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      Godlike powers can be mass-produced and inexpensive 
        - Carl Feynman 
      Tech Levels
      (based on the GURPS system below TL 8) 
      General Technology
      0              Stone age 
      1              Bronze age 
      2              Iron age 
      3              Medieval 
      4              Renaissance: gunpowder, printing 
      5              Industrial: mass production, steam power, telegraph 
      6              Atomic: Flight, radio, electricity grid, rockets 
      7              Information: Computers, laser 
      8              Biotech: Genetic modifications, smart materials, bionic 
        implants 
      9              Nanotech: Molecular machinery, assemblers, AI 
      10            Quantum tech: Quantum computing, nuclear transmutation 
      11            Femtotech: Exotic matter, antimatter, computronium 
      12            Clarketech: Gravity manipulation, space-time engineering 
      Placeholder Device (TL 12)
      Clarketech device able to increase its mass, used to hold objects in 
        orbit around itself. The device is a spherical pebble, controlled through 
        the usual transcendent interfaces. It can be commanded to change its gravity, 
        enabling it to act as an anchor.   
      It can also be used as a weapon in planetary environments: 
        at its normal setting, the gravity is large enough to compress a few cubic 
        kilometers of stuff into degenerate matter, and at higher settings it 
        can in principle create a black hole.  
      Power Production
      0              Human muscle power 
      1              Domestic animals such as horses; water wheel 
      2              Windmill 
      3              Horse with horse-collar 
      4              Fossil fuels 
      5              Steam engine, electricity 
      6              Hydroelectric power, nuclear power  
      7              Solar power, OTEC 
      8              Beamed solar power from space, fuel cells 
      9              Fusion, nanostorage, room temperature superconductors 
      10            Fusion batteries, neutrino cooling 
      11            Antimatter energy storage, Dyson shells 
      12            Matter-energy conversion 
      Nanobatteries (TL 9)
      Energy is stored in strained molecular bonds in designer 
        materials.  
      Fusion batteries (TL 10)
      Batteries contain microscale fusion units.  
      Neutrino Cooling (TL 10)
      Device converting heat into neutrinos; an efficient 
        way of cooling even in extremely hot environments. Neutrino cooling is 
        the main method of cooling in Ex Tempore. Since the space is fairly small 
        enormous neutrino pumps clear it from neutrinos which are dumped into 
        the Big Crunch.  
      Military
       "...thanks to the rapid assistance of Aquincorian Nano-Defense. 
        The algae, that proliferated around the main fastenings of the Arx, would 
        have posed a serious threat against habitat stability, had not the pretorian 
        Nanodef encapsulated it in liquid sealing plastic..."  
        - Independent News Sodality, feed VIII 
      0              Fists and stone weapons 
      1              Spears and arrows, bronze swords, leather armor 
      2              Iron swords, shields, scale armor 
      3              Steel weapons; lance, flail, crossbow; plate and chainmail, 
        castles 
      4              Black-powder musket; cannon 
      5              Ironclad warship, dynamite, repeating guns 
      6              Battleship, tank, machine-gun, fighter aircraft, fission 
        bomb, flak jacket 
      7              Nuclear missile, atomic submarine, jet fighter, Kevlar, 
        spy satellite 
      8              Cybertank, advanced bioweapons, drone weapons, infowar 
      9              Diamond armor, smart weapons, replicator weapons, khaki 
        goo 
      10            Quantum detectors, superintelligent weapons, relativistic 
        projectiles 
      11            Strangelet bombs, femtotech infiltrators 
      12            Singularity weapons 
      Khaki goo (TL 9)
      General term for military nanodevices and nanoimmune 
        systems. Red and black goo are attack nanodevices infiltrating enemy installations, 
        soldiers or objects to perform sabotage, information gathering or attack. 
        Blue goo is defensive systems to stop them. Goo can range from bacteria-like 
        infestations to active swarms or liquids of nanosystems.  
      Replicator weapons (TL 9)
      Weapons that can reproduce. Often designed with a hive 
        architecture: worker devices gather resources at a central factory producing 
        more workers, power sources, factories and weapons. This can either be 
        a nanoscale system eating its surroundings and converting them into armaments, 
        or a macroscale robotic system. Some versions involve artificial evolution 
        to create variants of the weapons, possibly evolving into wildly unexpected 
        forms. Usually a built in recall code enables the owner of the weapon 
        system to prevent them from attacking friendly installations or to go 
        into “obedience mode”, although accidents have a nasty tendency to happen 
        with this kind of system. 
      Quantum detectors (TL 10)
      Active and passive systems exploiting spin resonance, 
        neutrino field radar or other subtle means to detect what is going on 
        within a region. They can see through most forms of matter, detect quantum 
        manipulations and incidentally tend to disrupt unshielded quantum computing. 
        Used as an ultratech anti-bugging system, for passive scanning or quickly 
        building maps of local space. 
      Relativistic projectiles (TL 10)
      Tactic or strategic weapons accelerating heavy projectiles 
        to near light speed, impacting their target so fast that early detection 
        and interception is nearly impossible. This is used in interstellar and 
        interplanetary warfare, especially against enemies with efficient countermeasures 
        as beam weapons or relativistic interceptors which can stop most incoming 
        missiles if they can be detected.  
      Strangelet Bombs (TL 11)
      Devices releasing droplets of strange matter, a stable 
        mixture of quarks that converts normal matter into strange matter. Strange 
        matter is super-dense and the conversion process tends to release significant 
        amounts of energy, which usually breaks the droplets apart. While strangelets 
        can be used against small targets like spaceships and orbital habitats 
        this is merely as destructive as a heavy ion cannon – the real power lies 
        in their ability to chew up planetoids, planets and stars. An infected 
        planet will be infested with strangelets constantly absorbing matter and 
        breaking apart, which will quickly (in a matter of hours or days) convert 
        the planet. The end result is a hot ultra-dense core and an expanding 
        shell of exploded debris and strangelets.  
      Medicine
      0              None 
      1              Supportive treatments, herbs 
      2              Bleeding, chemical remedies 
      3              Amputations, simple prosthetics 
      4              Anatomy 
      5              Germ theory of diseases, anesthetics, vaccines, heredity 
      6              Major surgery, antibiotics 
      7              Organ transplants, plastic surgery, designer drugs, genetic 
        testing 
      8              Cloning, bionics, hunter-seeker cells, personalized medicines, 
        germline genetic therapy 
      9              Longevity, cryonic revival, automedics, nanoimmunity, 
        cellular repair, euthenics 
      10            Uploading, total cellular repair, mind reconfiguration, 
        chrysalis machine 
      11            Total morphological freedom, mental engineering 
      12            Consciousness design 
      Mindstates (TL 10)
      Scanning brains for continued existence as an infomorph, 
        backup copies or other purposes is a mainstay of TL 10 medicine and often 
        lifestyle. Simple brain scanning using nanomachinery to slice and scan 
        the brain is rare in Namaqua; there exist safer and more efficient methods 
        leased from technologically advanced cultures. The most common method 
        is helicality scanners, using neutrinos to produce a detailed brain scan. 
         
