Time Loops are the Heartbeat of a Chronorepublic

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Time Loops are the Heartbeat of a Chronorepublic
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Step up a notch as a time traveller and collectively assimilate into the Serentian chronorepublic.
Enlist and be enlisted by your fellow time travellers in their journey for stability or advancement. Impose your will on the fates of hapless locals. Wrestle with bizarre new threats. Leave your history behind and make your preparations to take it one notch further into godhood, or take your historyline into godhood with you.

A nation quest where the nation is one person: you.
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Loading screen
The day you took up the time machine was the last day of your life.

After that there were no more days. Merely loops of the same few minutes end over end as you clashed with your enemy without pause. Breakfast had been missed and lunch never came. Sleep never took you and the circadian rhythm had no hold. You did not rest, you did not stop, you barely needed to breathe. There was only you, the others who were also you, and the unrelenting enemy tide.

When at long last you and the others breached the final loop and stood over the time-sliced body of the enemy, the one who wore your face and spoke with your voice, the one who had tried to destroy everything you held dear, you stayed your hand, risking their escape from what was to be their final prison to ask one last question.

"Why did this happen?" you asked them.

"Why did this happen?" you asked back.

Time combat had erased any known answer. The ouroboros had eaten itself, and the original reason had disappeared along with it. Only the fight had remained, and now after it, your victory over yourself. It left you, all of you, wondering how it all went wrong, and more importantly, whether it might happen again.

So you debated with all the others who were also yourself, from different loops, from different timelines, from all your pasts and all your futures. Collectively you. What should you do? Should you try to unravel all of this and try discover the original reason for the battle? Would such a thing erase the fight or reignite it? Should you destroy the time machine? Was there any sense in making a choice, given all the different and alternate timelines you inhabited now, who you could no longer speak for?

Were there more enemies out there, in their alternate timelines, waiting to be discovered? Waiting to discover you?

What could one of you do to save all of you?

Solutions were proposed, but there was no answer to be found in debate alone. So you set out, you and your alternate selves, each with different thoughts on the method to find your solution. And to your surprise, you found it. Or rather, they found you.

Other time travellers, skipping through timelines to scout out new worlds. They told you they had solved the societal problem of the alternate selves, and offered to teach you chrono-governance. They invited you to join them to live together, to engage in their debates, and to work together as fellows and allies, and to get involved, because they too had enemies at their door.

One of them was even you.
 
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Character Generation
Welcome again to time traveller quest.
________________________________________________________________

You are, collectively, a time traveller or time travellers. After a particularly harrowing start to your time travelling career, a member of the Civil Chronorepublic of Serentia has noticed your potential and sponsored you to join their alliance. They promise resources, employment, and provision of services essential for the life of a time travelling collective.

Plan voting:

[] Plan name

What sort of collective are you?
-[] A single person with alternative timelines (default option)
-[] An agency
-[] Write in

Choose your collective name
-[] Name

How do you overcome your opponents? Choose your historical solution-finding and combat style.
-[] With quick reactions and quicker wit, trapping the opponent in displaced time.
-[] With tenacity and determination, wearing down the opponent through multiple loops.
-[] With foresight and resourcefulness, waiting until you fully marshal your strength before committing.

What sort of timeline did you come from? Choose one. Other options may be available later.
-[] High tech. Advanced technology is frequently used, and you have availed yourself of it.
-[] Superior or super skilled. People in your world are capable of amazing feats, and so are you.
--[] Write in the type of skill you have.
-[] Magical. People from your world wield a capable and versatile magical force, and so do you.
-[] Underlying System. A level and skill system forms the basis of your society, and you have access.
-[] Hierarchal. Higher beings and forces in this world grant supporters powers and abilities, and you have both a patron and your own supporters.
--[] Write in your patron (Can be a government if you are an agency).

Who sponsored you?
-[] The founder
-[] The populous one
-[] The oracle
-[] The controller
-[] Another immigrant
 
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Character Generation 2
News filters through to your various alternate timeline doubles of the Serentian visitor, and on the appointed day in the appointed timeline, you gather together at the local convention center in another timeline. One of the smaller party rooms had been booked out for the purpose, but as you follow the arrows towards the venue for "DeciusCon" and pass through the doors, you see the crowded room and wonder if one of the main show-floors wouldn't have been better suited for this. It didn't help that some of you had either not gotten the memo or ignored it completely, and had brought along friends.

The doors close as the last of you arrive and all eyes turn to the stage, where the Serentian time traveller stands together with one of you. She is in distinctly foreign dress, her simultaneously form-fitting and flowing white stola made of fine fabrics mixed with an unfamiliar metallic fabric. A swarm of nanites surround her, invisible to the eye but detectable to your microkinetic senses, and you spot a number of your closer alternate selves keeping a careful eye on them just in case.

"Gentlemen," says the Decius on the stage. He looks out and scans the faces in the crowd. "Plus ladies also, and friends. I am Decius, your host, and I welcome you to my timeline. I will assume you all know what has happened, and what the topic today is. With me is Miriam Alawi, who found me after the Battle of the Morning, just as I was about to set out to find answers as we had agreed to do. She is also a time traveller, and she is here to speak to us about her home, the Civil Chronorepublic of Serentia. It is at her recommendation that I have invited us all here to hear her words in person."

The Decius of this timeline vacates the podium, ceding it to Miriam. She steps up to the microphone, seemingly having no difficulty adjusting the stand to suit her slightly taller height despite how out of place she looks.

