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🎨 Creative 101 Time Patrol Facilities

Pip

Citizen of Ireland
Validated User
The time patrol has facilities and branch offices throughout history. Some would say throughout all possible histories. They usually blend in with the surrounding locales and eras. Each is different, though, ands most are interesting in their own way ...
 

Pip

Citizen of Ireland
Validated User
1. The penitentiary

The Time Patrol's minimum security holding facility for non-violent criminals: fraudsters, unlicensed time travelers, people who tried to use time travel to make a fortune through betting or commodities speculation, even the odd ideological types who tried to change history for what they saw as the greater good. They're all kept here in comfortable but dull accommodations on a spacious campus surrounded by fields (which the prisoners work) and then the cold dry grassland of the mammoth-steppe. Twice a year the migrating herds pass by, along with the nomadic tribes of neanderthals who follow them. It's quite a sight, and the prisoners and guards are allowed to trade with them a little.

Security is almost non-existent, because the exact time and location of the site is a closely guarded secret, making unlicensed time travels unable to find it, and so there really isn't anywhere for escaping prisoners to go except to try and join the neanderthals. In principle it might be possible for an escaped prisoner to travel far enough south to reach and area where there are tribes of anatomically modern humans, but it's not considered a particularly big risk.
 

Craig Oxbrow

Ah, y'know. This guy.
Validated User
2. The Mason Observatory

Due to various time travellers trying to change particular linchpin moments in history, the Patrol has permanent observer-effect facilities guarding the Crucifixion, the Lincoln assassination and so on... and the afternoon in March 2018 that Lydia Mason, third year mixed media art student, had to wait eight minutes for a coffee and then had to run to get to class. Nobody knows why travellers from the 79th Century Many-Angled Empire wish to prevent her getting that cup of coffee, but they keep trying.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
3) Institute for Historical and Temporal Studies From Otherwhen, the Interdimensional City, which is part of The Waunderer's Way Setting.

The Institute is an academic facility that is housed in one of the most iconic buildings in the city. Twin ivory sides sweep parallel and upwards one hundred and fourteen stories towards the sky. The two ivory siding sandwich the building proper. The front of the building is windows, large panel stained glass, holding 14 nodal historical events (per the institute). These windows are almost always backlit, so they can be seen The back side is mostly blue metallic glass to absorb the heat from the sun. The Institute has six or seven low out buildings in the complex.

It is always busy here. Its primary public function is to teaches classes on cultures, languages, history, and psychohistory conventionally and with speed learning. There is a tremendous amount of data traffic into and out of the buildings, as there are just that mean researchers doing "live research" from all around the *verse. They have their own authorized portal generator in one of the sub-layers of the outbuilding. There is also a good volume of vehicle traffic in the area, the one complaint the city has about the Institute. There are many researchers, scientists, explorers, and physicists doing work on the IHTS's credits all around the dimensions (both in Society and outside Society boundaries). They support these researchers with education, modifications (if needed), transportation, and security/extracting. It is the hub of great understanding in the city.

It is also the biggest secret in the city.

Most people in the know (or who are paranoid enough) know it is a "secret". They expect it to be a covert operation of the Patrol. They are secure in that knowledge, because anything else is just preposterous. (To be truthful, the Patrol does use IHTS from time to time as a cover.)

That secret is the IHTS's cover for their secret.

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Time Watch

The Patrol (The Watchdogs for the Transdimensional Society) and The Council (The Ruling Body of Transdimensional Society) have a secret. It is not as great as "The Secret", but it is carefully guarded as only a few in the highest echelons and select patrol members know of it.

The Time Watch is from the Core Line that develops actual Temporal, rather than Paratime travel (though they do have this ability as well). The Time Watch polices Chronal society, which only has limited impact on TransD society. Only a few worldlines are "spokes", important to the wheel of time. The Time Watch will occasionally be found on other worldlines to find "miscreants" who are hiding there to invade back into more spokelike worlds".