      New arrivals to Ex soon discover the thriving mindstate 
        trade. Minds from the timestream represents concentrations of new information, 
        experiences and skills not found in Ex, making them valuable and interesting. 
        Many groups are willing to pay well for mindstates. They are usually not 
        run as conscious entities except possibly for conversation purposes; although 
        some cultures when developing uploading use uploads as cheap intellectual 
        labour, in most cases AI do the job far better and more cheaply. Instead 
        the mindstates are studied, have their memories refined into virtualities 
        or experiences, particular skills woven into AI etc. Still, many fear 
        that by selling mindstates they are selling copies of themselves into 
        slavery. 
      The major players on the mindstate market are Ashizuri, 
        the Tauiatta and the post-Aquincorian utopians living in Arx Tarautuas. 
        These are known as trustworthy mindstate dealers and often give a good 
        price for a mind from a transient timeline. One special deal is the triple 
        fork: the scan pays for a copy of the person downloaded into a suitable 
        bioshell, while another copy acts as an indentured consultant for the 
        buyer for five years (many Aquincorians have problems with this hint of 
        slavery). Several other mindstate dealers exist within the virtualities, 
        ranging from the honorable Desire-5 clan (a N’Modugno offshoot) to downright 
        shady posthumans like Bia Map.  
      Industry 
       "..the multitudinous aspect of the stick is not to be mistaken 
        for originality. Several researchers made this mistake, only to be humiliated 
        weeks after their publishing by pattern-infringment claims from a nodus 
        antipodus advertising entity..."  
        -Aquincorum Trade review  
      0              Crafts 
      1              Crafts 
      2              Crafts 
      3              Crafts 
      4              Manufactures 
      5              Mass production 
      6              Assembly-line 
      7              Simple robotics 
      8              Biotech plantations, mass customization, industrial ecologies 
      9              Nanoassembly, von Neumann devices 
      10            Matter compilers, Santa Machines 
      11            Matter foundries 
      12            Cosmological engineering 
      Matter Compilers (TL 10)
      Devices that take a design of an object and builds it 
        using nanotechnology. Simple forms developed during TL 9 make larger objects 
        from smaller parts assembled in a convergent way.  
      Santa machines (TL 10)
      Matter compilers with a built in AI able to design and 
        construct nearly anything asked for. 
      Matter foundries (TL 11)
      Devices able to create matter on order from energy, 
        usually supplied by converting unwanted matter into energy. Although horrendously 
        energy-wasting (a sizeable fraction of the mass equivalent energy is dissipated 
        as heat) it is a practical way of creating designer matter in huge quantities. 
      Environmental Technology
       "...the substrate of the exo-skeleton proved quite superfluous 
        during the second era. Later developments in Nagatic design has, however, 
        brought about something of a renaisance regarding the corporeal aspect 
        of the fruitfliers..."  
        - Encyclopaedia stocastica  
      0              Hunting and gathering skills 
      1              Agriculture, domestication 
      2              Selective breeding 
      3              Geography 
      4              Natural science 
      5              Evolution theory, geoscience 
      6              Hybrid species, complete world maps 
      7              Ecology, genetic engineering, environmental monitoring 
      8              Ecological engineering, designer species 
      9              Climate management, ecosystem design 
      10            Terraforming, artificial life 
      11            Star lifting, designer evolution 
      12            Stellification 
      Star Lifting (TL 11)
      Technologies for managing stars, including mixing their 
        atmospheres, lifting off matter for industry or to make them burn longer, 
        and activating or inhibiting nova processes.  
      Stellification (TL 12)
      The conversion of planets (usually giant planets) into 
        artificial suns by slowly converting their mass into energy. This is rarely 
        used by civilizations with access to phasing (since they can easily find 
        new stars elsewhere).  
      Information
       