"Thank you all for coming," she says. "My name is Miriam Alawi, and I am a Serentian Time Traveller. I am also a natural oracle, a telepath and a trained Mentat, but please rest assured that I will refrain from reading your minds or your fates today. Instead, I will get to the point immediately and then take your questions."

"On the topic of the battle of the morning and whether it is finished, whether it will restart, and whether you will find closure as to the cause. I'm not here to give you all the answers myself. Instead, I will say that you do have the ability to unravel the battle of the morning on your own and find out why it happened. But as you fear, the battle will begin again. You can also try to move on without closure, but some of you will find yourself fighting echoes of that battle for as long as time persists. Your evil doubles are out there, with time machines. They won't move on just because you do, and it is inevitable that you will be rehashing this battle again over and over as your evil doubles traverse timelines to find you."

"If you wish to go back in time to destroy your time machine before you have a chance to pick it up, I can confidently say that it will neither help you erase the battle nor its consequences. Your enemy will persist in their own timelines, and cross time to find you."

"I know this, not just because I have followed your battles and seen what happens, but also because these types of fights happen to many beginning time travellers, and this is always what happens. We even have a name for it. A dawn war."

Miriam pauses for a moment, letting her words settle in before continuing.

"Next, the topic of safe use of time travel. I'm sure you have all heard the stories of time travellers and their tragedies. Grandfather paradoxes, attempts to improve the timeline leading to worse fates, self-sacrifice as the only way to save the timeline after too many attempts at fixing it. These stories are warnings against the misuse of time travel and should be heeded, but they are limited in their outlook. After all, are there not also stories about villains misusing their power and shirking their responsibilities? If so, how can the heroes of these stories persist in using these dangerous powers themselves? How can you, Decius, persist in using microkinesis despite its obvious potential for creating death and destruction? You all know the answer, because you're a living example of it. So we bring ourselves to a similar question: how can your ensure your own use of time travel does not result in harm, but good?"

"Both questions have the essentially the same answer. Discipline, trust, and a network of support for guidance. What I offer isn't any shocking new power or paradigm shift, just a way to get yourself organised and allow you to gain confidence and ability with your new existence. The Civil Chronorepublic of Serentia is the name of this support network, and I came to recommend you to join it."

Miriam pauses again to let the words settle.

"That is all I came to say. Now I will take your questions," she says, pointing at a Decius near the front almost before his hand is raised.

"How did you find us?" the man called out.

"I followed the trail of your endless battles with yourself. The time machine you're using carves large grooves through the fabric of timeline-space, what we call the time-spanse to differentiate it from the similarly-named spacetime. I can see and follow these grooves with my own time machine, and I recommend you take a copy of my time machine to replace yours even if you don't decide to join. Apart from that, I was impressed by how well-contained the time combat is and the lack of utter devastation that usually accompanies a dawn war, so I decided to take a closer look."

The Decius who asked the question nods, seemingly satisfied, and Miriam points to another raised hand.

"What do you get out of this?" the man asks.

"If you decide to join, I intend to recommend your skills at microkinesis to the Serentian Assembly, our government, upon which other time travellers will ask for your services to help in their own dawn wars."

There is a chorus of mutters at this, and you run over what she said in your head. Reading between the lines, and depending on what Serentia is like as a governing body, she might be saying that you will be conscripted to fight in their battles.

Miriam holds up her hands to signal her wish to continue.

"The reason I say this," she says when the mutters have died down, "is because as I said earlier, dawn wars are frequently messy and devastating. Annihilation and doomsday weapons are used with disappointing frequency. Yet your own dawn war did not follow this pattern. You know why."

"Not because your enemy didn't try to use such weapons, but because with your powers you consistently prevented them from succeeding in their use. That power is what Serentians, not the Serentian Assembly, but individual Serentians who will pay you for your services, will ask from you. They will want help in preventing devastation to their own historylines. And if you don't want to help then nobody will force you to do so. You will be free to refuse, and Serentia will give you the support network you need all the same."

Other hands rise at this, more than there were previously, and Miriam holds up a hand herself.

"That's all I would like to address everybody on. I can tell that many of you have questions on subjects that do not involve everyone here, so I will come down to you and talk to each of you individually."

So saying, she splits into two, then four, then eight, then even more alternate selves until she has filled the limited remaining space in the room. A few of her addresses others of you in the open. Several of you lead several of her, plus some friends, into other rooms to discuss matters more specific to certain timelines. None come to speak to you, and you realise why. You've already decided to join.

__________


Plan voting:


Are you a costumed superhero, a vigilante or simply someone who was trying to live their life out of the limelight?

[] Costumed superhero
[] Vigilante
[] Living a normal life
[] Other

Who are the friends the other Decius's brought along to DeciusCon?

[] Your crime-fighting teammates
[] Your government handlers
[] Your actual family and friends.
[] No idea. You don't have anybody.
[] Write in.

Character Sheet
Decius
O₁ @P2​
Traits
Core Traits:
- Primitive time traveller: 1 Passive Action.
- 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.
Economy Stats
Actions Available: 1
Active Event Capacity: 0
Holding Event Capacity: 1

Other pools not available.
Population Stats
Population of Collectively You: Not Available
Supporting/Collaboratively You: Not Available
Crew of You: Not Available
Other support size modifier: +0
Other crew size modifier: +0
Societal Stats
Banked Talent: 1
- Open slot

Outcome Reach: 1
- Open slot

Connectivity and Interests: 0
- No slots
Events
Active Events:

Joining Serentia (Requires 1 Action to progress):
Sponsored (uses sponsor's event cap).
- You're assimilating yourself into the time traveller society known as Serentia. Is this the right place for you? You're about to find out.
- 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.

