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.
 
1.1 Involving yourself - 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 New
[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 <-(O₁1₅ @P6)​
Family gens Decia
O₁1₄ @P6 <-(O₁1₅ @P6)​
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: -5 using Shi YenFang's, Zanetto's and Rin Tessa's paying jobs
O₁1₄ @P6: +3 from Government Uplift Project
O₁1₄ @P6: +2 from fortifying core loops.
O₁1₄ @P6: +1 from exploration of timeline.
O₁1₄ @P6: +2 from accepting jobs.
O₁1₄ @P6: +1 from completing Mācēhual's paying job
O₁1₄ @P6: +1 from completing the perpetuation office's paying job.
Total: +19 Actions.

Action Debt:
O₁1₄ @P6: Pulled from O₁1₅ @P6 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 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 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)
-[Uplift: Chronomorality and Law 3/3]
-[Uplift: Chronal Industry and Economy 1/2]

Savepoint (completed O₁1₄ @P6)

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

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?
 
Voting is open
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