The Time Watch is very subtle and seldom if ever noticed. Their agents are highly trained and physically adapted to blend in. (As are Chronal Society's merchants and tourists). They use a variety of conveyances, from scooters and conveyances (time vans). They also possess some kind of teleport technology (tied to conveyances it seems). Their technology can exceed magical capablities (and that is impressive since TransD society actually possesses magic on the worldlines that support it.) It seems to work in almost all prime worldlines. Their agents are hyper trained and hyper knowledgable. Some of this training is through some kind of mental induction that can be used on any world line.

The Patrol has a very traditional military/police structure and mentality. This creates some complications when the two groups interact, as The Watch seems to be very "laid back", understructured, and working with shoestring resources. They seem "less than concerned" with many notable threats that should impact the time flow. It could be that TransD society only sees a small sliver of Chronal society/ The Watch, and our TransD society has a very different view of things.

[hr][/hr]

The Watch and the Time Traipsers are the boogiemen to some aspects of TransD society. They are operating virtually undetected in the TransD society. TransD society has no ideal on their actual goals or if they are truly temporal in nature. Some say we can never know about them, as it has been implied that they have shapeshifters from "uptime" that can change no matter the world line they are on. Some have also implied that they support some of the darker edges of TransD society and actually the Norden (Evil Empire in the TransD space) because it is in "their best interest".

[hr][/hr]

The Institute is Point Sigma (Point Alpha and Omega are the main bases). This is the major side stop. Most of the Institute employees are unaware of the Watch, but know that there is more going on at the Institute than publically listed (they assume they are covert Patrol operations). The data flow allows them to sort "history" and existing situations and determine "variations" and things they need to investigate. The flow of researchers covers the number of agents that come and go, which is really a small percentage of the traffic. Sigma serves as the training point for full agents (basic in in Alpha or Omega), so they an adapt to a worldline/ timeline. It is the "temporal air traffic control" for C-sector 9 (some guys in the upper floors are not IT guys playing video games, but are dispatchers and vector managers). It is also a travel hub for dimensional travel for The Watch (as no one will notice any additional trans dimensional travel out of this regional zone).

Sigma's track generators augment the city's natural resistance to temporal changes (being a confluence point of several realities, the city resists reality based changes). The Sigma generator is the primary of the five stabilizers for the main spokes.
 
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MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
4) Site Beta
In the just post-pangea age, Site Beta is the prison preserve. It has two components, males on the east subcontient and females on the west subcontinent. This is the preserve for time remnants, trapped here when their timeline dissolved. Sophosaurians (Sentient Raptors), Militant Neanderthals, Eugenics Era Alphans, Martians of the Ablin Age, and Type III AIBOs, make up the bulk of the preserve's population. The preserve is here for large number groups. There are a few one offs that were deemed too dangerous for other sites. The various groups do not play well with each other (as the existence of the other denies their existence) and usually keep to their sections of the preserve. When they intermix, it is full on war.

The defenses on Site B are about detection of time travel and destruction of any incoming craft/ gatepoint. This makes flying or gating in an interesting proposition... usually reserved for punishment duty on the Watch. After a couple of dangerous inbound flights, your record is usually cleaned and you are back to regular duty.
 
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DarkStarling

Brilliantly Crazed
Validated User
4) High Security Penitentiary: Pompei Protocol.

This is a facility for humanely containing high escape risk time offenders without the restrictions of a facility like the Cronovault. The prisoners are introduced to a looped segment of time which ends at a major natural disaster such as a volcanic eruption or meteor impact. The only temporal access to the loop is the stable and guarded portal, and leaving the area of the loop results in being caught in the blast.