Identity: Decius (Identity events are passive events and do not consume cap)
- As long as it is not faded, this Identity allows:
- Core trait: Microscopic telekinesis: Small objects and particles can be easily controlled by your mind through extreme precision.
- Other trait: Travelsolving style - Foresight and Resourcefulness: +1 Passive Banked Talent.


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.


Holding Events:

None


Faded Events:

Identity: Kyle Masterson.

This identity has faded and barely exists as a ghost of a possibility. This event is limited to this post.

Identity: Janus.
This identity has faded and barely exists as a ghost of a possibility. This event is limited to this post.
Involvement
Sponsors
Miriam Alawi.

Involvement Level 1:
- Passive: +1 to Outcome Reach (No cost due to being your sponsor)

Allied and Braided collectives
None

Agreements
None

Opponents
The enemy Decius, the opposition of you. Occasionally reappears on a bad roll.
Resources, Infrastructure and Exploitables
None
 
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Tutorial: Home Base
Core Loop - DeciusCon

The formation of a new government administration is a messy bootstrapping process and nowhere is this more obvious than at DeciusCon. While access to time travel would have normally helped - one could simply check the future to see if a certain decision was the correct one after all - the presence of a much more skilled time traveller in the form of Miriam Alawi meant that she could feasibly falsify these checks, throwing doubt into the trustworthiness of reports of Decius's coming back from the future.

Without an administration or a spokesperson among the Decius's that everybody could put their trust in, no ambassador could be sent to Serentia to represent the collective in obtaining the promised expertise and resources. After all, evil alternates did exist. What if the chosen ambassador simply took Serentia's offered resources, departed for another timeline and was never seen again? But conversely, without first visiting Serentia, DeciusCon did not have the expertise needed for developing that trust in the first place.

Similarly fiercely debated was the question of where the administration should be located and how power should be shared. While some individuals wanted the new administration closer to home, others feared that wanton use of time travel so close to their friends and allies could have negative effects on their timelines. Several of the Decius's, who had circumstances far different than their alternates, feared that their own timelines were in the minority and might not have adequate representation unless they themselves had day to day input in the new government. Some wanted nothing to do with all this and assurances they would not be forced into it in the future, which was not helped by some of their futures reporting back, saying they had reconsidered and wanted in. Already there was an ideological power struggle.

Fortunately, several people had the presence of mind to bring in friends in the form of actual politicians from the actual government, and it was their expertise, plus advice from Miriam, that helped pathed the way forward.

In the end, it was decided that no new administration would be formed as of yet, but instead a Transitional Administrative Committee would be formed at DeciusCon with the location of the committee expanding to other timelines as needed. Miriam would stay on hand to teach the basics of time travel bureaucracy, and the politicians who had been brought into the loop would contribute in their own ways, even if it was, as one of the politicians was heard to say, "bloody scary how all this fruitful discussion could be erased and we could all wake up with missing memories tomorrow if someone makes a single mistake with this time travel stuff".

For now, DeciusCon would continue to be the site of the transitional administration, but with signs of real progress being made, a decision for where the real administration was situated was expected soon.


Visit to Serentia

Miriam Alawi solved the problem of who would represent the Decius collective at the Serentian Assembly by simply inviting everyone. In a crash course lasting a mere half an hour, you were each given a copy of Miriam's time machine and taught the basics of duplicating, tethering and pullback-merging. This would allow you to send a duplicate of yourself to Serentia by following Miriam's path through time-spanse, and then allow the duplicate to come back and merge their timelines with those that had stayed. This also provides an additional layer of security by leaving behind a double who will stay safe in case you are met with trouble or deceit.

Nevertheless, Miriam does not lead you astray and your transition to the Serentian seat of government, known simply as The Assembly, is both instantaneous and effortless, and you and the other representatives find yourselves standing on an arrival platform overlooking a spectacular view, with green and blue untamed wilderness on one side, and a mountain of glass and steel on the other.

Despite the grand nature of this venue there is no great assembly for you to address. Instead, Miriam leads you into a series of parallel timelines and then into a nearby food establishment. There she introduces you to a number of time travellers who had gathered to meet you. You shake hands with a succession of otherwise normal-looking people wearing strange clothing, and some not-so-normal people wearing strange clothing, all of whom explain their backgrounds and listen with interest when you explain yours.

Parallel timeline versions of you visit and are introduced also to the Serentian Instituions. You find yourself opening accounts at the Adjudicators, the Registrar, the Bank, the Perpetuators and the Estate holders, where you can apply for mediation in disputes, ask for the services of other time travellers, bank your free actions, and ensure your life and your legacy respectively.

Lastly you are given a tour of a mock administration for demonstation purposes, staffed by somebody who introduces themself as Likely Founders. He, or she, is a richly-dressed man or woman who glitches from one set of identifying features to the next, never settling on one height, weight, gender, face or race for long. He is apparently a quantum amalgamation of several people, each of whom had some immeasurable likelihood of being Serentia's original founder. He takes you through the steps of setting up a Core Loop style of administration, concisely explaining the use of time loops in bureaucracy, the methods of making decisions using information from unrealised futures, and the benefits of an administration using a precise mix of dictatorship, oligarchy, representative democracy and direct democracy which is impossible in a Local government, but greatly beneficial to implement in a time travelling one.

Pulling back from the core loops, you are given instruction into how information gained from a wealth of timelines can be digested and uploaded to each individual of the collective at their request, and how this allows an individual to obtain up-to-date news from a multitude of parallel universes, allowing all its members to make decisions using similar information and thus arriving at similar conclusions together.

