at least equal to the top tier of superpowers. Up until now it has only been sheer chance that skills like reality shaping and microkinesis have not manifested themselves within the worst sort of people. Now the governments prepare to determine who should be trusted with time travel and how it should be used.

Distributing the Rings of Gyges
[Uplift: Chronomorality and Law 1/3] [1d20=18]

Some of your governments are adamant on restricting time travel to only the ruling council. Some want to freely distribute time machines to every living being and let the timelines branch and merge as they will.

Between these two extremes are the governments that consider time travel so universally desirable and applicable that it would be immoral to limit its use to certain parties, yet too powerful to be given to the masses unregulated. Nor will any of the governments risk the chance that a private individual or a rival government might happen upon the power themselves and use it against them. Most of these governments are gravitating towards a sort of middle ground, which is to make access to time travel a government provided service as a form of nationalised logistics and public transport. In terms of logistics, freeform time travel will be need to be permitted as the ways to move goods around are explored, but it is expected that the optimal routes will be found fairly quickly, establishing well-defined stable time loops as new economic arteries. As for the general public, mass transit time travel would be limited to smaller hops ranging from a day to a year at most, while certain set routes will allow for larger jumps to historically significant dates and locations. This will allow a cultural understanding of time travel to develop in our normal citizenry, an important point in preventing chronal shock, letting normal people have a point of reference for how the world has changed.

Similar to air and sea travel, these governments intend to give operation licenses to a select few operators, trained for their role in the same way pilots are for aircraft and captains are for ships. A vast amount of infrastructure will be constructed to host time machines at these time-ports, not so much because it is needed, but mostly for security purposes. With farm and factory production to be scaled back and the economy set to be run on time loops duplicating foods and finished products in perpetuity, the destruction of a timeport might well cause a retroactive famine, quite possibly erasing entire family lines if lack of food causes an ancestor to retroactively die prematurely.

For now, time travel will be restricted for children and criminals. Allowing known criminals access to what amounts to new powers is too risky; the governments already need to deal with rampant supervillains far too often as it is, and far too many things could go wrong with children even if accompanied. Other groups may be banned from travel as they are discovered, but the goal is still to allow as many people access as possible.

Banning certain groups could cause its own problems though. For example one could easily see an accident where a future adult loads their adult mind into their child body and not have a way to go back because they are now a physical child. It will be up to legal enforcement to deter or prevent this sort of situation from happening, and social or emergency services to reverse it if it ever does.

The end of history
[Uplift: Chronomorality and Law 2/3] [1d20=16]

While the entire point of time travel is to change the past and future, and to then allow those changes to propagate, the government still feels it would be safer to maintain a root timeline from back before time travel. While travel into the past will be allowed, a path back into the unchanged past (and unchanged future) will be maintained just in case. The residents of this past will not be abandoned, however. Even in the root timeline, the government will dedicate resources to rewind each and every death after they occur, and give every person the choice of a government-sponsored afterlife, or to pass on in earnest. The estimated numbers of people in any individual root timeline is bounded and finite after all, not multiplying with every decision or quantum observation. The governments are confident that they will be able to provide fresh afterlives and living space for everyone in history, even those historylines with aggregate populations of several hundred billion, though it may take significant advances in medicine to provide everyone with healthy bodies as well.

The adoption of a root timeline could put each government at odds with their alternative timeline counterparts, as each alternate timeline's government will have their own views of what the events of history should be. In practice the nature of timelines as easily separated entities will place significant buffers against any such conflicts, but it does put a damper on cooperation. There's also a very small risk that alternate timeline travel could merge what should be two separate root timelines into one, which would take a 2-notcher to sort out afterwards. Not an issue if the closest 2-notcher is friendly, but relying on the enduring benevolence of a powerful person who isn't already the autocrat is not exactly the height of political theory. Dealing with things like this will be the duty of the newly formed Historical Preservation Departments.

As for the international situation, the plan is simply to take over and form a world government. Allies and friendly nations can be given the technology and left to their devices if they are trustworthy. Rival and untrustworthy powers can be bought, isolated, or taken over. The casualties can be undone after, what's important is to prevent the rise of any rival superpower. Time travel services will be denied to foreigners; while giving foreigners access to time travel is not likely to cause any more chaos in their home countries than your own citizens will, it is a risk to the security of the uplift project.

To that end, you have already identified multiple spies for those rival powers and put them into stasis on your government's behalf, to be awoken when all this is done. Imprisonment is not your preferred method for resolving these things, but as solutions go it is practical, local, and accepted by the authorities.

The real conundrum is how far into the past services should be extended.

Tourism into the distant past and future is too engrained into cultural fiction to ignore, so banning it would only allow criminal enterprises to take the initiative on chrono-tourism. But allowing chrono-tourism presents additional problems as the people of the past are exposed to time travel, causing chaos and, more importantly, increasing the chance of rival powers inventing time machines. Should the government extend its services into the past and give time travel to previous generations as well? To what extent should ancestors be allowed to redo their lives and retcon the future? It wasn't so long ago when it was popular for couples to conceive again and again in the hopes that random chance would bless them with a superhuman child. Time travel would allow that trivially, and fractally branch the timeline in the process, butterflying away their descendants.

The governments are currently leaning towards extending services into the past anyway, relying on the preserved root timeline as a failsafe if things do spiral out of control in the altered past.


Dionysius or Damocles
[Uplift: Chronomorality and Law 3/3] [1d20=8]

Not every Decius trusts their governments with time travel technology.

Most members of your collective are of the opinion that their native government is flawed but respectable enough that they won't immediately go awry after uplift, but there are a significant fraction of people in your collective who loathe their own governments, speakly darkly of forlorn hopes and suicide squads. The collective has agreed that in these cases, such untrustworthy governments will be left unaware and uncontacted.

You're surprised when after doing all this judging of other people, some of them have turned it around on you, asking if you, the most capable time traveller in the timeline, would like to become the autocrat, or at least given a very prominent role in the new government. Many of them are only asking to gauge your response, to see if you have any ambitions of rulership. Many others are genuine asking. The right to rule by superpower is a time-honoured tradition in whole categories of cultures, and though they are not saying it, some are worried about the governability of a time travelling populace.

Those of you with politician friends say that as rulers go you would do an acceptable job. It'll be a burden, and you'll make some enemies for sure. But in many cases politically sound.

As for what Serentia thinks of all this, both Zanetto and Miriam inform you that nobody will care overly much about your choice. It's not expected that you would take the reins of power when you started this project, but it's not unexpected either. And if you do, you won't be the first among them to rule a time travelling nation (for a certain value of first).

[Uplift: Chronomorality and Law completed]
[Government Uplift Program continues as a high 1-notch uplift, with borderline 2-notch government agencies, with time travel as a centralised service, and with efficiency and skill at time travel tied into social hierarchy.]
[Due to favourable rolls, Uplift: Interchronal politics advances to 2/3]
[Will you accept the reins of power when the time comes? It will be a significant investment of your time. In some timelines you will misunderstand the governments' intent. A wide range of diplomatic consequences are certain.]


Economic event horizon
[Uplift: Chronal Industry and Economy 1/2] [1d20 = 16]

The creator of your original time machine has been lost to the battle in the morning. You can't even remember who they are any more. It might even have been you for all you know. All that survives of them now is your old time machine. Given that it's your only surviving link to a retconned past, you should be hesitant to part with it, but since you can also duplicate it at will you've donated multiple copies of it for the scientists to research.

Government scientists have not yet been able to replicate your old pocket-sized time machine, and they have made even less progress on the Serentian one, but they say they are making progress and they have results to show for it.

What they have developed is completely novel, building-sized time machine. Building it requires a team of time travelling engineers to kickstart the core using an existing device, so it's not a completely-from-zero 'prime nova' time machine, and running it requires the energy output of three power plants working together around the clock, but it works. Operations-wise the machines are well within the capabilities of any prime econosphere nation to operate and maintain, and if one ever suffers a systems or power failure or an attack it only takes a local crew to restart it, assuming the dimensional lathe at its core hasn't been damaged. Serentian time machines they are not, but they can jump a physical body and project a mind and that's more than enough.

With post-scarcity in sight, economists are still busy planning for the new economic paradigm. Production and availability may be infinite, but there are still some jobs that must be done to sustain way of life. And even though the world might well be entering a technological and cultural singularity, that doesn't mean innovation is guaranteed or bound to be positive. In fact there's a good chance it would be apocalyptic if left to the wrong hands. Right now it's still up in the air if good innovation and other essential jobs can be incentivised, or if it's safer to explore timelines and trade culture and tech from locals for time travel services.

Other unsolved problems include what to do with the infinite amount of rubbish that is about to be generated, and how ownership and contracts are going to work across different timelines. Debates are ongoing about whether new currencies based on reputation, services rendered to the government, or on time travel access are feasible or desirable.

[New economic paradigm trends towards innovation-trade economy]


[Explore] Explore the future or the past and try to discover the source and fate of your historyline. Map out the important points. Spend 1 action and event slot -1A, -1AE
[Roll to see if the enemy returns: 1d20=10]

It doesn't take any time travel at all, only a trip to the local library's history section, to verify that you are not in fact in your original timeline any more. None of you are. The battle in the morning was too desperate, too turbulent, for you to keep track of when and were you travelled. Lifestyles were lost, families were barely saved, securing timelines did not factor high into your list of priorities at the time.

Still, there are some similarities. Many similarities, even. Enough that you had hoped that you could find your original timeline if you just looked into enough alternate timelines. As time travel goes, it's possible that by finding out where past events have or haven't been altered you can use that information to return to your original timeline by going into the past and changing everything back to the way it should have been, but you've had no such luck. The major problem is that you have no idea what events had to occur to produce your original time machine, and unfortunately you have no idea and can't go back to check without reigniting the battle. Fortunately, the post-battle you has have enough mastery of time to make sure you never get lost like that again. You map out your historybraid - all the timelines you are residing in plus the methods by which you got here. If you ever mess up something so badly that you need a reset, you can just return here. You'll never lose the way back again.

[Savepoint made at O₁1₄ @P6. As long as you are on a historybraid passing through O₁1₄, you can time shift the collective back to this point using only a single action. You can make more savepoints in the future by taking the [Save] action]

You've also found some significant points in your historybraid that, when messed with, dramatically change the subsequent timelines. There are many, but three stand out among the rest.

Firstly, the inciting event that gives humans superpowers. Historians have long debated when and how it came about, but you've been able to find the answer. Before civilisation began, an otherwise unassuming old man is dying out in the savannah, feverish with infection, from an injury suffered on a hunt. As he dies he whispers to the stars a wish that his legacy would pass on. Without this moment, superpowers do not propagate, and history becomes unrecognisable.

