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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 7102832" data-attributes="member: 26698"><p>I had the idea that time travel on the Core Timeline is an ever-shifting set of rules that makes it highly potentially hazardous even to people with lots of experience performing this such as the Time Lords.</p><p></p><p>Potential hazards include such things as calling "clock-roaches" (monsters like the Hounds of Tindalos, the Langoliers and those gargoyle Reaper things from the DW episode "Father's Day") on your location, triggering alarms on temporal policing groups (so talking, what, you have X minutes/turns before a guy from the Temporal Investigations Agency pops up and hunts you down, "Terminator"-style, worst case scenario is a Time Lord war-band?), "rubber-band" history (meaning you can change as much as you want, but nothing really STAYS "changed"), creating different universes (unfortunately if you try to go back to the "present day" from that point, you are snapped back to the 'standard' Core Timeline--and some times you are 'snapped back' whether you wish to or not), you become some kind of ghost and you can't change anything, "temporal turbulence" shreds you and you get splattered all over the Fourth Dimension, and so on.</p><p></p><p>Furthermore, you can't go back beyond the 23 Hours of Madness. It just can't be done. The fact that this means that it's impossible to stop The Vanishing from happening has driven a few people mad.</p><p></p><p>Thankfully, powers and abilities and gear that just manipulate the "present time" (such as stuff that gives you Bullet Time) get more lenient results from the universe. So does stuff that is more 'realistic' in terms of time travel (talking relativistic distortion). As a result, stuff like the Time Chamber from DBZ and devices that copy it have obtained some market (such as, for example in prisons), but some fellas also try to use hyper-accelerated VR simulations because they are (technically) safer.</p><p></p><p>As for traveling between dimensions... well, that one is pretty much more flexible, but it still has a hard rule: once an Incursion emerges on the Core Timeline, there's no getting out (at least at the current moment of the "present" in this setting). The 'flexible' part is stuff like Pocket Dimensions and alternate planes--pretty often chunks of other dimensions that have appeared on the Line. But talking 'chunks' is important--flat-out alternate timelines are inaccessible.</p><p></p><p>Of course, yeah, guess those Factions have done stuff like sending scout teams to The Line to make more research on it and maybe see how to punch through this dimensional 'blockade'.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 7102832, member: 26698"] I had the idea that time travel on the Core Timeline is an ever-shifting set of rules that makes it highly potentially hazardous even to people with lots of experience performing this such as the Time Lords. Potential hazards include such things as calling "clock-roaches" (monsters like the Hounds of Tindalos, the Langoliers and those gargoyle Reaper things from the DW episode "Father's Day") on your location, triggering alarms on temporal policing groups (so talking, what, you have X minutes/turns before a guy from the Temporal Investigations Agency pops up and hunts you down, "Terminator"-style, worst case scenario is a Time Lord war-band?), "rubber-band" history (meaning you can change as much as you want, but nothing really STAYS "changed"), creating different universes (unfortunately if you try to go back to the "present day" from that point, you are snapped back to the 'standard' Core Timeline--and some times you are 'snapped back' whether you wish to or not), you become some kind of ghost and you can't change anything, "temporal turbulence" shreds you and you get splattered all over the Fourth Dimension, and so on. Furthermore, you can't go back beyond the 23 Hours of Madness. It just can't be done. The fact that this means that it's impossible to stop The Vanishing from happening has driven a few people mad. Thankfully, powers and abilities and gear that just manipulate the "present time" (such as stuff that gives you Bullet Time) get more lenient results from the universe. So does stuff that is more 'realistic' in terms of time travel (talking relativistic distortion). As a result, stuff like the Time Chamber from DBZ and devices that copy it have obtained some market (such as, for example in prisons), but some fellas also try to use hyper-accelerated VR simulations because they are (technically) safer. As for traveling between dimensions... well, that one is pretty much more flexible, but it still has a hard rule: once an Incursion emerges on the Core Timeline, there's no getting out (at least at the current moment of the "present" in this setting). The 'flexible' part is stuff like Pocket Dimensions and alternate planes--pretty often chunks of other dimensions that have appeared on the Line. But talking 'chunks' is important--flat-out alternate timelines are inaccessible. Of course, yeah, guess those Factions have done stuff like sending scout teams to The Line to make more research on it and maybe see how to punch through this dimensional 'blockade'. [/QUOTE]
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