Likely founders finishes the tour by showing you his Talent Bank, a braid of alternate timelines where he stores the best versions of himself. You shake hands with a Likely Founder at the very top of their physical form, another who has spent their life studying a range of subjects and has just gotten a very good night's sleep, and a number of other Founders of varying expertise, all in a state of heightened readiness. He also shows you his collections, because as it turns out, if a time machine can duplicate a person, then it can also duplicate gold, jewels and time machines. Strap several time machines together, and you can duplicate spaceships, mountains, and worlds.

When you finally pull back and merge with all the duplicates of yourself, it is with new riches, a new understanding of time travel and a broadened idea of what is important and necessary and what is not.

Core Loop - DeciusCon

DeciusCon expands and stabilises to encompass a time loop of exactly one fortnight, spanning over a dozen alternate timelines. The fortnightly schedule was adopted to allow the various friends of Decius to visit on weekends or weekdays in accordance with their normal life schedules, and also to allow time for the politicians of various sorts to report back. The location has expanded out onto the showfloors of the convention center, and the local governments are subsidising the costs of their use.

Because while some of the politicians had feared what would happen if their national leader got their hands on time travel and a means to secure power forever, others had thought the trade-off worth it. Those governments had heard the reports of 'time travel', 'accurate reports of the future', 'effectively infinite money' and 'complete instantaneous economic disjunction' and had inquired as to what the hell was going on and asked to be kept in the loop.

Likely Founders had come back from Serentia with you, and together with Miriam they had addressed the various Local governments about transitioning to a time travel economy. They had begun by addressing the most pressing and obvious topic - that the government that first discovers time travel gets effectively infinite money and effectively infinite martial might compared to the rest of the world and effectively wins history. But that without good governance, it won't necessarily last.

They had also explained that the Serentian model might not necessarily work for governments, as there were options available to single-person collectives that weren't available to multiple people acting under one banner. Not unless you wanted a compound entity such as Likely Founders as the result. Neverthless, Serentia had several governments they already worked with, and would extend their help and protection if this government didn't mind that their administrations and fates would probably be subsumed by Serentia eventually.

You leave that part of the equation to the politicians. It's their fault and the fault of those timelines' Decius's for intruding. It's time to decide where you'll put yourself.

______

Plan Voting:

Where should you put Core Loop - Administration, the seat of the administration for your collective?

[] Continue your Core Loops at DeciusCon.
[] Move the Core Loops into your home and into various parallel workplaces in your individual timelines.
[] Move Core Loop - Administration to a room at The Assembly.
[] Build your own secret offices in nearby empty timelines to house your Core Loop - Administration.
[] Separate the Core Loops into various partitions and build them in two or more of the above options.
-[] Write in
[] Other (Write in).

Where should you put your Talent Bank, the place where the most capable and heroic versions of you will reside, ready at a moment's notice?
[] Leave your talents at home. Just note down which timeline they are in. You're happiest at home.
[] Put your talent bank close to Serentia's great infrastructural network of time gates, to maximise easy access.
[] Put your talent bank in a secure timeline near The Assembly.
[] Other (Write in).

You met several Serentians who wanted to your help in their dawn wars. Most of them offer only 1 action in payment, but there's one person there who offered 3. This is a good opportunity to network, and to learn the arts of Serentian time combat.
This requires an open Active Event slot.
[] Take the job for the 3 actions.
[] Take the opportunity to move somewhere or buy something instead. You have so much money and the entirety of history to explore.
-[] Write in what you want to buy or where you want to see.

Do you want to equip your event rewards to your slots?
[] Equip Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests to an open Outcome Reach slot.
[] Equip Serentian Initiate: +1 to Outcome Reach, +1 to Connectivity and Interests to an open Connectivity and Interests slot.
[] Equip Veteran of the Morning Battle: +1 to combat skill" to an open Banked Talent slot.
[] Write in some combination of the above (you can't equip Serentian Initiate to both slots).

Do you want to bank any actions with the Serentian Action Bank?
[] Choose a number of actions to bank (not recommended at this time)

Do you want to take a loan from the Serentian Action Bank? The Serentian Bank will require collateral for your loan.
[] Choose a number of actions to loan and something to post as collateral. You might be rejected. (Not recommended at this time)

Do you want to time shift the entire collective?
You currently have an outcome reach of 2, meaning you can reach two steps forward or backwards in your current historybraid. Your available navigation points are: Battle in the Morning, O₁, O₁1₁, O₁1₂ and O₁1₃. This costs actions equal to the number of steps taken.

[] Pull back to O₁1₁ (This will revert this quest to the start of this post but keep your current character sheet. The next post will be a repeat of this one, plus a little more. Not recommended at this time.)
[] Pull back to O₁ (This will revert this quest to the start of the previous post but keep your current character sheet. The next post will be a repeat of character generation, plus a little more. Not recommended at this time.)
[] Pull back to the Battle in the Morning (This will reignite the Battle in the Morning).
[] Pull from a backup. (This will revert your character sheet to one from a previous post. Some plans will be incompatible with this option. Not recommended at this time.)
[] Hop to a future. Choose the number of steps. (This will help accelerate and finish your current events. You may miss some lore.)
[] Pull from a future. Choose the number of steps. (This will overwrite what your next character sheet with one from a possible future. Not recommended at this time.)
[] Some combination of the above.
[] Other (Subject to author veto. Check before writing in).