        "...What began as a trawl through the accounting records of a mid-sized 
          Aquincorian litigation agency took a radically different turn when I 
          met the dolphin. Tossing and turning in the immaculate data-flows, it 
          toyed with my security measures. Leaving a residual spark in my HUD:s, 
          it whiskered off, probably in search of more informational climes..." 
           
          -Account of Manuel De Orinha, Communications specialist, Magellanica. 
            
       
      0              Oral tradition 
      1              Writing, mathematics 
      2              Mnemonics 
      3              Courier networks 
      4              Printing, calculation tools, semaphores 
      5              Telegraphy, telephony, mechanical calculators 
      6              Radio, television, global communications, electromechanical 
        calculators 
      7              Computers, information networks, strong crypto 
      8              Semantic networks, quantum crypto, software agents 
      9              AI, atomic level storage, sentient networks 
      10            Quantum computers, superintelligent software 
      11            Femtoscale storage, Jupiter brains 
      12            Black hole computers, Omega Points 
      Virtuality Bath (TL 9)
      A liquid bath of nanomachines, connecting anyone immersed 
        with the virtualities. Most virtuality baths appear like ornate tubs of 
        opalescent liquid, usually found in virtuality bathhouses or cogitowns. 
        The liquid supplies nutrients and removes waste, keeps the mind connected 
        to the net and provides convincing force feedback if needed. Many humans 
        suffer from virtuality addiction and spend all their time in virtuality 
        baths. 
      Translation Devices (TL 8)
        