Second, a volcanic eruption in that area, shortly (5 to 20 years) before the man dies. Again, without this, superpowers do not happen. The events that lead to the volcanic eruption are surprisingly complex, a lot of rainfall needs to happen at specific times in disparate parts of the globe to trigger the earthquake, to then trigger the volcano. As butterfly wings and hurricanes go, there are way too many butterfly wings and precious few hurricanes.

Third, the dinosaurs must die out. There are a whole host of extinction-level events happening at that time depending on the timeline. The asteroid in some timelines, the synchronised volcanic eruptions in some others, the nanophages, the de-oxygenation events, the annihilative antimatter device induced winters, in a few specific timelines there are several at once just to be sure. Miriam is here fighting to ensure the extinction goes ahead, as are Likely Founders, Zanetto, and B9LI.

Because as it turns out, there are dinosaur civilisations on the other side of the K-T boundary. Some of those civilisations even have time travellers. And those civilisation are in a war for survival.

With Serentia.

And of course after that discovery, you can't help but to turn around and look into the future to see if another war exists there too. What you find is what one might call, if one were alarmist and had just witnessed battles with dinosaurs, a negotiated settlement.

Humanity has been given the Cenozoic, a period of 98.2 million years after the K-T extinction in which to live on earth. Civilisation usually starts after 63 million, and collapses long before 67, but in the timelines where it doesn't collapse, especially those in which humanity spreads into the cosmos, the Assembly has been given the task of making sure humanity vacates the Earth after polluting it with enough airborn plastics to turn the rain into a microplastic soup, ensuring the necessary conditions for the next generation of sentients to evolve.

Originating near the arctic, the Polycnaridians are chains of lantern-like bells filled with lighter-than-air gasses, floating, crisscrossing the sky, the chains weaving and stacking in long sheets, translucent tentacles hanging like streamers dozens of metres down into the lakes and seas below, dragging the surface for the microplastics they consume, migrating to and from fjords and taking cover in sheltered coves to avoid storms. It takes another several dozen million years for them to gain sentience and civilisation, but eventually they do, then barely a geological blink of an eye after that, time travel.

To your surprise, they are not considered enemies by Serentia. In fact, the Polycnaridian travellers are Serentians themselves. They are the successors to the Assembly, and call their home the Cove.

[Enemy polity discovered: The Roamers of the Roaming Mesozoics]
[Successor polity discovered: The Polycnaridians of the Cove, Serentia.]


[Visit] Observe Rin Tessa's efforts to petition The Assembly for protection. Spend Family event slot. -1FE
[Roll to see if the enemy returns: 1d20=8]

A daughter from another timeline takes an interest in Rin's situation, attaching herself in a bid to hopefully learn more about the Assembly's deliberative processes, and maybe a few world system-related skills from Rin herself.

From the moment Rin spoke the words 'address the Assembly' to you it was inevitable that she would get her meeting. Because when you heard it, it was also heard by your alternates merging their experiences with yours. And if your alternates heard it then so did Miriam, the mind reader in your core loops helping to facilitating memory transfers. The message would have been passed along to Zanetto, the negotiator residing in both your core loop and that of many others, and from there the message would have spread further to the other Serentians, spread from mind to mind, loop to loop in one big interconnected braid.

The Assembly, the deliberative body of Serentia, does not meet in a regular setting. Rather, there is a separate meeting for each topic of discussion, and it occurs at the exact time it is requested, at the location it is requested. Your own meetings all happen in the cafe in Serentia chiefly because you can reliably be found there. You suspect that if you really wanted to you would never need to visit any other location in the Assembly again, as it has now become the place where you conduct business with other Serentians by default. Rin does not have a default place of meeting like you do, and has a dire need for protection while her core loops are being rebuilt.

As she exits the cafe after your previous meeting, she is met in turn by your daughter, then Zanetto, then three other Serentians you've never met. Zanetto summons a portal to what looks like the top of a skyscraper in a cityscape blanketed by snow, and they all disappear through as the portal closes behind them.

You put in a request for a mental update, and review the memories that your daughter sends back from the future.

The location Rin has been gifted for use as her new core loops is at first glance an abandoned world suffering under the effects of a realm-wide winter. What it actually is, is a visual representation of such a world emulated inside the gestalt mind of a 2-notch dreamer network. The intent is that this kind of reality should be sufficiently alien to the Ensemble to act as a buffer against their intrusion, and any attack would have to first go through the 2-notch dreamers in question.

As for the abducted members of Rin's collective, a team of Assembly members have broken back into the battle for Rin's cubicles, planting messages on the taken alternates and duplicates requesting a meeting in a neutral place. If the assembly doesn't hear back from the Ensemble, they intend to set up a forward base in the cubicle dimension to take the abducted individuals back.

Rin has been asked to pay for all of this by earning Actions as a schoolteacher in one of the Assembly's training camps for new time travellers.

Your daughter spends a little time with Rin as she sets up her new core loops, but it seems this kind of dreamer-emulated reality is proving difficult to set up her custom world system in. She comes away with a lot of theoretical knowledge, but nowhere near the amount needed for practical application.


[Shift] Pull from a future by 1 step. (This will overwrite your next character sheet with one from a possible future.) -1A
[Roll to see if the enemy returns: 1d20=17]

Pulling from the future is pretty simple task for any Serentian, allowing one to gain knowledge and experience from the future while retaining one's current body. Normally the gain in knowledge from individuals regularly pulling from their future selves isn't enough to improve the skillset of the entire collective as a whole; it takes a coordinated effort before the effects can be felt. Once the choice is made about which future you will be pulling from, what remains is the execution, and the final choice of whether or not to accept the new you.

[Branch added to your historybraid. Your collective may choose to continue into the new timeline (into O₁1₄2₁@P7) with all or some of the changes, or reject all the changes from this time shift and continue back in the old timeline (into O₁1₅@P7)]


Job results pulled from your previous future (O₁1₅@P6):
[Job Client 1 identity: 1d20=16]
[Job 1 success roll: 1d20=18]

Mācēhual, Serentia's resident uplift expert, drafts you into a containment action against a lathe writher outbreak, a sort of time-travelling industrial accident victim, on one of his many uplift projects.

A lathe writher is a warbling, writhing tube of flesh, the result of a person's time dimension being rotated into the 3 spatial dimensions, their body now simultaneously occupying every location they walked through in the recent past. Said past is also in the process of being dragged into the present, so they are constantly dying, but also kept alive by their past living mind arriving into their present dying body. Depending on the severity of the accident, lathe writhers can also drag and rotate anyone who inadvertently touches them, creating new lathe writhers. Their constant violent writhing, an involuntary reaction caused by their newly elongated brains misfiring signals into their newly elongated bodies, does not help matters in the least.

Together you manage to find the cause of the accident - another time traveller sabotaging the industrial equipment - and evict said time traveller, erasing the timeline where the initial accident occurs.

As thanks for your help Mācēhual offers his expertise for your own uplift project.

[Involvement level 1: +1 free uplift action per turn, +1 or -1 to uplift rolls, potentially giving you extra choices on roll outcome.]
[1 free Action added to the Action Balance]
[Time travelling lifeform discovered: Lathe Writher]


[Job Client 2 identity: 1d20=1]
[Job 2 success roll 1d20=4]
[Contesting the timeline: (Outcome reach vs Predatory Instinct) 1d20+3=7 vs 1d20+5=19]

A job from Serentia's perpetuations office to delve into an erased time traveller's timeline to find out what happened and recover them if possible fails to find any trace of them. But from the ruins of their devastated timeline you pull out a... harasser? A stalker? A thief? In any case, this ungrateful young woman or girl is making themselves a complete nuisance, stealing your equipment at inopportune times, jumping at you from the shadows and literally biting your ankles off before running away. Who bites ankles? A very quick child with impossibly high jaw strength, that's who. Even Shi YenFang's powered armour hasn't saved your left foot from being bitten off by this brat - the future you learned this first hand. First foot. 57th foot. Whatever.

You have no idea what they want, and you're lucky you can just undo injuries or future you would have lost your left foot 57 times over. Extremely painful; would not recommend. At least the perpetuations office paid you for this.

[In the original timeline after O₁1₅ @P6: Involvement level 1: -1 Actions per turn until you can get rid of... whoever this is.]
[1 free Action added to the Action Balance.]


Random rolls pulled from your previous future:
[Core loop random event roll 1d20=12.]
Your core loop residents set up an outside theatre on the beach, projecting various forms of entertainment onto a huge block of unmelting ice conjured by Zanetto just off the shore. The ice theatre offers entertainment taken from a range of timelines, including the ability to peer into any timelines you've previously visited. It's a hit amongst members of the collective with families, who take to having dinner together on the beach, and in private rooms set inside the block of ice itself.

You donate your collection of television space operas to the selection. Glowbug seasons 1 to 9, Stellar Journey, The Extent. Your documentary series on Crystalman also attracts significant interest amongst members of the collective, the alien from Graviton existing in only very few timelines.

[Population random event roll 1d20=16]
A few members of your collective take on the task of visiting as many timelines as possible, flickering through hundreds of timelines a second to build up a catalogue of timelines for the ice theatre to look into.

[Connectivity and Interests Slot Item gained: Crystal Theatre Channel Surfing Catalogue: +1 to Outcome Reach]


Action results pulled from your previous future (O₁1₅@P6):
[Next turn Actions Available: 2]
[Next turn Active Event slots Available: 3]
[Next turn action balance used: 1d3-1=0]
[Action taken (1/1): Rolling for action. Uplift.]

[Uplift] Use 1 Action on your Government Uplift Project. -1A
[Uplift] Each turn 1 action will used on Government Uplift.
[Uplift] Mācēhual Involvement level 1: +1 free uplift action per turn, +1 or -1 to rolls as desired.


Economic singularity
[Uplift: Chronal Industry and Economy 2/2] [1d20±1=17-19]

Mācēhual gives advice on how to introduce desirability to perform essential work in an economy based on harvesting a few people's hard work for infinite gain, shifting the economic paradigm from a precariously balanced mish-mash of chronosocialism, chronofrontierism and time travel tickets as currency into a stable working whole. Instead of spending currency, a person accrues a sort of time travel debt record shared between their timelines. That debt is offset by a second record of the rate at which their works exit the logistics and informational time loops, plus the debt accrued to visit them as a service provider for luxury services. As incentive for maintaining a positive balance, higher balances holders are allowed larger freeform jumps or projections outside of the established routes. Public transport along certain routes however, will always remain free.

New innovations such as medicines and popular culture information such as lifehacks by their nature pay especially well in the new system, as they are easy to disseminate to either the relevant government branches or to the masses. For those with low or negative balances with lesser access to high range jumps, they can always resort to making high volume products such as new foods, distilled water and other such life essentials, all of which are likely to become extremely high-paying. Food and water, essentials and luxuries, local services and trades, all of this is free, courtesy of post-scarcity. Only time travel subtracts from one's balance.