Character Sheet
Decius
O₁1₁ @P3​
Traits
Core Traits:
- Serentian time traveller: Gain a base +1 to all your societal stats. Add the sum of your two lowest societal stats to your actions available. Add your Connectivity and Interests stat to the re-roll pool.
- Microscopic telekinesis: Small objects and particles can be easily controlled by your mind through extreme precision. Among other more benign uses, blocks the use of all nuclear-scale or annihilation weapons within range with payloads smaller than your body.

Other traits:
- Travelsolving style - Foresight and Resourcefulness: +1 Passive Banked Talent.
- Very Different Lifestyles - Some of you live vastly different lifestyles than the others, and it's detrimental to coordination. -1 Action.
Economy Stats
Actions Available: 2
+3 from societal stats
-1 from Very Different Lifestyles

Active Event Capacity: 2
+2 from Connectivity and Interests

Holding Event Capacity: 2
+2 from Outcome Reach

Reroll pool: 2
+2 from Connectivity and Interests

Record of Actions:
O₁@P3: +0
O₁1₁ @P3: +0
Population Stats
Population of Collectively You: ~(6)!
Supporting/Collaboratively You: ~(4+1)! = ~5!
Crew of You: ~2!
Other support size modifier: +1
Other crew size modifier: +0
Societal Stats
Banked Talent: 2
+1 from Travelsolving style - Foresight and Resourcefulness
+1 from Serentian Time Traveller

Banked Talent also serves as your skill roll, and serves as your attack modifier in time combat.
- Open slot
- Open slot

Outcome Reach: 2
+1 from Miriam Alawi Sponsored Involvement Level 1
+1 from Serentian Time Traveller
Outcome Reach also measures how far you can time travel your entire collective, and serves as your mobility/defense stat in time combat.
- Open slot
- Open slot

Connectivity and Interests: 2
+1 from Just yourself, you loner
+1 from Serentian Time Traveller

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

-Open event slot
-Open event slot

Brewing Events:

None

Resolved Events:

Battle in the Morning (completed)

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

Joining Serentia (completed): 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.


Holding Events:

-Open event slot

-Open event slot


Faded Events:

None
Involvement
Sponsors
Miriam Alawi.

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


Allied and Braided collectives

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

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

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


Agreements
None


Opponents
The enemy Decius, the opposition of you. Occasionally reappears on a bad roll.
Resources, Infrastructure and Exploitables
None
 
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Tutorial: Dealing with Locals
Beach Bureaucracy
Empty timelines are timelines with no Locals in them, making them ideal to hide things in and get on with work undisturbed.

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

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

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

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

___

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

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

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

___

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

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

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

___

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

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

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

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

___

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

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

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

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

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

"5 more gold bars." says the shopkeeper.

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

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

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

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

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

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

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

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

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

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

___

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

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

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

Active Event Capacity: 3
+3 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 3
+3 from Connectivity and Interests

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

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

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

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

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

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

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

Brewing Events:

None

Resolved Events:

Battle in the Morning (completed)

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

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

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

Holding Events:

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

Faded Events:

None
Involvement
Sponsors
Miriam Alawi.

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


Allied and Braided collectives

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

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

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


Agreements
None


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

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

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

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

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

___

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Actions," you say.

"That's right."

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

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

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

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

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

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

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

______

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Okay, got it."

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

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

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

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

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

Then returns, made entirely of antimatter.

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

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

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

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

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


___


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

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

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

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

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

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

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

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

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

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

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

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

___

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

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



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



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

Shi YenFang सिंह恹芳

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

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

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



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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

Active Event Capacity: 3
+3 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 3
+3 from Connectivity and Interests

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

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

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

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

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

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

Brewing Events:

None

Resolved Events:

Battle in the Morning (completed)

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

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

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

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

Holding Events:

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

Faded Events:

None
Involvement
Sponsors
Miriam Alawi.

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


Allied and Braided collectives

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

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

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


Agreements
None


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

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

Powered Armour:
You suspect this armour wouldn't have been powered if the maker hadn't discovered its colossal weight after trying it on.
+1 to defensive combat skill checks. Allows facetanking small antimatter hits.
 
Last edited:
1.1: Involving Yourself
Serentia's most industrious.

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

[Shi YenFang braided into your list of allies]

Ablative loops

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

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

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

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

Lifestyle choices

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

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

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

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

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

The Government and the Complete Instantaneous Economic Disjunction.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Many worlds

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

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

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

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

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

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

[Shredinger may return.]

Back

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

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

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

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

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

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

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

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

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

New Frontiers

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

___

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

___

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

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

Active Event Capacity: 4
+4 from Connectivity and Interests

Holding Event Capacity: 3
+3 from Outcome Reach

Reroll pool: 4
+4 from Connectivity and Interests

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

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

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

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

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

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

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

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

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

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


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

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

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

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

Government Uplift Project:

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

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


-Open event slot

Brewing Events:

- Shredinger may return.

Newly Resolved Events:

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

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


Holding Events:

Origin Story - The Experiment:

- Life Force Manipulation, Power Cancelling, Magic.

-Open event slot
-Open event slot

Faded Events:

None

Older Resolved Events:

Battle in the Morning (completed)

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

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

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

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

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

Braided collectives

Braided collectives lower actions available by 1 per involvement.

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

Allies

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

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

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

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

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

Agreements
None


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

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

Powered Armour:
You suspect this armour wouldn't have been powered if the maker hadn't discovered its colossal weight after trying it on.
+1 to defensive combat skill checks. Allows facetanking small antimatter hits.
+1 additional from Shi YenFang
 
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1.1: Involving yourself - Decennial Gathering
Within a castle larger than any you've seen outside of fictional media, the wizard in your party of four leads the way through a small maze of corridors and into a well-appointed meeting room. Looking quite out of place within this place of silk and silver finery in his grey pointed hat and dull travelling clothes, he hangs his hat on the hatstand and gestures towards a table in the centre of the room, laden with biscuits and fruits.