      Given the bewildering variety of species, cultures and 
        histories in Ex, communication is a problem. Most groups need translation, 
        and a similarly broad variety of translation devices exist. The simplest 
        devices are little more than dictionaries with speech recognition, usually 
        producing a very poor translation (if any at all), but hopefully providing 
        some clues on what was being said. More advanced software can handle more 
        complex translation, but it is not until near-human AI is reached that 
        the translation devices become as flexible as real translators. 
      Shoukakegawa constructs neurocomputer translators, which 
        have the nice property of learning by experience simply by listening to 
        languages. These devices contain cultured neural tissue, and can be interfaced 
        by typing, voice or neural interface. Although an original human invention, 
        they are very similar to the Trilo translators (which look like heavy 
        coral growths). Both groups have profitably begun to copy each other’s 
        circuitry. Republica Aquincorum and Lamplandae employ software translators 
        of varying quality. Most humans would love to own Strigae units, since 
        they are far more powerful and versatile than most human translators. 
      Mind Boxes (TL 9)
        
      Small cubical objects, apparently made of black diamond 
        with regular markings on the sides. These boxes contain solid state Ais, 
        mindstates or just dense information storage.  
      Black Hole Computers (TL 12)
      Computers working at the ultimate limits of information 
        processing. The components are quantum black holes forming and evaporating 
        at an extreme rate, enabling 10^50 operations per second and 10^31 bits 
        of storage for a one kilogram computer.  
      Omega Points (TL 12)
      When a closed universe collapses, the shear energy of 
        space-time can be extracted and used to power computation. By constructing 
        an universe-spanning computing infrastructure that does information processing 
        in the increasingly hot plasma more and more computations can be done 
        per second. As the universe shrinks and grows hotter the system accelerates, 
        making the subjective time for infomorphs inside the computing matrix 
        seem to stretch. The end result is that the amount of information stored 
        and processed goes to infinity in a finite time. At the last moment the 
        entire universe is a single point of total information. 
      Implementing an omega point requires massive universe 
        re-engineering, and civilizations with access to phasing often exploit 
        it to deal with the somewhat unpredictable shifts near the final singularity. 
        Hence they create whole families of omega points, which sometimes results 
        in exceedingly dense bursts.  
      Transport
      0              Feet, canoes, sledges, skis  
      1              Horseback, carts, sailing rafts and small galleys 
      2              Horseback with saddle, ocean going galleys 
      3              Horseback with saddle and stirrups, sailing ships 
      4              Fully rigged ships, hot air balloons 
      5              Zeppelin, steamship, railroad 
      6              Automobile, aircraft, ocean liner, submarine 
      7              Jet aircraft, space shuttle, maglev monorail, hovercraft 
      8              Nuclear spacecraft, scramjet, biocar, swimships 
      9              Orbital tower, aircars, lightships 
      10            Interstellar craft 
      11            Relativistic interstellar crafts 
      12            Wormholes, antigravity propulsion 
      Wormhole Projector (TL 12)
      A device used by some of the Advanceds for quick transportation 
        within Ex and elsewhere. Using titanic energies they can expand a Planckscale 
        wormhole to macroscopic size, bringing a sizeable chunk of matter through 
        to the desired destination. This is the method used to haul new arrivals 
        into the Bays if they do not seem spaceworthy (a surprisingly common occurrence). 
        The Advanceds also use hard-to-detect microscopic wormholes to send pico- 
        and nanomachines to wherever they are needed, a very efficient means of 
        spying and infiltrating less advanced civilizations. Wormhole projectors 
        are also the key component of most clarketech weapons, both doing scanning, 
        attacks and defense.  
      Material Science
      0              Stone, wood, fur, bone 
      1              Bronze, tin, glass, bricks, gold 
      2              Iron, mortar 
      3              Steel 
      4              Chemistry 
      5              Alloys, chemical synthesis 
      6              Plastic, organic synthesis, catalysts 
      7              Composites, semiconductors, memory metals 
      8              Biomaterials, micromechanical systems, artificial enzymes 
      9              Programmable matter, nanomechanical systems, diamondoid 
      10            Utility fog, quantum systems, reconfigurable objects 
      11            Neutronium, quark matter computronium 
      12            Exotic matter, gluonic string, black hole atoms 
      Gluonic String (TL 12)
      Stable strings of gluons, held together by the strong 
        force. Gluonic strings require constant spin control 
        in order not to decay into mesons. Although the theoretical upper strength 
        limit corresponds to a tension equal to the mass-energy of the string 
        itself (at which point it spontaneously converts to exotic matter), in 
        practice only modes up to the proton mass can be prevented, producing 
        a spring constant and maximal tension of 2*1010 N/m for each 
        string. This is enough for most megaengineering designs. 
      Economy
       "...The paths of the righteous shall proceed unimpeeded. When 
        the heresy has finally been stamped... BUY NUTRIPASTE! ITS HEALTHY!... 
        upon the return of the sacred covenant, the seed will be sown... ARE YOU 
        DEPRESSED! BUY NON-DOWN!... ... for the ultimate benefit of all..."  
        - UJKH Harmonic dissemination 5, hacked by rouge Shoukakegawan advertising 
          
