Time Periods and Time Travel
The Time Periods:

The Triassic (245-208 million years ago):
The Triassic consists of one large continent (Pangaea), surrounded by the vast oceans. The Climate is generally warm, with a lot less variation between the poles and the equator.
The flora consists of ferns, cycads, conifers and yews, and the ground is quite flat, with swamps and dry grounds, although there is a lot of tetonic activity occurring. There is currently no grass in this era, but insects of all types abound.
The dinosaurs on land are currently few in type, and less specialised than in later eras.
However the seas abound with fish, sharks and other types of creature, in large numbers and in a wide variety.

The Trans Time Triassic base is set during the end half of the period (roughly 215 million years ago) in an area situated some 50 or so miles from the shores of the north eastern African peak (or what will be Africa!).

The Cretaceous (145-66, million years ago):
This period is when the two super continents of Laurasia and Gondwana are splitting up into the many smaller continents that will become the world as we know it.
The climate is warmer than now, but colder towards the poles.
The Flora is awash with colour as flowers have developed, and large forests of all types are interspersed with equally large deserts, plains and swamps.
Dinosaurs on the land and air dominate this time period with a huge amount of variety, and even in the seas they are still present in wide types.

The Trans Time Cretaceous base is situated around the middle of the period (100 million years ago)in what will become North Africa.


Principles of Time Travel:

Time Travel is not an exact science, and is a hugely complicated thing, understood by only the brainiest boffins. However, everyone should be aware of the basics, and these are relatively simple.

Time travel is basically a journey. One that is made inside a time capsule. You get into the time capsule, then it activates it's engines and homes in on a beacon, which is hopefully located at the destination point, somewhere in the past.

Without this beacon, a capsule cannot home in on anything, and if activated without one being present, will either go no where, or will disappear to who knows where. The physical location of the beacon itself is irrelevant, just as long as it is switched on and broadcasting on a frequency the capsule must know.
Obviously this frequency can't be found on standard radio transmitters, but as long as the receiver in the capsule isn't tampered with, then there is (so far) a 100% success rate of the capsule travelling to the right time period. The actual physical location of the capsule to the beacon though depends on the strength of the beacon. Early Trans Time attempts had the capsule landing up to ten miles away from the beacon, and sometimes as much as that in the air too...

If you were to look at an approaching capsule, then you would see the air shimmer for a few seconds, and then the capsule would simply appear.
The journey itself takes only a few minutes (from 5-10).

The time capsules can be made in any size, and some of Tran Times' range from automobile size to tractor trailer rigs for transporting fresh meat. But before you think about placing that time travel component in your car and drive off, it should be mentioned that while small (taking only about a third of the capsule) it weighs several tons (or around 100 tons for the tractor trailer rig size). Not that it would do you much good to have in your vehicle though, as you would only be able to get back to the 21st, or back to the past again.

And that's all there is to it really, save that the amount energy needed to transport a time capsule is also quite phenomenal...

It should be noted that once a beacon has been placed and a frequency assigned to it, time will continue to move forward at the normal rate for that beacon, thus if a week passes in the 21st Century, then when you travel back to the beacon, a week will have passed there as well. There is no getting round this aside from setting a new beacon.
Setting new beacons is a very hit and miss affair - as there is no beacon to guide a time capsule wanting to go to a new era, it is basically a hit and miss affair. Send a capsule with a homer, and hope it gets to where you want to go. Modern technology can send capsules without guiding beacons to within a 1000 years of a desired location.
Not very good as yet.

There are two approaches to this field of time travel, one for each corporation present:

Trans Time use a beacon with a signal so strong that each scheduled capsule lands exactly where it is supposed. They operate two frequencies, one for each time period.

Time to Time operate mobile beacons so that they don't have to have one single base. These mobile bases also have trailer rigs which are just huge batteries, so that the time capsule can arrive, get recharged and then zip right back into the present as soon as possible. Being mobile though means that their beacons aren't too strong, which in turn means that their capsules don't always land right where they want them.
They also operate a whole range of frequencies which can be a bit dicey if a Time to Time operative forgets to set their beacon right.