"Compliments of the royal kitchen and the chief alchemist," he says. "Full of mid-level buffs. It'll round out your defences a little against all the common physical weapons and magics of this era. Share them with your duplicates too, I've made sure they're cross-compatible with the buffs they're receiving from the other eras." He flicks something towards the fireplace in the corner, and a small white flame puffs into existence within the empty pit, spreading a soothing warmth through the room. "That should take care of any eavesdroppers. B9?"

B9LI, Serentia's resident possession expert, spiritual and otherwise, makes no outward response or motion, but its voice issues forth from its body, echoing slightly off the stone walls. "We are followed by a new presence. They listen. A forest of tiny tubes, on the walls and in the carpets. We eat them, but they escape us. They retreat and regrow."

Your final party member lifts a hand. "If you're talking about these, then they're mine," her fingers turn into finger-sized wacky inflatable tube men in police blues. "They've only been giving me static by the way, that white flame is doing its job."

B9 does not shift to look, but you get that feeling it's studying the wiggly little men growing from the elderly woman's hand. "No other presences." It finally says.

The wizard looks to you, but you have nothing to add. "Very well," he says. "If everybody could tether to me and follow me into time-slice, we can begin the briefing."

You had already tethered your machine to his to get here, and without your prompting your time machine follows him into an uneven, choppy, millisecond to myriad-second scale time slice. Presumably, the choppy time slice would throw off any remaining listeners who managed to pierce through the layers of security this room was already under.

"First, introductions," says the wizard, and you notice that the choppy time acceleration has not prevented his voice from reaching you loud and clear. "I am Zanetto Porta, your employer, as you know. While you are here, you will hear me addressed as Zanetto the Everpresent or Zanetto the All-augur. Contrary to those titles, I am not a diviner of any special skill. My specialty is negotiations, team-making, and time machine invention. I have gathered each of you here for a task, and have chosen you for the skills you offer." He nods to B9. "B9, if you may."

"We are B9LI," says the voice issuing from its body. "We are legion upon legion. We bond, together, we thrive, together. Serentia has welcomed us for who we are. We have explained ourselves to you. Read our pamphlet."

You nod. Before you had come to this timeline, B9 had given you a pamphlet. You had been hesitant about getting any closer to the... being, and especially not getting close enough to accept a pamphlet from it, but you had anyway and in retrospect your instincts had been absolutely correct. B9, as the pamphlet explained, is a gathering of ghosts, poltergeists, spirits, demons, psychic echoes, resonance echoes, astral echoes, astral messengers, astral bugs, actual bugs, computer bugs, symbiotes, biophages, parasites, prions, bacteria, zombie fungi, zombie viruses, computer viruses, viral AIs, computer worms, spectral worms, regular worms, memetic cognitohazards and other such things occupying a... body. The pamphlet further explained that its host was willing, and that being a host for its colonies can only be beneficial, and that it would be glad to demonstrate those benefits directly.

You had declined as politely as you could and loaded a backup body for good measure in case you were already infected, and made very certain not to bump into B9 on your way here. In between avoiding contact with Shi YenFang to not set off the antimatter in her pocket and not bumping into B9 to... not bump into B9, avoiding physical contact with your fellow time-travellers was growing into something of a habit.

"For the purposes of this mission, B9 is our expert on making sure a person is NOT possessed by any other malign influences." Zanetto added, after it was clear that B9 was done with introductions. Zanetto nodded to the other member of the party. "Tamara?"

"Tamara Litvin," says the woman. "I'm a magical girl, far past my prime I'm afraid." She is dressed in the enduring fashion of little old ladies everywhere. Head wrappings, a cardigan, baggy dress and thick boots. She carries a walking stick, which your microkinetic senses tell you is a nanite-based morphing weapon. Her hair bun wriggles a little from time to time, and a wry smile shows off a full set of bleach-white teeth. "When I'm not a little old lady minding her own business, I'm a token summoner and mage pacification expert back home. I expect that's what I'll be doing here too."

"Correct, broadly speaking," Zanetto says. "Though if any fighting starts we'll be mostly reliant on you to act as bodyguard for our guests. I should add that Tamara is not Serentian, but a visitor. Rest assured, however, that she has the standard time machine and the requisite training to use it."

"I hope you intend to uphold your part of the bargain, Mr. Porta," Tamara grumbles almost to herself. "Or I shall be very cross. And you, sir," she says addressing B9. "Stop sending spam mail with strange attachments to my taccomp implant. That's very rude of you."

"Pamphlets." says the voice that is B9.

"Thank you, Tamara," says Zanetto. The wizard turns at last to you. "Decius."

"I'm Decius," you say, getting straight to the point. "Microkinetic, and more recently Life-force manipulator. I have fine control over physical kinetics down to subatomic scale processes, and I can keep a person alive even though they shouldn't be."

"Decius is our antimatter jammer in case things escalate, and our healer for those rare edge cases where time travel won't do the healing for us," says Zanetto. "Before I forget, you should all change clothes. Especially you, Decius. You appear to be wearing the court uniform of the Marquis of Floriche."

You look down at your holovest and the clothing it had copied from a person you had passed in the corridor outside. "What should I be dressed in?"