The strictness of land ownership laws has actually been increased, as a way of encouraging more time travel to settle new lands and find more cultural inputs into the formative society. This will bring back frontierism, but it is hoped that people will never settle the new frontiers en mass and bring back colonialism, as the duplication loops remove a lot of the financial incentive in settling what is already explored, and completely new cultures are usually only a small jump away.

The infinite garbage problem is solved by a slight modification to the time machines that allow them to project the 'minds' of non-living objects into their pasts in the same way the time machines project the minds of time travellers into their past selves. The garbage is erased, but its history is projected into its past self, effectively resetting it into the original product without undoing the using of it that turned it into garbage in the first place.

Unfortunately, as happens with all technological progress there are some professions that suffer from the new paradigm. Hairdressing for example has all but disappeared as a profession, becoming a luxury service rather than an essential job, with very few people needing haircuts (time travel can restore hairstyles), and those who do want them either entering a waiting list for the best hairstylists in history (time travel takes the waiting out of waiting lists), or going to local businesses that earn zero profit.

Time machine operation remains the highest paying job in the new system.

[High-reward essentials + Innovation-cultural networking economy established backed by a government resource monopoly]
[Due to favourable rolls, Uplift: Preventing Chronal Shock and Cultural Stasis advances to 2/2]
[New time machine developed: +1 Outcome Reach]


Neither the Republic nor the Prince
[Uplift: Chronal Governance and Enforcement 1/3] [1d20±1=4-6]

As the plans mature, layers of secrecy surrounding them are peeled back for greater and greater numbers of politicans and experts to scrutinise. The feedback has been controversial.

As is the nature of your timelines, local governments are usually formed by groups banding together in the face of superpowered opponents. Government charters reflect this, and a rejection of government use of superpowers is often baked into the text of such documents. In most interpretations, time travel fits the definition of superpower.

It isn't helping that while some officials are calling it a betrayal of the charter, other government officials are intent on receiving exclusive access to this superpower and profiting from it rather than using it to improve society as a whole.

Industry leaders are asking what happens to their current wealth, and are not liking the response. A certain amount of distrust is brewing within those levels of society at the changes.

As more academics are exposed to the plans, some have pointed out that the form of the economy taking shape will induce a sort of runaway population explosion and land grab as frontierism from a single time traveller would introduce whole cities of people to time travel, all of whom will then be incentivised to get access to time travel, thus engaging in more frontierism as a way to enter the economy. They point out that a centralised government might be mathematically incapable of handling such a population explosion, lowering the cohesiveness of society as a whole, to say nothing of how local governments would respond to their cultures and workforces being hiijacked in this manner. Others point out that once time travel is introduced, all of this is inevitable anyway, so it might as well be part of the plan.

A great many point to the white elephant in the room: you, and ask whether our very existence would disrupt everything, seeing how the entire plan is built on the assumption of regulated time travel, but that naturally leaves the entire structure vulnerable to outsiders.

While you do your best to assure that you'll disrupt as little as possible, you can't deny that a lot of this will start falling apart the moment somebody else invents another time machine.

[You may scrap all progress and start again if wanted]


Time Police
[Uplift: Chronal Governance and Enforcement 2/3] [1d20±1=15-17]

At least the police and rescue teams are onboard. Policing in a world of superpowers is in many timelines, a passion job. They are frequently overwhelmed and underfunded, and generally treated as disposable scouts and bureaucrats for the real cavalry, the super teams. This existing bureaucracy-first-enforcement-when-we-finally-get-funding-never attitude has become a real asset when it comes to time travel deployment, as entire departments pivot and realign themselves in preparation for finally receiving the funding and equipment they've always asked for.

Given a head start into time travel use, police bureaucracy and patrols are quickly establishing themselves as the primary underpinning source of the kind of information needed for a time travelling government to function. From the financial institutions who need manpower to confirm people's balance and status, to the intelligence agencies who need accurate reports on potential local threats. This multifaceted information gathering operation, together with dedicated police timeports that allow officers in danger to withdraw at a moment's notice, promises to seriously improve police prestige, and the chiefs are working hard to solve any problems which might threaten a withdrawal of their new time travel privileges.

And given their experience with working together with local super teams, they are very much primed and keen to work with you, if you want to adopt them.

[Police and Rescue becomes a high 1-notch/low 2-notch agency. You may choose to adopt them as one of your satellites. Their starting stats are: Agency Talent: 2. Outcome Reach: 0.]

Action results pulled from your previous future (O₁1₅@P6):
[Action taken (2/2): Rolling for action. Job.]
Unfortunately the memories of this job are beyond your single-step time shift, but that doesn't mean there were no consequences.

Action results pulled from your previous future (O₁1₅@P6):
[Active Event slot used: Rolling for action. Visit]
[1d20=6]
[Family Active Event slot used: Rolling for action. Visit]
[1d20=17]
You and your family take time off to go visit your extended family, including all your ancestors and descendants. They take to time travel like ducks to water, and next thing you know your satellite collective the Family gens Decia has expanded significantly in membership.
[Gens Decia Family gains +1 active event slot]

___

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

___

Will you accept the reins of power when the time comes? It will be a significant investment of your time. In some timelines you will misunderstand the governments' intent. A wide range of diplomatic consequences are certain.
-[][Ruler] Yes or No

Time shift votes. Accepting any items will put the entirety of O₁1₅@P6 into holding.

-Do you accept or reject the results of your core loops/population random events?

-[][Shift-Random] Accept or Reject
--[][Crystal Theatre] Equip the Crystal Theatre Channel Surfing Catalogue (+1 to Outcome Reach) to an empty Connectivity and Interests slot?

-Do you accept or reject your uplift project results? If you reject, that item will need to be repeated.
-[][Economy2] Accept or Reject
-[][Gov1] Accept or Reject. If you accept, you may choose to start over the entire project from the very beginning.
--[][Scrap] Start over or Do not start over.
-[][Gov2] Accept or Reject. If you accept, do you add Police and Rescue to your list of satellites?
--[][P&R] Add Police and Rescue to your satellites or Don't add Police and Rescue to your satellites.

Proceed with the planned jobs? Forewarned as you are, you already know who it will be and what will happen.

There is no need to do Mācēhual's job, as you already did it in your alternate timeline, and Mācēhual is more than capable of ensuring what you did sticks. But you could do it again if you wanted to, to gain more details on the events.

-[][Job1] Repeat or Don't repeat

As much as you would like to put the weird chompy child behind you, you can't. They are a time traveller too and they have as much agency as you do. You have a chance to repeat this job and perhaps gain a better outcome.
-[][Job2] Repeat or Don't repeat

___
Character Sheet
Decius
O₁1₄ @P6.1 <-(O₁1₅ @P6.1)
O₁1₄ @P6.1 ->(O₁1₄2₁ @P7)​
Family gens Decia
O₁1₄ @P6.1 <-(O₁1₅ @P6.1)
O₁1₄ @P6.1 ->(O₁1₄2₁ @P7)​
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.

Satellite 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.
Economy Stats
Actions Available: 2
+6 from the lowest 2 societal stats
-1 from Very Different Lifestyles
-2 from 2 Braided Collectives
-1 from Government Uplift Project.

Active Event Capacity: 4
+4 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 4
Rerolls require either available Crew or Satellites to intervene for you.
+4 from Connectivity and Interests

Record of Actions/Action Balance:
O₁@P2: +0
O₁1₁ @P3: +0
O₁1₂ @P4.1: +1 to buy Spy-spec holovest.
O₁1₂ @P4.2: +1 to accept Shi YenFang's paying job.
O₁1₂ @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
O₁1₃ @P5.2: +1 from Zanetto Porta's paying job (Used)
O₁1₃ @P5.2: +1 from Rin Tessa's paying job
O₁1₄ @P6.1: -5 using Shi YenFang's, Zanetto's and Rin Tessa's paying jobs
O₁1₄ @P6.1: +3 from Government Uplift Project
O₁1₄ @P6.1: +2 from fortifying core loops.
O₁1₄ @P6.1: +1 from exploration of timeline.
O₁1₄ @P6.1: +2 from accepting jobs.
O₁1₄ @P6.1: +1 from completing Mācēhual's paying job
O₁1₄ @P6.1: +1 from completing the perpetuation office's paying job.
Total: +19 Actions.

Action Debt:
O₁1₄ @P6.1: Pulled from O₁1₅ @P6.1 into holding: +1 Action Debt
Total: +1 Action Debt.
Population Stats
Connectably You: ~(10)!
Connectably you population is determined by the sum of all societal stats.

Supporting/Collaboratively You: ~(6+3)! = ~9!
Collaboratively you population is determined by the sum of your two lowest societal stats, plus your other support size modifier.

Crew of You: ~3!
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

Population Random Events per turn: 1
The number of population random events is equal to the Connectable population magnitude minus the Collaborative population magnitude.
Societal Stats
Banked Talent: 3
+1 from Travelsolving style - Foresight and Resourcefulness
+1 from Serentian Time Traveller
+1 from Zanetto's Decennial Gathering

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.
- Life Force Manipulation: Keep things alive beyond the point of death, store or transfer life, keep certain things dead.
- 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.

- Zanetto's Decennial Gathering: +1 to Banked Talent
- Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines
- Open slot
- Open slot

Core Loops Protection: +4. Total difficulty: 18.
O₁1₃ @P5.1: +2 from fortifying core loops
O₁1₄ @P6: +2 from fortifying core loops
Family gens Decia Societal Stats
Active Event slots: 2
For Serentians, satellite Active event slots are based on their Outcome Reach stat.
+1 from Outcome Reach
+1 from O₁1₅@P6.1 Visit event.
(See Events tab for slots)

Banked Talent: 1
+1 from Serentian Time Traveller

- Open slot

Outcome Reach: 1
+1 from Serentian Time Traveller

- Open slot

Connectivity and Interests: N/A

Satellite collectives look out for each other, sharing the Connectivity and Interests Stat and Slots with their main collective.
Events
Active Events: 4
For Serentians, active event slots are based on the Connectivity and Interests Stat.
+4 from Connectivity and Interests

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 3/3]
[Uplift: Chronal Industry and Economy 1/2]
[Uplift: Chronal Governance and Enforcement 0/3]
[Uplift: Chronal Defense and Intelligence: (Unavailable)]
[Uplift: Preventing Chronal Shock and Cultural Stasis (Unavailable)]
[Uplift: Interchronal politics 2/3]

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

Family gens Decia Active Events: 2
For Serentians, satellite Active event slots are based on their Outcome Reach stat.
+1 from Outcome Reach
+1 from O₁1₅@P6.1 Visit event.