      0              Barter 
      1              Currency 
      2              Trade 
      3              Mercantilism 
      4              Banking, shares, insurance 
      5              Corporations, capitalism, Keynesianism 
      6              Global economy 
      7              Information economy (services, rather than physical goods 
        become major products) 
      8              Knowledge economy (organized information as the most valuable 
        goods) 
      9              Postmaterial economics (material goods are nearly trivial 
        to produce and become very cheap) 
      10            Postscarcity economics (both material and immaterial goods 
        are trivial to produce; the economy has to deal with total abundance) 
      11            Conceptual economy (new ideas and concepts are the most 
        valuable commodities) 
      12            Posteconomy (there is no scarcities of anything; the challenge 
        is to find a reason to interact with anybody else) 
      Makara (TL 8)
      Currency issued by the Shoukakegawa, based on biotechnology. 
        Each coin is a living being, contained inside a protective clear shell 
        and subsisting on sunlight. Their limited timespan acts as a negative 
        interest rate: money has to be spent, or it will eventually die.  
       
      Time Travel Technology
      The basic method of parachronic travel is phasing – 
        to leave the timestream, traverse the void outside time and enter Ex Tempore 
        or the timestream again. This is achieved by surrounding the traveler 
        and his vehicle with a phasing field and then change its polarization. 
        The phasing field “drags” everything with it outside the timestream, leaving 
        nothing behind. A fast polarization change produces a sudden vacuum; a 
        slower polarization lets the traveler just fade away.  
      It is important to have a strong phasing field, otherwise 
        some atoms and molecules will be left behind. Also, edge effects can be 
        troublesome; at the outskirts of the field only a few atoms are transmitted, 
        increasing towards its interior. Most advanced time travelers try to have 
        a sharp field edge, but it is not always easy to sustain it in adverse 
        conditions. Phasing machinery often tends to leave metal objects and rocks 
        underneath subtly weakened when they leave, and after a number of trips 
        they often themselves start to wear at the edges.  
      When re-appearing, the phasing field tends to repel 
        everything that was in the way. A fast polarization produces a nearly 
        explosive re-appearance, sending everything that was in the space taken 
        up by the arriving device away in a shock-wave; it is not uncommon for 
        such fast polarizers to use space or high altitude atmosphere locations 
        to avoid both causing undue attention, damaging the surroundings or themselves. 
        A slower polarization more gently pushes away objects, and can be used 
        within planetary environments (phasing into solid rock is still not a 
        good idea).  
      A much feared event is field inhomogenization. If a 
        field is disrupted as it is repolarized, parts of the time ship and traveler 
        will not leave, leading to a very sticky situation. This can occur if 
        two phasing fields overlap in the wrong way, malfunctioning generators 
        or sometimes due to intense electrical activity nearby.  
      It is possible to launch objects with external phasing 
        generators, which means that they have no way of traveling anywhere themselves 
        once they arrive. This can be used to phase them into targets as weapons, 
        or simply an efficient matter transport system.  
      The Aevum time a jump takes depends only on its length. 
        A jump of one billion years takes 7.2 Aevum-seconds. A jump of a century 
        takes only a microsecond. Going to and from Ex Tempore appears to depend 
        on the “radius” of the circle of time; the temporal distance seems to 
        be the lifetime of the universe divided by 2 pi. The current universe 
        has a lifetime of around 1014 years, producing a travel time 
        of 31.831 hours to and from Ex Tempore.  
      No time passes for the moved object, even if the trip 
        takes quite a bit of Aevum-time. Subjectively speaking all time trips 
        are instant. The previous surroundings just fade over into the new surroundings. 
         