(Same rules as Miss Peregrins)

5) Project Mousehole: Silurian Vault 6. One of several vaults created by the ancient Silurian Empire to preserve them through the Cretaceous/Tertiary Extinction, the facility lies dormant for 65 million years before reactivating in 2458 CE. During that time the facility is used many times as a Time Patrol base, working carefully to avoid disturbing critical systems. All evidence is removed when the bases are shut down: on awakening, the Silurians have no idea anyone else was ever there.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
7) Site Xi aka Delos Metrocomplex

It seems like another 24th century themed entertainment center. There are dozens of "zones" where various historical periods are simulated. Unlike some transwarpian themed parks that are prevalent in this period, this one is realistic down to the blades of grass. (Since each zone is a dome to protect from The Harshness, fully created is very much an option). The Synthetic Citizens of the parks ensure a historically accurate world.

There is a lot of operations in the background that make the park a very busy place. There is always traffic of people and things in and out of the reception and loading dock zones.

After The Delos Conspiracy was resolved, The Watch took over the site and use it as training and recreation center. Various area are used for period recreation. These same areas are a training area where agents after they receive their training downloads are sent to acclimate and naturalize their new found skills and languages.

The Watch has time it much more useful to do it "in the material world" than do virtual world training (unless time is of the essence). If there isn't a period dome (or a dome The Watch converts over to a training period), then you will do your work in the 24th century VR net.
 
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Pip

Citizen of Ireland
Validated User
6. Safehouse 37

A few km to the south of the river that would later be known as the thames a neolithic tribesman established a camp on a small hill with sufficient access to food, running water, and convenient hunting grounds to be of use to travelers who might pass by. Over the centuries the camp was replaced and rebuilt many times, first as a hut, then a small round-house, then it was cleared to make way for a large roman-style villa where a wealthy trader and his many strange and exotic friends would always find a convenient place to stay near to Londinium. Destroyed in the fire set by Boudicca's forces it was rebuilt afterwards and continued to be used. After the departure of the Romans from Brtain the estate was converted into a defensive fort by a group of Brythonic merchants with trading links to some wide ranging placed, and later changed hands again when a group of Saxons purchased the site and rebuilt its defenses.

The land changed hands many times, and through fire, flood, and plague it was frequently left ruined, but someone always came back to it, built a new building and once again ran a place where unusual travellers far from home could find the supplies they needed. A row of houses on the site was destroyed in the Great Fire of London. Another fell in the blitz. In the mid 21st century the hotel at the location was destroyed in a riot, in the 23rd a containment failure left it flooded when the sea-wall broke, but each time when the dust cleared a new building would spring up on the same location offering similar services.

So ... if you're a patrol agent and you're stranded somewhere near southern Britain make for the safehouse and introduce yourself. Someone there will usually be able to help.
 

MoonHunter

Game Guru-Thread Shepherd
RPGnet Member
Validated User
9) Oxbow 3-16

There are places in the timesteam that are quiet and function like an oxbow bend in the time stream. They are places where it can be still, quiet, and sometimes it becomes a "still pond" in the time stream. They are unaffected by history and barely touched by the flow. These quiet out of the way places are precious to a time traveler. As long as they are not heavily disturbed, they can provide a haven from erosion from the timestream, alteration effects, and so on.

Oxbow 3-16 is a small "valley" in the hills and mountains in south east (modern) turkey. (It is North of Erbl Iraq, in the triangle between current border Iran, Iraq, and Turkey.) It is part of the Mesopotamian time block (Block 3). The valley is small and has a tiny lake/ large pond in it. The goat herders sometimes pass through for the water, but the terrain to get into and out of the valley is sharp and steep.

It seems like it is just the same as it was when Mesopotamian goat herders first took their herds here. It really is. You could be breathing the exact same air as people that were here over the last 8000 years.

There is a cache of communication and sensor gear using hypernet connection to other sites. There are also generator and recharge points. The cache is a DNA handlock, so until you get too fragged, the update should have you.

Most of the temporal oxbows in this region have all been disrupted, (too much activity, temporal actions, or just "a lot of dice rolling"/ probability occurred) so 3-16 might be the only one left after the 21st C.
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Yes, I do a lot of time gaming, as well as transdimensional/ alternate world gaming. Not quite as much, but yes... I am good for some of this.
 
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