- Open event slot
- Open event slot

Brewing Events:

- Shredinger may return.
- Failed core loop incursion by unaffiliated Decius.

Newly Resolved Events:

Uplift Project (completed O₁1₄ @P6.1)
-[Uplift: Chronomorality and Law 3/3]
-[Uplift: Chronal Industry and Economy 1/2]

Savepoint (completed O₁1₄ @P6.1)

Timeshift: Pull 1 step from O₁1₅ @P6.1 (completed O₁1₄ @P6.1)

Holding Events: 3
For Serentians, holding event slots are based on the Outcome Reach stat.

O₁1₅@P6: Total 1 Action Debt
- [Uplift: Chronal Industry and Economy 2/2] 0 Action Debt
- [Uplift: Chronal Governance and Enforcement 1/3] 1 Action Debt
- [Uplift: Chronal Governance and Enforcement 2/3] Police and Rescue Satellite. 0 Action Debt
- [Visit]: Gens Decia Family gains +1 active event slot. 0 Action Debt
- Open event slot
- Open event slot

Family Holding Events: 1
For Serentians, satellite Holding event slots are based on their Outcome Reach stat.

- Open event slot

Faded Events:

None

Older Resolved Events:

Battle in the Morning (completed O₁)
- 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 O₁1₂ @P4.1)
- Adds a Spy-spec holovest to your equipment.

Shi YenFang's dawn war (completed O₁1₂ @P4.2)
- Adds a Powered Armour to your equipment.
- Adds +1 to any bonuses to high tech devices, or to skill checks involving a technological device.
- Puts into the Action Balance "O₁1₂ @P4.2: +3 from completing Shi YenFang's paying job".

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.

Second Origin (completed O₁1₃ @P5.2):
- You chose to make a second kind of Decius, a Life Force Manipulator
- Allows equipping "Life Force Manipulator" to a free Banked Talent slot.

Zanetto Porta's Ritual (completed O₁1₃ @P5.2):
- Connectivity and Interests slot item gained: Zanetto's Decennial Gathering: +1 Banked Talent
- Added agreement: You may browse the markets for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.
- Puts into the Action Balance "O₁1₃ @P5.2: +1 from Zanetto Porta's paying job".

Battle for Rin's Cubicles (completed O₁1₃ @P5.2):
- Banked Talent or Connectivity and Interests slot item gained: Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines.
- Puts into the Action Balance "O₁1₃ @P5.2: +1 from Rin Tessa's paying job".
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

Zanetto Porta
Involvement Level 1:
Halves the Actions Available lost from braiding collectives (final Actions Available are rounded down)

Mācēhual
Involvement Level 1:
+1 free uplift action per turn, +1 or -1 to rolls as desired.

Some bloody child
Involvement Level 1:
All they do is bite your ankles and occasionally steal your stuff.

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
You may browse the markets for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.


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

Available but Unused
Connectivity and Interests Slot Item: "Uplift Project Loops": +1 to Connectivity and Interests
 
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Wow that went really well, I wasn't expecting the Uplift to go by so quickly. I really like the part with the successor and enemy polities, that was really fun.

I'm starting to see the incentive with revisiting our Battle in the Morning, but I would like to invest more in our capabilities first.

I think it might be best to say no to being the Ruler for now, but I'm open to arguments if anyone prefers otherwise.

As for the rest, keep what worked and reroll the bad results. At least just to see if anything better happens.

[X]Plan Reroll
-[X][Ruler] No
-[X][Shift-Random] Accept
--[X][Crystal Theatre] Equip the Crystal Theatre Channel Surfing Catalogue (+1 to Outcome Reach) to an empty Connectivity and Interests slot?
-[X][Economy2] Accept
-[X][Gov1] Reject.
--[X][Scrap] Don't scrap
-[X][Gov2] Accept
--[X][P&R] Add Police and Rescue to your satellites
-[X][Job1] Don't repeat
-[X][Job2] Repeat

Question: If we reject the random event, does it get rerolled or lost?
 
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Just so it's clear, starting over in the [Scrap] vote means removing all uplift progress, not just that one section.
You can vote for [Gov1] Reject without choosing [Scrap]Start over
 
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You can retry Gov1 without choosing scrap.

In fact, you need to accept Gov1 to choose scrap. Scrap removes progress from all of Law, Economics, everything.
 
[X]Plan Reroll

Seems like it might be good to spend further Fortification Actions, considering how high the roll bonii for (low/high) 2-notchers get?
At least up to DC 21 for now
 
i don't know what your personal background in socioeconomic theory is, but this last update has been immensely impressive!!!

the sheer degree of causal analysis on display immediately proves your dedication or education on the matter.

have you been crafting a thesis on this sort of thing for your entire life?
 
1.2: Chasing Improvement - Rehash New
[X]Plan Reroll
-[X][Ruler] No
-[X][Shift-Random] Accept
--[X][Crystal Theatre] Equip the Crystal Theatre Channel Surfing Catalogue (+1 to Outcome Reach) to an empty Connectivity and Interests slot?
-[X][Economy2] Accept
-[X][Gov1] Reject.
--[X][Scrap] Don't scrap
-[X][Gov2] Accept
--[X][P&R] Add Police and Rescue to your satellites
-[X][Job1] Don't repeat
-[X][Job2] Repeat

Between the Actions you've already invested and the progress you would make in an alternate future, the uplift project would have been almost near completion. All you need to do now is to take those future results and gift them to the present government, though it does pay to be choosy. Claiming future progress you've yet to make puts you in Action Debt to your future self (i.e. you've yet to do it), so it's best to leave undone anything you don't need. As it so happens, in your alternate future you only contributed a single Action to the uplift project anyway, with the government and Mācēhual being the majority contributors. This coincidentally lines up with the exact amount of progress you want to claim, so with only a little added effort you find and merge a timeline where the entirety of the desired results were made by the government and Mācēhual while you contributed nothing, thus cancelling all your Action Debt. Thankfully Mācēhual won't be doing the same, which raises the question: if you had tried to rely on him to have done the work and he wanted to rely on you in return, then would anybody have done the work? You suspect that the work would have been put into holding until someone actually went and did it.

You've also decided against the idea of taking on any more political power as a collective for now. Some Decius's in your collective think it is not worth the trouble, others simply dislike the idea. Whatever the case, those of you who already had government positions will retain them, and a very small fraction of your number will take seats on ruling councils where it seems necessary, but the majority will continue in your current role as expert advisors.

Murky waters

Serentia has no health-related services, as theoretically every health-related concern can be solved by either undoing the injury or travelling to an advanced-enough hospital of which there are many accessible from Serentia's slipbraids. Nor do they have police, since Serentia isn't the kind of society that would benefit from them. However, Serentia does have a rescue service called the Perpetuations Office, an institution that deals with bringing back time travellers who have died, been erased or enlocalised.

When Miriam first led you to set up an account with them, you were under the impression that the Office had its own full staff of specialist officers with specialist equipment and training. This turns out to not be the case. Instead, whenever a time traveller goes missing the Perpetuations Office mostly notifies other Serentians and asks for volunteers to investigate on their behalf. Your alternate future self accepted one such request to find a time traveller named Phil, and to possibly bring them back.

You didn't find Phil, but you did find a child, who for some unknown reason has begun stalking you. You're going back to see if you can't get rid of them, or at least make them stop bothering you so much.

___

The Perpetuations Office gave you a scroll to use as a tether to Phil's timeline, but you have no need for it now. This is somewhere you know your future self visited, and with a little help from your core loops you have no problem finding your way to the town where you would originally find your stalker.

Immediately upon your arrival you sense something different. Whereas the future you found a quaint little town of the modern era, all dancehalls, carousels and glittering boutiques, you arrive now to find that town thoroughly destroyed.

But not uninhabited. The residents of the town react with varying levels of hostility and wariness as your doubles appear in the evening snow. In front of the inn, in the deeply furrowed town square, and on the street in front of a row of collapsed, burning storefronts, you ignore the various improvised weapons raised in your direction, and push aside the less improvised and more lethal ones with your telekinesis.

"Was she here?" you ask them. You would be less curt usually, but you get the feeling nobody is in the mood for talk. "The child. Did she do this?"

A man standing in front of the burning shops holding up a briefcase like a shield drops it back to his side. "That beast is no child," he snarls at you, crossing the street to put some distance between you.

A woman sitting in front of a house that is now no more than sticks strewn across a yard stands to address you. "She comes in the morning, at the start of every loop," she says, brushing snow off her blue cardigan. "I would invite you inside to wait for the next loop to begin, but..." she trails off, briefly glancing towards what used to be her home.

A paramedic with an empty gurney begins to say something, but is interrupted by a low rumbling as the piles of rubble around you begin to shake and shift.

"That's the sound of her approaching," she replies as the rumble quickly crescendos into a roar. She abandons the gurney and runs, just in time, as the street underneath you begins to flow around your legs like a stream made of bitumen tar, sinking you slowly into the now-liquid road. From the direction the street is flowing, fire hydrants begin to explode, caught up in an approaching avalanche of snow, trees, and bits of buildings.

"So jaw strength and superagility and landslide control," you say to yourself as your duplicates teleport in around you, hidden from view by your holovest. "This is starting to feel like a thematic power set. Any other superpowers to add to that list?"

At the last moment before it hits, the approaching wave suddenly surges forward. Unnaturally, like a sped up recording.

"Oh yes. Of course. Time travel."

You teleport behind the incoming avalanche just as the leading edge explodes, bitumen and rocks flying through the space where you were standing. From within the airborne detritus, surrounded by the boulder-sized shrapnel she created, a child in a dark rain poncho several sizes too big for her twists around in mid-air to face you, fingers digging into concrete chunks half again her weight and throwing them behind her in a bid to change trajectory. Her mouth is wide open, displaying rows of unusually sharp teeth, screaming at the top of her lungs.

"FREEDOOOOMMMM!"

___


"Has anybody been able to find out what her deal is?" you ask one evening in Shi YenFang's beach workshop. You and some other members of your collective are here to collect the mech pilot's latest improvements to the personal power armour she made you, which this time she promises will definitely save your ankles from being bitten off again.

The answer is no, but you can see the suspicion in the glances being passed around. Normally by now your future self would have contributed all the information they had collected, but this time the information loops have been suspiciously silent. Seeing how you aren't normally reserved about giving hints based on future knowledge, or even outright vetoing plans if it turns out they don't work, the silence can mean only one of two things. First, the information isn't there because your future doesn't exist, which you find highly unlikely unless the child is caught up in some serious, rival-polity-to-Serentia-scale trouble. Or the second, more likely reason, you're not being given any answers because this is going to be the timeline where you find them, and the future you is holding back from saying anything to preserve that information's ontological source.