The wizard clicks his fingers, and as if by magic he is suddenly wearing a guard's uniform. Your holovest follows suit. "Much better," he says. He eyes Tamara, and produces a woman's uniform, which she accepts without comment. Then he turns to B9LI, who hadn't moved, and carefully considers the... being. He speaks a word, and B9 is suddenly replaced by a young-looking castle guard.

"An illusion of a young guard, cast over its true form," Zanetto explains. "As you have no doubt all deduced by now, the job is guard duty, and the event will be the Decennial Gathering Across Time. It is a gathering of kings and leaders from the closest historylines. While I will be in charge of the ritual itself, you will all make certain the event remains undisturbed by miscreants and malcontents."

You raise a hand. "When is that happening?"

The wizard smiles. "Every ten years of course."

"I mean how far away is it."

"Here, in this castle, and in every participating castle and palace, and some other special gathering areas besides, every ten years."

"All at once?" you ask.

"All at once," Zanetto confirms with a smile.


___

Every ten years in the lifespan of the local kingdom, the wizard Zanetto, together with three of his duplicates, stands together in a circle at the very centre of the castle's great courtyard, each holding their staff low and horizontal, each pointing their staff inwards. Counter-clockwise in sequence, they speak words of power that echo off the castle walls. As the final syllable is uttered a pillar of light lances down from the heavens to strike the ground between them. Elaborate glowing floral patterns flash outwards across the great courtyard's garden paths, spreading up the surrounding walls, onto the parapets, up its spires and into the castle's interior corridors.

Every ten years, the four wizards begin to slowly raise their staves, levitating them up into the air from their outstretched arms. Lines of runes peel from the glowing floral patterns covering the castle, drifting upwards to form a level plane of twinkling runes slightly above head height. Slowly, deliberately, the staves tilt and the runic plane tilts to follow the movement.

Every ten years, from your vantage point atop a spire, you see a great semi-circle of runes rise outside the castle grounds and into the air, a great arc lifting skywards, reaching up towards the pillar of light. There is another flash as the light and runes touch, and half the sky flickers as a great portal opens, swallowing half the castle. One half remains grounded within its original world. The other half protrudes into the air of another world, the world of The Assembly.

And every ten years, the pillar of light recedes to reveal the reigning monarch, or their representative if they are too sick, feeble or occupied to participate, who steps forward to announce the start of the Decennial Gathering Across Time.

You peer down from from atop your spire into the world of The Assembly, and see that the castle floats atop a haze that extends down to the ocean below. You scan left and right and see the castles of ten years past and ten years hence protruding out of their own portals, and past them the castles of twenty years past and hence, and more castles beyond in array until they fade into the distance in a great arc towards the horizon. As you watch, stones float out from each castle to join together in a great bridge, with semicircular landings connecting the bridges and their castles of origin. Denizens of all types pour out onto these landings, some beginning the short trek to the next castle on foot, some flying into the distance, and some forming portals of their own to see the people of the far past or far future.

And in the same spires atop those time-separated castles, though it is too far for you to make out the details, you nonetheless fancy seeing yourself watching the Denizens below for any signs of being secretly a foreign time traveller, or of carrying antimatter or other destructive items. Out in the ocean in the far distance you see emerging from the mist the castles and palaces of the other kingdoms and empires of this world, and those of other timelines also, all brought together into this one world at this one moment. You are over there too, keeping watch, every ten years.

___

Just because you're watching and guarding the gates between Zanetto's world and the world of The Assembly doesn't mean you don't get to also explore. After all, what is a time machine good for if not to do and experience everything you want without constraints of schedule?

The first thing you do is try to find out what all the kings, emperors and presidents are here for. Their destination it seems, is no secret, and it's not hard to follow their sizable, highly visible entourages through the single portal they each proceed through to arrive at a pleasant forest clearing on a dry, cool, sunny day. A quick teleport high into the air and back again reveals forests extending as far as the eye can see with no ocean in sight, and if you don't miss your guess those portals haven't only moved you in space; if you remain in the same time and timeline you'd be greatly surprised.

As you watch, they set up tables and chairs and refreshments, and begin to discuss various matters of continuity and state.

Mostly it seems the kings are content to rehash various conversations they've previously had with their time-displaced selves. Various times you see kings and presidents refuse to meet with their successors, seeing that in ten years their rival will have usurped their positions. You linger close to one of these exchanges to eavesdrop in case it explodes into violence, but it seems that in almost every case the past king takes this as a warning of a future possibility, not as something set into stone. The timeline, Zanetto has told them, is malleable and can still be fixed, and ten years is the deadline to fix it.

You watch Tamara the self-described magical girl as she stops an attempt by an advisor, one who clearly hadn't gotten the memo about malleable timelines, to assassinate with a wand their successor on the council and the child of their rival. Tamara doesn't use any visible magic, instead a hand on a shoulder is all it takes to drop the would-be attacker to the ground in throes of utter despair, weeping and lamenting their fate and the fate of their children.

B9LI is nowhere to be seen, which you hope means it isn't here at all.

Zanetto is everywhere, beside every king and president, giving advice when called, forming portals to other forest clearings on request.

You keep a close eye on the rulers of the most advanced nations, the ones with their own prototype time machines. Once or twice per forest clearing, you subtly intervene in what is clearly a malfunction to stop it from generating antimatter and blowing everyone up. You have quiet words in the ears of the holders of those time machines to inform them of their little antimatter problem and get wide-eyed looks in return. The word spreads, and before long you see various advisors whispering to their respective rulers, steadily glaring in your direction. "A lord of time," they whisper. "Dressed in the garments of our king's guard, dressed in the black suit of our president's shadowmen. A friend? A foe? Or a trickster? Be careful, sire. He could be here for anything."