Time Travel Sickness:

There are two type of medical illness associated with time travel - Time Travel Sickness, and Time Period Sickness.

Time Travel Sickness (TTS):
This is basically just like travel sickness, the individual can get nauseous, suffer headaches and generally feel queasy.
Generally not many people are affected. This can generally be cured by taking normal anti travel sickness medicines.

Time Period Sickness (TPS):
It has just recently been discovered that time tries to pull people and things back to their own period, a bit like a new force.
For the majority of people, this will be completely unnoticeable, but for some they will feel themselves getting weaker.
Modern medicine has remedies for this, and for most of these people it will just be case of remembering to take their pills in the morning, but for some it will mean a trip back to the 21st so that their body can stabilise, and no more trips to the past.

Time Period Sickness is completely new and not very well understood. It is known that after a period of time (a couple of months) the body gets used to this 'time pressure' (as it's beginning to be called), and any symptoms of sickness (if they were present) go away.

More people get Time Period sickness than Time Travel Sickness.

There is no way of knowing or predicting who is susceptible to Time sickness of any sort yet.

Inanimate objects can also get Time Period Sickness (or Stress as it's been dubbed), and again there seems to be no way to predict what is, and what isn't effected. For example, with two identical rifles off one assembly line, one may get TPS, the other may not.
With objects, there is no cure (other than returning the item to it's own time) as the item cannot control the time pressure exerted on it, and if effected will gradually become brittle and fall apart (quite literally).


Rule Notes:
Time Travel sickness can be caught by anyone who makes a time travel trip for the first time. Roll a 2 or 12 on 2D to determine if the person gets TTS. If they do, roll on the following severity table. If they don't get TTS, then no further rolls are necessary.

Die RollEffect
1Slight nausea. Will subside about ten minutes after landing. No game effects
2,3Slight nausea lasting about half an hour after landing. +1 to all rolls.
4,5Major nausea lasting for about an hour. +2 to all rolls.
6Severe effects lasting for about 6 hours. +3 to all rolls.

Normally travel sickness medicine will cure these effects.

Time Period Sickness can also be caught by anyone (even if they don't get TTS). However it's effects do not come instantly, but vary for each individual. After 1D days, roll 2D to determine if someone gets TPS. If they score a 2, 3, 4, 10, 11 or 12, then they suffer from TPS, and should roll 1D on the following table.

Die RollEffect
1Slight feeling of weakness. Will suffer a +1 to all rolls if medicine is not taken once a day.
2,3Slight feeling of weakness. Will suffer a +1 to all rolls if medicine is not taken three times a day.
4Major feeling of weakness. Will suffer a +1 to all rolls if medicine is not taken three times a day. Then after a week, this will rise to +2.
5Major feeling of discomfort. As 4, but each additional week will increase the roll by an additional +1. This can rise to a maximum of +6.
6The character is so weak that they have to be shipped back to the future or they will die within a few days.

The medicine available actually helps the victim's body to adjust itself to cope with time pressure, although the effects are temporary until the body can sort itself out.

After a month, the body begins to adjust to this pressure, and every week afterwards, a character with TPS should roll 1D, and on a 5 or 6, any modifiers due to TPS are reduced by 1. If this brings them down to 0, then the body has coped with the time pressure, and no more medicine is needed. With result 5 above, once the modifiers reach +6, they do not increase further, and once the body begins to adjust, they do not rise again to counteract the body's natural healing, but begin to fall.
There is no cure for result 6.

What isn't known yet, is that the body not only adjusts to this time pressure, but gets used to it so much so, that after a long while (around a year) the body breaks away from the time pressure and comes to think of this time period as 'normal'. This means that when the person gets back to their real time they have to readjust back to the new time.


The Corporations
The Setting