Not that anybody has any answers to give, it seems. Everybody has the basic details: she's quick beyond just time travel, she's theoretically small enough to catch with your telekinesis but either she's strong enough to escape or she has a counterpower. Also, she always goes straight for your ankle when you least expect it. Specifically, your left ankle.

"I don't have answers, but I do have more questions," says one of your alternates in a garish red costume. "The chief being, what kind of time machine is she using? Is it a Serentian machine?"

"Perhaps," says another wearing his holovest, which is currently projecting the default tuxedo. "But unlikely. The Serentian time machines are secured to our use only, so unless she managed to convince one of us to duplicate a machine and unlock it for her, I don't think she could be using one. The supertech researchers of my timeline haven't been able to unlock mine, and I don't think this child is a supertech."

"She doesn't need to be a tinker," an alternate wearing casual gym clothes points out. "She could just have a bypass power. Or she could be magical or system-based. Or what was that other one we were told about? A beneficiary?" She shakes her head. "I don't think she is using a Serentian machine either, but either way, she could easily have taken Phil's and found some other method of unlocking it."

There's another round of silent glances as everybody mentally checks if their future selves were going to confirm or deny any of this speculation. You request a mental update, but nothing you receive back is about the child.

"New question then," you say. "Has anybody spoken to her at length? If we can get a hold of what language she's speaking, we could use the timeline catalogues to find where she's from or ask some other Serentians if they've heard it before. But the most she's ever said me is one or two shouted words. All I know is it's definitely not Phil's native language."

There were one or two brief chuckles, but nobody had anything to add. It didn't seem like anyone had heard much out of the child but screaming and rude gestures.

The sound of diagnostics cables being ejected from the armour interrupts your pondering as Shi YenFang powers up the armour and teleports it over. "Here you go," she says, "I've replaced all the leg plating with energised scrith, and laced the exterior smartweave with myomer for mobility and traction. Normally I'd advise against myomer - if she bites through it, it will seriously mess up her face when it snaps - but if the activated dilithium plates weren't already shredding her mouth then I doubt myomer will do much damage to her either. Scrith isn't invulnerable by any means, but this is as much protection as I can give you without resorting to portals and degenerate matter. Portals you can provide yourself. I don't recommend the degenerate matter. The modifications make it a lot less resistant to antimatter, but you did say you didn't need it, and of course you can always revert the changes with your time machine."

You spend a few moments with your alternates trying on the powered armour, the one wearing his holovest cycling through several costumes to see which disguise hid the armour most convincingly.

"The rest of the armour is geared more towards also repairing and protecting the legs rather than protecting rest the body as it should. Are you sure they won't switch targets to something else, like say, an arm?"

"I'm confident they won't," you reply. "They never target anything else; only ever the left ankle."

YenFang looks down to your ankle, currently covered by the boot of your costume. "Hmm," she says, brows furrowing. She brings out a cylindrical device, pointing it at your foot. "Mind if I give it a scan?"

"Sure, go ahead."

The results are instant, and a holographic image of your foot appears above the device, alongside a listing of what looks like your entire medical history and recent nutritional intake in the closest timelines.

"Hmm," she says again, studying the image. "Nothing looks out of place. It says here that your stem cell reserves are a little thin, and there are some other signs of aging. That suggests you've been using your time machine a lot without keeping your body young, or maybe your talent bank is just aging up as it gains skills. Lots of nanites, but those are all from your time machine. Unless..."

She flicks the image of your foot to one side, and an image of your other foot appears in its place.

"No. I still can't see any difference. Actually no, I mean to say there are a lot of differences but it's all within deviation. Maybe if I...," she flicks back and forth between the images. "I could get rid of some of this random noise with a larger sample size. Do you all mind if I scan everyone here? You're all alternates, not duplicates right? This won't work if you're duplicates."

She takes a moment to scan everybody in the room, sticking her head out of a portal to the beach to ask for more volunteers when she finds that she needs an even larger sample size. When she has exhausted the number of volunteers, she summons a portal to her own core loops to interface with her computers there.

"When you heal your foot after it's been bitten off," she says, still studying the image, "are you reloading an entire body or are you only reverting changes to that one foot? Because I've found a difference here. A part of your left foot is always slightly more action-dense than your right foot."

You and your alternates crowd around the holographic image. It takes several updates from your talent banks before you find the knowledge to interpret the mix of time travel physics and medical data. "I tend to reload my entire body if I want to heal my foot," you say to mumbled agreement from your alternates. "So this means, what, that I've been accidentally time travelling one solitary foot a little more than the other one?"

"Maybe, but under the circumstances it's more likely that either this one ankle area on your left foot has been especially unlucky... which to be fair it has been, but what I mean is a quantum sort of unluckiness that... which to be fair since you're a time traveller it actually is a quantum sort of... nevermind. I mean to say that either it's nothing or more likely she's been tracking you through time and the tracker is on your left ankle."

As one, your gathering of several dozen Decius's look down at your ankles.

"Well can you get rid of it?" you ask.

"That's the thing. Even if I know it's there I can't see anything that suggests what the tracker is actually made of. It could be a few of the nanites belong to the child, or it could be something more exotic. I'd start by flushing out all of your own nanites and see if any remain behind, but if that doesn't work then I'd suggest we bring in an expert."

___

Sunlight pierces the clouds to illuminate the flower garden hosting the current form of Serentia's foremost expert on surveillance detection just as you step forward to greet it.

"We are delighted," whispers the voice issuing from B9LI's current body, the low voice brought clearly to you by the wind. "A visitor is so rare. Your presence in our world. We accept. Be welcome here. Stay and propagate. Partake in hospitality in the Serentian fashion."

You do your respectful best to look in the general vicinity of, but not directly at, the sentient cognitohazard, ignoring the pings you're receiving from Rin's custom system that you have pamphlets in your system inbox. "Thank you, B9LI, but I'm here to ask a favour and then I have other commitments to attend. I suspect a tracking device has been placed somewhere on my ankle, and I've been recommended your services?"

There is a satisfied stirring within the being's body and in the flower field surrounding it. "Ahhhhhhhhhh," it sighs. "We accept. How may we spread favour to you?"

You try to ignore the flowers, which are now turning towards you, a thousand beady insect eyes staring at you from within their petals. Also the grass and trees, which are also turning towards you, and the clouds, which aren't parting so much as they are grinning, cotton lips widening to trickle out sunlight. Unfortunately that doesn't leave much to look at but B9LI itself. You stare at what is probably its hairline and hope that doesn't put you in any danger of mental possession.

"If you could simply remove the tracker then I would appreciate that a lot," you say to its possible hairline.

"Your appreciation is shared. Very well. Take our favour." A long finger extrudes from B9LI's body in the direction of your ankle. When it has almost grown the full length between the two of you and you are about to flinch from its touch, the finger begins bending back at an unnatural angle and continues bending, curling backwards into a spiral until it disappears once again into the mass that is B9LI's being. From the inside of your left ankle there is a sensation not unlike the plucking of a hair, and with a snap of displaced air a wacky waving deflated tube man flops into existence in between the two of you.

"Hidden by magic, now ours to ingest and incorporate. You depart, but we will meet again. May our favour grow warm within you, germinate and bear fruit. Don't forget to read our pamphlets."

___

Tamara is still in the castle when you return to it, as are Zanetto and B9LI, who you had not been hoping to meet again. You show Tamara a picture of the tube man that B9 extracted from your ankle, as well as a recording of the child.

"The tube totem is mine," Tamara admits. "I spread them around to keep track of everyone during our guard mission. Though I thought I recalled all of them when the job was finished. Guess I missed one."

Zanetto mumbles something that must have been a spell, and another wacky inflatable tube man sprouts from his long grey beard.

Tamara coughs into her hand. "I must have missed more than one."

You know this has to be a lie. There's no way it could have spread to all your alternates and into your talent bank without the use of active time travel, but you don't call her out on it. She's Zanetto's guest and his problem. The wizard will deal with her if need be.

Zanetto mutters another spell in B9LI's direction and a small forest of tube men sprout from B9LI's back like wacky inflatable quills from a horribly malformed porcupine.

"...I didn't plant those," Tamara says, edging back slightly from the... being. "But yes, the tube men are mine and not the child's. This child of yours probably sensed them somehow, which means she must be a magical girl from my neck of the woods. Her language sounds very familiar too."

Zanetto harumphs into his beard. "Is this the very same one you've been searching for, perhaps?" he hazards. "The one you came to Serentia to find?"

Tamara gives him the side-eye, clearly unhappy about him sharing this information. "No, this is likely someone else."

"I can't say I'm happy about being spied on," you tell the so-called magical girl. "But now at least I know where she's from and why she's been biting me. Can you tell me anything else? Anything that would allow me to convince her to stop following me around and stealing my stuff?"

"Well," she says. "If you give me your word to keep this a secret, there is this one trick you can try."

___

The child changes direction in mid-air shockingly fast. Her mouth is wide open, displaying rows of unusually sharp teeth, screaming at the top of her lungs in the language you now understood.

"FREEDOOOOMMMM!"

As the child flies directly at your visible form's left ankle, you have the luxury of an instant to observe her without yourself being in any actual danger and needing to prepare a response. Tamara gave you a list of physical signs that her type of magical girl would show; fingernail mark, jewellery set with a prominent gem, elaborate clothing that's either thematic with a dominant colour scheme or overly frilly if she's transformed. You can't see any jewellery on her courtesy of her oversized rain poncho, nor any signs of transformation.

But peeking out from the sleeves of her poncho the fingernail mark is clearly visible on the middle finger of her left hand.

Your token attempts to stop her with telekinetic force fails as expected. You can feel all your attempts being deflected by an unknown power, and the child plows undeterred directly into what appears to be your costumed left ankle. You see her moment of confusion as she bites down not on a thin layer of clothing, but instead through the myomer exterior of your holovest-disguised powered armour, through the scrith plating, and into the tubing of a borrowed wacky waving inflatable tube man where your ankle would have been if you hadn't been using the armour as bait.

Stealth (Banked Talent) [1d20+3+2=23] vs Trap Detection (Predatory Instinct)[1d20+5=18]

As the child's momentum drives the immense mass of the armour to the ground, the top half of the armour activates, opening hidden ports to deploy spare plates to the ankle puncture to repair the damage. The opening repair ports trigger the other tube men hidden within them to activate, and they spring out the sides of your armour to wrap their wavy arms around the girl just as she begins to stand.

Subdue (Guard Magic) [1d20+?=16] vs Destroy trap (Jaw Strength)[1d20+5+2=17]

At Zanetto's Gathering you saw both sides of a skirmish be instantly subdued by Tamara's powers. Here the child only falters slightly as the tube men's inflatable arms begin to cover her. From within her rain poncho there is a brief flash of orange light and she visibly recovers, diving directly down into the earth and leaving the tube men behind on the surface to scrabble uselessly at the ground where she disappeared. Soil and concrete explodes upwards as she re-emerges from the side, breaching the surface with jaws wide, tearing through the unsuspecting tube men and the bulk of the powered armour with her teeth.