"It's fine," Zanetto reassures them when asked about your presence. "I invited him. He's here to guard, not to interfere."

___

There are other gatherings. You find pop icons performing for the enjoyment of ancient playwrights, who pass down in return their lost techniques of stage presence and wit. Great artisans of the past swapping tools with warp enginseers from the future. Philosophers of all ages debating the consequences of the many worlds theory with AIs and psychic gestalts. Historians of various periods comparing notes. The second incarnations of prophets discussing temporal ethics with their first incarnations.

There are plays, performances, recitals and movies of all sorts, chronicling the exploits of the gods in their dealings with time travellers. Most times, the gods are the protagonists and the time travellers the antagonists, or the time travellers are tricksters facing up against unstoppable forces of nature. Sometimes it is difficult to differentiate which is which until the very end, when all is revealed. Sometimes they are one and the same.

There are open markets selling magic trinkets of all kinds. You spend an enjoyable afternoon perusing ancient relics and technomantic engines, every single item an artifact powerful enough to secure you the keys to a kingdom, available for a great enough price, usually another artifact. You spend an even more enjoyable series of afternoons perusing all the secret markets for the more proscribed or controversial items. The market for get-rich schemes you especially enjoy. You see papers detailing locations and ore yields of gold mines of the future (fake). Books detailing the financial successes of various ventures over periods of ten years (real, but barely). Stock price reports, historical battle results, dietary habits of kings if you want employment in the royal kitchen or reference notes for an assassination, the exact times and locations of meteorite strikes if you wanted to fake a miracle of heavenly fire.

The real threat and the one you watch closely is the time machine parts market. Zanetto has put strict rules on who is allowed to buy and sell time machines. Only those who arrive in Serentia with a time machine are allowed to depart with one, and resale beyond this place is strictly forbidden. Zanetto is here with B9LI, and more than once they remove subtle scrying magics or planted spy gadgets from guests who have unknowing brought them in. The competition is fierce and the schemes are clever. After all, everything is at stake. The nation which first acquires time travel effectively wins history.

For the same reason, you are careful to make sure that anybody who enters Serentia via a portal leaves by the same portal.

[Guarding the exits. You vs spies. Perception(Connectivity) vs Stealth(Talent)]
[1d20+4]=[19] vs [1d20-5]=[8]

Some people are just lost, and with a hundred identical castles sticking out of identical portals to choose from you can't really blame them. You guide or point them to their correct castles and they go on their merry way. Just as many are ordinary people or agents attempting to go back in time to influence events. You trace each person back to their starting portal and verify their stories. The agents and spies you trace even further back and listen in to their mission briefings, from there finding more agents and spies to trace.

[Tamara's watch (Difficulty 8)]
[1d20+?]=[12] vs [8]

In one instance a hundred or so militants try to rush a portal with scrolls unfurled and handguns drawn. There is a small firefight between the militants and the guards before Tamara intervenes, teleporting into their midst and slamming her walking stick to the ground. Everyone, militant and guard included, is whacked by a wacky inflatable tube man that sprouts from the ground. They all drop to the ground in throes of utter despair, crying about their fate.

You're starting to sense a pattern with Tamara.

[B9LI's watch (Difficulty 8)]
[1d20+?]=[22] vs [8]

B9 simply repeats its performance at the time machine market, pointing out guests planted with scrying magic or little spying gadgets, or even more subtly, items tethered for time machines to follow later. The local mages watching the portals take care of the scrying magic and the gadgets, while you take care of the tethers by tracing them back to their time machines and breaking the link.

___

In the castle meeting room once more, with the white flame burning in the firepit, you raise a hand to ask Zanetto another question. Tamara sits to one side, rolling her eyes at your classroom-appropriate decorum. B9 gives no visible reaction.

"Why are you doing this?" you ask the wizard. "You're restricting proliferation of time machines, and the main reason I can think of for that is to preserve the timeline, so an ancient civilisation doesn't pick up a time machine and become the only civilisation for the rest of time. But you're also giving ancient kings glimpses of the future, and allowing them free reign to make decisions based on information from millenia hence. That seems at odds to me. So what's the point?"

Zanetto nods. "The point of the ritual is to maximise the number of time machine designs in existence. To put it bluntly, this ritual can be thought of as a time machine origin harvesting operation." A fistful of nanites materialises in his upheld hand. "Serentia needs to be careful with the origin of its time machines, especially when all us are using the exact same one. We don't want a competent adversary to erase all our time machines in one fell swoop. So we accumulate designs, especially redundant ones. That way they can't be all taken out at the same time. Plus we're always on the lookout for more improvements.

"Thus, the rules. Letting them see that time travel is possible helps, because more inventors will try their hand. Maximising the number of stable timelines by letting kings see the results of their bad decisions helps, because that results in more splits in the timeline and therefore more diverse timelines. Allowing people free access to the greatest thinkers in history helps, and letting them see the great cultural entertainers of the past and the future lets the common people be invested too. But letting ancient inventors cheat by getting their hands on a working time machine doesn't result in a new one. That's why we allow everything except violence and the free sale of time machines."

You put up your hand again. "Erased by what competent adversary? Do you mean our evil counterparts? The ones we fight in our dawn wars?"

Zanetto smiles. "You'll find out soon enough," he says. "I hear that one Rin Tessa also asked for your help, and you took the job?"

You pause.

"What if I did?" you ask suspiciously.
___
 
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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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