| Time Periods and Time Travel
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The Time Periods:
The Triassic (245-208 million years ago): 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): 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.
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 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. 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. 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):
Time Period Sickness (TPS): 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.
Rule Notes:
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.
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. 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 | |||||||||||||||||||||||