The flash of orange confirms it; the child is a magical girl of the same kind as Tamara. The gem that is the source of her magical powers and the seat of her consciousness is on the child's person right now, likely the source of the orange flash. Tamara suggested you take it away from her, but you won't be doing that. For one thing, your telekinesis isn't working on her, and for another you have no desire to get any closer and try to search the child within biting range.

Besides, you have another trick up your sleeve. You're a life force manipulator, and you have no moral qualms about stripping away life force from a person who won't die from it.

As the child begins throwing parts of the destroyed powered armour into the sides of buildings and sniffing around for your scent, you take hold of three of her five life force flows, her cognizance, her animation and her aura, and disperse all three into the evening air.

Slowly, as if her strings were suddenly cut, she drops forward into the mud and debris covered snow

Outcome Reach [1d20+3=19] vs Escape (Paranoia)[1d20+4=13]

Your time machine draws you into slice and informs you of the imminent activation of the child's time machine, possibly a pre-programmed contingency. That or her gem is still able to give commands to the machine despite you dispersing her aura. Rather than order your time machine to follow her, you activate a rollback trap, drawing her into a microsecond loop.

Your time machine outmanoeuvres hers. Barely does the child's time machine begin to revert changes when the loop resets, restoring her lifeless state. Then, still stuck on that single command, the child's time machine activates again and the cycle repeats. Physically she remains almost frozen in place, only vibrating ever so slightly, leaning forwards with knees buckling, the seconds stretching into minutes as she endlessly repeats this microsecond slice of dropping forwards towards the ground.

___

You, your duplicates and your alternates all de-cloak. Some of you secure the perimeter. Others teleport off to see if they can calm down and offer help to any to the fleeing residents, or to gather information that might lead you to Phil's whereabouts. One of you cautiously approaches the child.

With careful manipulation of the rollback trap, you excise the child's time machine activation from the time loop, allowing you to release her from it. Already, her aura and animating life forces are returning, her youthful vitality and warmth circulating into and restoring the missing life flows. You have to actively suppress her recovery as you search her for her gem, dispersing more of her life force. If you were doing this to a normal person they would likely suffer lasting neural damage.

The gem is easy to find. She's wearing it on her finger as a ring. You take it from her and consider searching her for any other clues. Then you notice another ring threaded by a necklace around her neck. You pull out another ring from an inside pocket. And then another, and another, and several more. The child, it seems, has duplicated her gem.

From your vest pocket you take out the metal box that Tamara gave you for storing magical girl gems, a simple container with a slot for a small piece of jewellery and lined with magic cubes which, you are told, are needed to stop gems from degrading when they're pulled away from a magical girl's body. You're going to need more than one.

___

Tamara has an office located on a barren world slightly less than 100 lightyears from earth. It is a moon of a gas giant, and though the stellar system does have a habitable planet with a human colony present, there is no contact between the two other than the occasional military drone. Two smaller moons, rocky and misshapen, orbit the gas giant in sync with Tamara's at the L4 and L5 Lagrange points, and on these two moons she has set up a prison, with the L4 moon set up to store the bodies of magical girl prisoners and the L5 moon to store their gems.

"This is," you say as you bring out the stack of gem boxes, "the most pointlessly inaccessible prison ever devised in all the histories of mankind. What is the use of separating the gem from the body by 2.4 million kilometres when a distance of 100 metres works equivalently well? How on earth do you visit a prisoner when they are all the way out here and you need to bring the two halves of them through millions of kilometres of vacuum to a central location even before they can begin? And by your own admission both the gems and the bodies still need to be cared for, so basic supplies runs need to take a 5 million kilometre round trip. Not to mention the tight spaces, the cosmic radiation and the other hazards of space."

Tamara smirks in return. "Have opinions on prison design, do you?" she asks.

"I've occasionally been called to quell a prison riot here and there," you grouse. "Enough times to find that that certain riots would never have happened if they had only diverted some of the funds used to make the prison maximally secure into making it more than minimally sensible. Even the harshest member of my collective would have problems with the inconvenience of this setup."

"Well it's true that we have better prisons for normal use," she says, watching as you lift another bag to the table and begin taking out another stack of boxes. "even for the worst of the rogue magical girls there's no need for something like this. This one was built as a contingency with one specific use in mind. But now it's obsolete." She frowns as you bring out a third bag. "How many of these are there? It's not an entire collective's worth, is it?"

"This is the last of them."

"Oh good," she says, lifting one of the boxes. She winces at something she sees on the side of the box. "Parvati, we need to transfer these gems to proper storage, with a fresh batch of cubes for each one."

"We don't have the requisite number of cubes spare," says a voice from a speaker by her desk. "I'll need you to duplicate some."

"Right," Tamara says. "Could you send me a pack drone full of cubes then. I'll duplicate the drone."

"They're under your desk," says the voice.

"Oh yes, there they are. Thank you. Parvati's the station AI by the way. Parvati this is Decius from Serentia," says Tamara. She bends to rummage under her desk, bringing out what looks like a floor-cleaning robot. "When we built this place we were only just beginning to explore time loops and all the closest timelines. Not aimlessly; there was one person the higher ups called us to look for, and we thought finding her would be a relatively simple matter. It was, well, a goddess."

You watch as she transfers gems into new boxes one after another. For each box, she opens a small portal to the L5 moon station, inserting each into a waiting receptacle on the other side.

"All indications are that the goddess is benevolent, but there were those who felt it would be safer to have a contingency plan for a malevolent one. So we built a temporary holding facility that could theoretically hold any magical girl ever recorded, assuming they have a soul gem, and made it so that her cult would find it difficult to assault this place without a significant and visible accumulation of resources. Mind you, it could have been much more ridiculous. We could have gems and bodies held in entirely separate star systems, you know? But back then we were on a budget, and it was a temporary solution based on a supposition to boot. Does the goddess have a soul gem? Or a physical body? We don't know."

The last portal closes as she finishes transferring the final gem to its receptacle. "Now it's obsolete because of more recent breakthroughs in transhumanism and time travel technology, and some of the new girls are beginning to develop magic to match the tech, so it's all doubly useless," she says. "Still, I think this should be perfect for interrogating our wayward child. Bring out her body."

The portal opens into a rather ordinary, but comfortable-looking bedroom on the L4 moon. Tamara places the child in a wheeled tall-backed chair and pushes her into it, closing the portal promptly as the chair pass through it.

"L4 and L5 monitoring cameras," she says, and holographic projections of both sites appear on the desk. "Parvati, do we have standby on the awakening procedures?"

"L4-L5 point wormhole relay is ready," Parvati replies. "We can bridge the distance between them on your command. Do you want to leave it set to 50 metres span?"

"Yes, 50 metres should be fine. Alright, wake her up."

On the hologram the child's eyes shoot open. An instant after that, the room has a new hole in the floor, its contents have been ejected through that hole into space, and the hologram is tracking the child's trajectory away from the moon, her body once again still and unmoving.

"This might take a while," Tamara says as she directs the recovery drones to collect the body and all the pieces. "Why don't you leave this to me and come back later? I'll let you know if she gives up anything important."

___

One of your alternates reports that in his timeline the child was remarkably calm, and it only took three tries for Parvati to start a conversation instead of the dozens to hundreds of tries it was taking everybody else. You and as many of you as can fit all crowd into their timeline's moon office to hear the child speak. The walls and floor of the child's room have been replaced with clear windows looking directly out into space.

"I've never been to space before," says the child, who had identified herself as Olivia. She is standing at one of the walls, her head turning to track the gas giant as it rotates into and out of view, watching lightning playing lazily through the cloud bands, watching the shadows cast by other, larger moons tracking slowly across the surface. "I always wanted to see Saturn up close. I tried stowing away on so many ships and drones and rockets, but they always caught me."

"This is so calming," she sighs. "It looks like how my head feels. I want to paint it. But," her face hardens. "I don't want to stay here. And I want my soul gem and my time machine back."

Tamara leaves Parvati to continue negotiations with Olivia while she briefs you on the findings.

"These are early results, but Parvati thinks she has a good read on Olivia's profile," she says, gesturing at the holographic image of Olivia's probable worldbraid being projected above your collective heads. "She probably contracted... sorry, I mean she became a magical girl fairly young, some time before space travel really took off in our timeline. She's most comfortable with urban culture from that era, and her developmental indicators shows signs of being from a working class family typical of that time. We're guessing that she's never changed her appearance since; it would help to explain some of her current mental issues."

"Her time machine isn't anything from our timeline, so she's not ours. But judging from its material composition it was made around 130 years ago history-wise. Worldline-wise, it's about maybe a few months old at most. Since it doesn't have a projection function and it jumps together with the user, we can be fairly certain she's only just begun using it. She's also quite solitary, and a kleptomaniac, so if she had access to someone else's time machine she would likely have stolen it by now. Put together, that means her actual age is around 400 years old. An uncommon age for magical girls in my timeline, but not anything too special either."

"The really interesting thing, at least to us, is the multiple soul gems," Tamara says. "She's been sending them as a substitute for projection. So instead of sending her mind back or forward in time, she's just sending the vessel that contains it. Everything I know about gems says it should be a bad idea, but even though her mental health might not be the greatest right now, she's still doing exceedingly well for someone with likely zero training."

You all nod. Being able to withstand having your mind split and merged and shared with an unfathomable number of others was one of the requirements of being a 2-notcher. Being unable to handle it was part of the reason why most time travellers stayed 1-notch. This woman, Olivia, had been able to keep up with your travels during her ankle-biting spree, so all of this was consistent with what you had seen of her previously. Having a piece of jewellery as a physical representation of the number of minds being merged at any given moment probably helped, psychologically. "The number of ankle biting instances in our timebraids have drastically lowered on our end," you say to nods again all around. "So it seems that removing your tracker from my ankle was all that was needed. But we still need to find Phil."

Tamara gives you a puzzled look. "Who's Phil?"

Right, you hadn't told her about your job. "A time traveller I was looking for in the timeline where I found Olivia. I was hoping she might have had something to do with his disappearance."

"Parvati, did you get that?" Tamara asks, looking up at the ceiling.

"I'll bring it up when the time seems right," the station AI replies.

___

You find out first from another timeline where the interrogation has gone arguably less well.

"I'LL KILL YOU!!" screams the small figure struggling in zero G within a web of wavy tube man limbs between being bouts of being put unconscious every time it looks like she's about to break free. "I'LL KILL YOU AND EAT YOUR HEAD AND SCATTER YOUR ORGANS ACROSS A HUNDRED MILES OF MUD AND SCREE, YOU HEAR ME? I'LL SWALLOW YOU WHOLE LIKE I SWALLOWED THAT RODENT! WHO THE HELL ARE YOU PEOPLE!!!"

You frown. There's no way being eaten would stop a 2-notch time traveller. But then again, it suddenly occurs to you, nobody ever said that Phil was fully 2-notch. In fact, it was highly unlikely given what Phil was.

___

An alternate, more sheepish and guilty-looking Olivia agrees to undergo what amounts to time surgery to bring Phil back.

"I didn't mean to," she says in a small voice, just before she is put under. "He was funny. And so, so cute. But then he trapped me in that time loop, and my temper made me do it. Can you really bring him back?"

You have to manually rewind her worldline a whole month through a lot of unpleasantness, working in a bubble of your own time throughout before she finally un-eats a rodent equipped with a Serentian time machine.

You bring the rodent into the bubble. The rodent looks at you, its dour expression giving no outward sign of intelligence.

"Phil, I presume?"

It nods and you sigh.

You hope someone in Serentia appreciates your dedication to the completion of this job, because right now you're wondering whether all of this has been worth the effort.

___
 
Last edited:
1.3: Plan New
Phil returns to his timeline, ending the time loop there. He thanks you for your help and tells you he'll be occupied with repaying the Perpetuations Office for some time.



squeaksqueaksqueaksqueaksqueaksqueaksqueak (Six more weeks of winter.)
squeaksqueaksqueaksqueaksqueak (Early spring.)



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

Phil the Seer of Winter Shadows squeak squeaksqueaksqueaksqueak

squeaksqueaksqueak squeaksqueaksqueaksqueaksqueak (This year, early spring.)

[Phil does not give any involvement bonuses.]

It'll be an early spring this season, the rodent says.
At least you got paid for all of this, you tell yourself again.

[1 Action added to your Action Balance]
[You may return to ask Phil his 100% accurate predictions on the ending of winter and the coming of spring]
[Phil is a talented entertainer and you may employ him for free if you ever need a crowd entertained.]



The time traveller's Chronorepublic of Serentia appreciates you limiting the damage caused by this annoyance.
Nunca nos tomarían en serio si la gente supiera que tenemos problemas con un mordedor de tobillos.



Olivia Gomez, Magical Girl of Land Shark Disasters

"What do you mean Phil doesn't want to see me? How dare you? How dare he!"

[Involvement level 1: No bonuses. -1 Actions per turn.]
[Olivia will become involved if you ever use specific equipment or powers from her home timelines.]

Tamara and Parvati have reached some kind of deal with Olivia. You're not privy to the details, but they must have put in a good word for you. Not only has the ankle-biting all but stopped in the timelines where Olivia is still free and running around, she actually came up and apologised to you more than once. She's still snooping around your timelines and stealing things from you, but not in the same intentionally problem-causing manner as she previously was. One time you caught her doing so and gave her permission to take what she needed whenever she wanted. She seemed sad and upset to hear you say so, and you stopped seeing her around for a little while.

Unfortunately she spent that time happily taking up residence in your home timelines, the same ones you're uplifting the government on. Hopefully she'll behave herself or the governments will be calling on you to deal with the new time travelling villain. Evicting her would take a concentrated effort.



Food chain

Now that one instance of Phil is free to once again engage in time travel, he can bring back the other instances of himself that remain eaten, if he so wishes. At least, that's generally what you would expect of a fellow 2-notch time traveller with ethics and morals aligned with your own. Phil is not 2-notch so their ability is more limited, and they are not human to boot. You have no idea what they want.

If you wanted you could help them merge timelines until only those where he is uneaten remains, but for now you'd like to put this behind you. Maybe Phil will put in a job request at another time. You'll reconsider then.

___

Time Police

While you're not officially in their command structure, the Police and Rescue teams of the various governments appreciate the wider access to time travel you're giving them, and have added cross-time patrol and rescue to their mission statements. They're not very talented time travellers, but once you get them where they are needed they make up for it with professionalism and the skills of their specialists.

[Police and Rescue Teams added to your satellites. Their starting stats are: Agency Talent: 2. Outcome Reach: 0.]

---
Lobby to the time labyrinth

There have been no further signs of incursion from unaffiliated Decius's. Absent any new information, we don't know if the unaffiliated Decius was acting on their own, or a scout for an enemy collective.

The alert has been called off for now and standard core loops security measures have resumed.

___

Many worlds

[1 Core loops random event roll]
[1d20] = [20]

Your talent bank has made a breakthrough on combining the life experiences of microkinetic Decius and life force manipulator Decius. The new, closely intertwined, more efficient life path has opened up the possibility of applying microkinetic principles to life force manipulation or vice versa.

[Life Force Manipulation becomes a Core Trait instead of a Banked Talent slot item, making your Life Force Manipulation skill immune to possible erasure, freeing up a Banked Talent slot, and freeing up that action in the action balance.]

[] [Core Skill] You may choose to develop your life force manipulation powers using microkinetic principles or vice versa. This option will remain available in later turns if nothing is chosen. The chosen skill will become a core trait.
The skill developed must be limited in scope rather than general powers. Example skills include:
- Atomic Breath (infusing an aspect of life with microkinetic-related effects),
- Microkinetic Energy to Life Energy Conversion (gain stat boosts from standing in sunlight or near nuclear processes),
- Group telepathy (combine direct observation of neurons firing in other people's heads with the ability to interpret that by circulating cognizant life force between multiple people), or
- Write in something.

___

[1 Population random event roll]
[1d20] = [15]

A Decius using a time loop to keep their refrigerated foods from expiring returned to their apartment to find a raging inferno where their city block used to be. Said inferno resisted attempts to undo by time travel, drawing energy from the original time loop to sustain itself, retroactively propagating beyond the beginning of its existence.

It took the assistance of a local super team containing a cold-wielding ally to put the fire out. Police and rescue were instrumental in making sure everybody got out safely, and you were able to restore the city block to its unburnt state with no lasting effects.

Later investigation showed bad time loop implementation was to blame, with the time loop accumulating more and more energy without a way to expel it. Even as the refrigerator burst into flame, it was able to continue using the original time loop as an energy supply.

The more academically-inclined members of our collective theorise that this interaction between time loops and energy might not be limited to electric appliances, but could, combined with the butterfly effect, lead to time travelling storms on any planet where a stable time loop exists.

In any case, based on our findings we've assembled a safety guide for domestic time loop use and incorporated the knowledge into our talent bank.

[Time travelling lifeform discovered: Loop-storms]

___

Plan Voting:

Actions Available: 2
Active Event Slots: 4

- Government Uplift Project
- Open Event slot
- Open Event slot
- Open Event slot
Family gens Decia Active Event Slots: 2
- Open slot
- Open slot

You have 3 actions in your Action Balance to freely use if you wish.
- O₁1₃ @P5.1: +1 from finding alternate superpowers
- O₁1₄ @P6: +1 from completing Mācēhual's paying job.
- O₁1₄ @P6.1: +1 from completing the perpetuation office's paying job.
You have 16 other actions in your Action Balance which will put an event into Holding when used.

Holding Event slots: 3
- Open event slot
- Open event slot
- Open event slot
Family gens Decia Holding Event Slots: 1
- Open event slot

Holding events are previously resolved events which have been retconned away, but for which you are still receiving bonuses. This typically happens after assigning an action tied to a resolved event from your action balance, allowing you to borrow Actions from your past without fully retconning them away.
For example, using the Action from "O₁1₂ @P4.1: +1 to buy Spy-spec holovest" to do something else in the current plan will put the resolved event "Buy a cloaking device (completed O₁1₂ @P4.1)" into a holding event slot. Assigning an action to it again in a later plan will put it back into the Resolved Actions list.

You haven't received any equippable rewards this turn, but you can remove any number of slot items or allies.
[] [Equip] Olivia's level 1 involvement is available, if you really want less actions.
[] [Unequip] Write in anything you wish to unequip.

Government Uplift Project
There's a lot of work to do before your alternates' various governments can be considered viable time travelling governments. Successfully uplifting them would afford you a stable port of call outside of Serentia with its own independent time machine source and travelling infrastructure. Failure would create a desolated timeline.
This project requires your constant attention. 1 Action will automatically be used on this event every turn and it will occupy 1 Active Event slot until it is finished. But you may assign more actions to complete it in a shorter span.
Mācēhual gives an additional 1 Free Action to use on Uplift every turn.

[Uplift: Time Machine Capabilities Study 1/1]
[Uplift: Chronomorality and Law 3/3]
[Uplift: Chronal Industry and Economy 2/2]
[Uplift: Chronal Governance and Enforcement 1/3]
[Uplift: Chronal Defense and Intelligence: (Unavailable)]
[Uplift: Preventing Chronal Shock and Cultural Stasis (2/2)]
[Uplift: Interchronal politics (2/3)]

[] [Uplift] Assign extra actions to the Uplift Project (It's recommended that you assign some actions to this project to finish it quickly, preventing random events from interfering with it).
[] [Uplift] Don't assign any extra actions.

8 more Serentians want your help with various jobs, 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.

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 actions do not cost actions, but do need an active event slot.
[] [Visit] Inform your past of your future and give some advice.
[] [Visit] Continue to observe Rin Tessa's situation and her efforts at rebuilding her core loops
[] [Visit] Keep track of Olivia, make sure she stays out of trouble.
[] [Visit] Observe Phil's efforts to pull his alternates back from being eaten.
[] [Visit] Track down a specific known Serentian and gain some more information on their home timelines
[] [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. Each action requires a separate active event slot.
[] [Explore] Explore the slipbraids and see what timelines are connected.
[] [Explore] Attempt to buy or acquire something.
[] [Explore] Undergo skill training with your historyline's greatest people of note.
[] [Explore] Explore Serentia to discover more Serentians.
[] [Explore] Trace Olivia's time machine back to their timeline. Depending on what you find, you may find an ally, an enemy or a new uplift target. Unfortunately, Olivia is sure to get involved.
[] [Explore] Write in.

Core skill: Find a combination of microkinetics and life force manipulation with utility.
[] [Core Skill] You may choose to develop your life force manipulation powers using microkinetic principles or vice versa. This option will remain available in later turns if nothing is chosen. The chosen skill will become a core trait. This does not require an action nor an active event slot.
The skill developed must be limited in scope rather than general powers. Example skills include:
- Atomic Breath (infusing an aspect of life with microkinetic-related effects),
- Microkinetic Energy to Life Energy Conversion (gain stat boosts from standing in sunlight or near nuclear processes),
- Group telepathy (combine direct observation of neurons firing in other people's heads with the ability to interpret that by circulating cognizant life force between multiple people), or
- Write in something.

Trade for an item from the markets at Zanetto's Gathering. You may only buy items by trading equipment for it. This does not require an action nor an active event slot.
[] [Market] Specify what you want to trade. If your equipment is not as good as the item you wish to acquire, the seller will not agree to the trade. Equipment you trade off will not be lost, but you can't trade using the same piece of equipment again.

Fortify your core loops.
Each action you spend will increase the difficulty of an enemy breaching your core loops by 1. The current difficulty against breaching your core loops is 18 (10 +Your highest societal stat +fortification score). Your fortification score is currently 4. Fortify actions do not require an active event slot.
[] [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.

Choose a number of actions to invest into the Battle for Rin's Cubicles
[] [BRC] Choose a number. (Not recommended at this time)

Save
Ensure you can time shift to O₁1₄2₁ from anywhere within its timeline using only a single action. Costs 1 action to set up the savepoint.
[] [Save] Yes
[] [Save] No

Load
You can reload from the savepoint at O₁1₄.
Loading costs 1 action.
[] [Load] Yes (Specific savepoint)
[] [Load] No

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: O₁1₂, O₁1₃, O₁1₄, O₁1₄2₁, O₁1₄2₂, O₁1₄2₃, O₁1₄2₄. This costs actions equal to the number of steps taken.

[] [Shift] 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)
[] [Shift] 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.)
[] [Shift] Hop to a future. Choose the number of steps. (This will help accelerate and finish your current events. You may miss some lore.)
[] [Shift] Pull from a future. Choose the number of steps. (This will overwrite your next character sheet with one from a possible future.)
[] [Shift] Some combination of the above.
[] [Shift] Other (Subject to author veto. Check before writing in).

___

**Plan template**

Actions Available: 2
Free Action Balance Actions: 3
Other Action Balance Actions: 16
Active Event slots available: 4
Satellite Event slots available: 2

(Delete any irrelevant lines from the plan template)

[x] Plan Name
-[x] [Equip] Choose rewards to equip and allies to braid
-[x] [Unequip] Choose rewards to unequip and allies to unbraid
-[x] [Uplift] Specify how many extra actions to use on your Government Uplift Project.
-[x] [Visit] Specify who or what to visit. Each one uses an event slot.
-[x] [Explore] Specify the exploration target. Each one uses an action and an event slot.
-[x] [Core Skill] Choose a skill to develop.
-[x] [Fortify] Specify how many actions to spend fortifying your core loops.
-[x] [Job] Specify how many jobs you will take. Each one uses an event slot
-[x] [Bank] Choose a number of actions to bank or to borrow at the Serentian Action Bank
-[x] [BRC] Choose a number of actions to invest into the Battle for Rin's Cubicles.
-[x] [Save] Make a savepoint. Uses 1 action.
-[x] [Load] Load from a savepoint. Uses 1 action.
-[x] [Shift] Choose a place on the timeline to time shift the entire collective.
-[x] Write in anything else.
-[x] Specify which actions were used from the Action Balance if any.

___
Character Sheet
Decius
O₁1₄2₁ @P7​
Family gens Decia
O₁1₄2₁ @P7​
Police and Rescue
O₁1₄2₁ @P7​
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.
- Life Force Manipulation: Keep things alive beyond the point of death, store or transfer or separate life flows, keep certain things dead.

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.

Satellite 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.
Economy Stats
Actions Available: 2
+6 from the lowest 2 societal stats
-1 from Very Different Lifestyles
-2 from 2 Braided Collectives
-1 from Government Uplift Project.

Active Event Capacity: 4
+4 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 4
Rerolls require either available Crew or Satellites to intervene for you.
+4 from Connectivity and Interests

Record of Actions/Action Balance:
O₁@P2: +0
O₁1₁ @P3: +0
O₁1₂ @P4.1: +1 to buy Spy-spec holovest.
O₁1₂ @P4.2: +1 to accept Shi YenFang's paying job.
O₁1₂ @P4.2: +3 from completing Shi YenFang's paying job (Used)
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 (Free)
O₁1₃ @P5.1: +2 from fortifying core loops
O₁1₃ @P5.2: +1 from Zanetto Porta's paying job (Used)
O₁1₃ @P5.2: +1 from Rin Tessa's paying job (Used)
O₁1₄ @P6.1: -5 using Shi YenFang's, Zanetto's and Rin Tessa's paying jobs
O₁1₄ @P6.1: +3 from Government Uplift Project
O₁1₄ @P6.1: +2 from fortifying core loops.
O₁1₄ @P6.1: +1 from exploration of timeline.
O₁1₄ @P6.1: +2 from accepting jobs.
O₁1₄ @P6.1: +1 from completing Mācēhual's paying job (Free).
O₁1₄ @P6.1: +1 from completing perpetuation office's paying job (Erased).
O₁1₄ @P6.2: -1 redoing the perpetuation office's paying job.
O₁1₄ @P6.2: +1 from completing the perpetuation office's paying job (Free).
Total: +19 Actions.

Action Debt:
O₁1₄ @P6.1: Pulled from O₁1₅ @P6.1 into holding: +1 Action Debt
O₁1₄ @P6.2: Resolved O₁1₅ @P6.1 pull debt: -1 Action Debt
Total: 0 Action Debt.
Population Stats
Connectably You: ~(10)!
Connectably you population is determined by the sum of all societal stats.

Supporting/Collaboratively You: ~(6+3)! = ~9!
Collaboratively you population is determined by the sum of your two lowest societal stats, plus your other support size modifier.

Crew of You: ~3!
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

Population Random Events per turn: 1
The number of population random events is equal to the Connectable population magnitude minus the Collaborative population magnitude.
Societal Stats
Banked Talent: 3
+1 from Travelsolving style - Foresight and Resourcefulness
+1 from Serentian Time Traveller
+1 from Zanetto's Decennial Gathering

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
- 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.

- Zanetto's Decennial Gathering: +1 to Banked Talent
- Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines
- Open slot
- Open slot

Core Loops Protection: +4. Total difficulty: 18.
O₁1₃ @P5.1: +2 from fortifying core loops
O₁1₄ @P6: +2 from fortifying core loops
Satellite Societal Stats
Family Gens Decia
Active Event slots: 2
For Serentians, satellite Active event slots are based on their Outcome Reach stat.
+1 from Outcome Reach
+1 from O₁1₅@P6 Visit event.
(See Events tab for slots)

Banked Talent: 1
+1 from Serentian Time Traveller

- Open slot

Outcome Reach: 1
+1 from Serentian Time Traveller

- Open slot

Connectivity and Interests: N/A

___

Police and Rescue
Active Event slots: 0
For Serentians, satellite Active event slots are based on their Outcome Reach stat.


Agency Talent: 2
+2 from Specialist skill level

- Open slot
- Open slot

Outcome Reach: 0

Connectivity and Interests: N/A

Satellite collectives look out for each other, sharing the Connectivity and Interests Stat and Slots with their main collective.
Events
Active Events: 4
For Serentians, active event slots are based on the Connectivity and Interests Stat.
+4 from Connectivity and Interests

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 3/3]
[Uplift: Chronal Industry and Economy 2/2]
[Uplift: Chronal Governance and Enforcement 1/3]
[Uplift: Chronal Defense and Intelligence: (Unavailable)]
[Uplift: Preventing Chronal Shock and Cultural Stasis (2/2)]
[Uplift: Interchronal politics (2/3)]

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

Family gens Decia Active Events: 2
For Serentians, satellite Active event slots are based on their Outcome Reach stat.
+1 from Outcome Reach
+1 from O₁1₅@P6 Visit event.

- Open event slot
- Open event slot

Brewing Events:

- Shredinger may return.

Newly Resolved Events:

Holding Events: 3
For Serentians, holding event slots are based on the Outcome Reach stat.

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

Family Holding Events: 1
For Serentians, satellite Holding event slots are based on their Outcome Reach stat.

- Open event slot

Faded Events:

None

Older Resolved Events:

Battle in the Morning (completed O₁)
- 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 O₁1₂ @P4.1)
- Adds a Spy-spec holovest to your equipment.

Shi YenFang's dawn war (completed O₁1₂ @P4.2)
- Adds a Powered Armour to your equipment.
- Adds +1 to any bonuses to high tech devices, or to skill checks involving a technological device.
- Puts into the Action Balance "O₁1₂ @P4.2: +3 from completing Shi YenFang's paying job".

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.

Second Origin (completed O₁1₃ @P5.2):
- You chose to make a second kind of Decius, a Life Force Manipulator
- Allows equipping "Life Force Manipulator" to a free Banked Talent slot.

Zanetto Porta's Ritual (completed O₁1₃ @P5.2):
- Connectivity and Interests slot item gained: Zanetto's Decennial Gathering: +1 Banked Talent
- Added agreement: You may browse the markets for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.
- Puts into the Action Balance "O₁1₃ @P5.2: +1 from Zanetto Porta's paying job".

Battle for Rin's Cubicles (completed O₁1₃ @P5.2):
- Banked Talent or Connectivity and Interests slot item gained: Administrative Observer Job Class: +1 to Perception. Immediate System access in System timelines.
- Puts into the Action Balance "O₁1₃ @P5.2: +1 from Rin Tessa's paying job".

Uplift Project (completed O₁1₄ @P6)
-[Uplift: Chronomorality and Law 3/3]
-[Uplift: Chronal Industry and Economy 1/2]
-[Uplift: Interchronal politics (2/3)]

Savepoint (completed O₁1₄ @P6)

Timeshift: Pull 1 step from O₁1₅ @P6.1 (completed O₁1₄ @P6.1)

Uplift Project (completed O₁1₅ @P6.1)
-[Uplift: Chronal Industry and Economy 2/2]
-[Uplift: Preventing Chronal Shock and Cultural Stasis (2/2)]
-[Uplift: Chronal Governance and Enforcement 1/3]

Outbreak Containment with Mācēhual (completed O₁1₄ @P6.1):
- O₁1₄ @P6.1: +1 from completing Mācēhual's paying job.

Groundhog Day (completed O₁1₄ @P6.1)
- O₁1₄ @P6.2: +1 from completing the perpetuation office's paying job.
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

Zanetto Porta
Involvement Level 1:
Halves the Actions Available lost from braiding collectives (final Actions Available are rounded down)

Mācēhual
Involvement Level 1:
+1 free uplift action per turn, +1 or -1 to rolls as desired.

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
You may browse the markets for magical items. Zanetto prohibits you from paying in wealth, services, or duplicating any items. Pay only in equipment barter.


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

Available but Unused
Connectivity and Interests Slot Item: "Uplift Project Loops": +1 to Connectivity and Interests

Olivia Gomez
Involvement level 1:
All they do is occasionally steal your stuff.
 
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