      To construct a phasing field generator surprisingly 
        simple technology is necessary. A skilled engineer from 1900 could construct 
        it with the right electronic components, rods of rare earth metals (mainly 
        gadolinium), photomultiplicators and plenty of coils and waveguides. In 
        principle it can be built with vacuum tubes, although such a crude device 
        will not have much maneuverability or safety. Early 21st century 
        computer technology is enough for a simple timeship able to reach Ex Tempore 
        safely and visit destinations a few centuries away with good (days to 
        weeks) precision. Nanocomputers enable a far greater range and efficiency, 
        making it possible to arrive with second precision. With post-singularity 
        technology timeships can go anywhere. 
      Phasing is useful not just for time travel but also 
        space travel. A phasing field can send an object to the same time but 
        a different place by applying “linking resonances”. This is used by most 
        timeships to phase into a suitable location rather than to just appear 
        anywhere and perhaps accidentally displace away a load-bearing wall or 
        finding themselves inside a mountain. This is also the reason why phasing 
        an object forwards and backwards in time will usually not produce a significant 
        difference in position despite the rotation of Earth: the local mass and 
        momentum sets up a “linking resonance” that promotes reappearance in the 
        same place. Most species that discover phasing realize its potential for 
        time travel, but some cultures or ways of looking at the world may see 
        it just as a kind of hyperdrive. By exploiting the resonances it is even 
        possible to change the velocity and direction of objects.  
      The energy demands of phasing are fairly modest. The 
        Phasing field itself requires around a kilowatt of energy per cubic meter. 
        Extra energy proportional to the mass of the timeship has to be added 
        to deal with potential energy differences like when phasing to a place 
        out in interstellar space from a planetary surface. Phasing to or from 
        Ex Tempore requires 60 MJ/kg.  
      Note that phasing through time or space inside Ex Tempore 
        is impossible; it has a unique past that cannot be changed through any 
        known means. 
      Timeships
        
      Timeships are vehicles constructed for time travel. 
        They range from little more than boxes of phasing machinery to starships. 
         
      Advanced timeships are built to be extremely flexible, 
        since they can emerge into nearly any situation as they jump within a 
        dynamic timeline. They are usually nanotech constructions able to not 
        just phase in time, but move through space, the atmosphere, water and 
        shapeshift to blend in. They contain nanoequipment and information to 
        construct nearly anything needed from local resources. 
      Using phasing for spatial travel is quite possible, 
        although it does lead to new timelines. In space timeships can teleport 
        freely and with a vast range. By suitable manipulation of the fields they 
        can also give themselves nearly any desired speed, although usually it 
        is simpler to just phase to the vicinity of the destination (or, if the 
        range is too short, make multiple jumps quickly).  
      At present there are no standardized human timeships. 
        The closest thing is the retrofitted Hylit shuttle of the Republica Aquincorum: 
        small space shuttles with decent aerodynamics that also can perform phasing 
        jumps. The largest human timeship is the South American Magellannica, 
        which is more than a kilometer long and is essentially a fully equipped 
        interstellar colony ship. The Shoukakegawans have the Gua ships, chitin 
        encased ships not too dissimilar from the Hylit shuttles.  
        
      Timesuit
      Using nanotechnology phasing generators and control 
        circuitry can be integrated into a single suit, not unlike an advanced 
        space suit. The timesuit has standard augmented reality interfaces and 
        allow the wearer to act as his own timeship.  
      Simple timesuits are little more than spacesuits enabling 
        phasing, but more advanced suits employ the full capabilities of nanotech: 
        they are self-repairing, recycles waste, can change shape and color, grow 
        new tools and house AI.  
      Probes
      Many cultures prefer to send unmanned probes into the 
        timestream, to scan the surroundings, fetch objects or perform other tasks. 
         
      Androne
      A humanoid drone, used to infiltrate human cultures. 
        It can either be an entirely independent construct, run by an artificial 
        intelligence, or a remote-controlled device run from somewhere else in 
        the same timeline.  
      Snapshot drone
      A system used by advanced cultures to study the timestream. 
        Snapshot drones employ swarms of femtotechnology machines to be as small 
        and unobtrusive as possible. Most are invisible to nearly all subsingularity 
        sensors. A common strategy is to send a few trillion drones to a time 
        and an area of interest, have them manifest for a few femtoseconds and 
        then return to Ex Tempore. Afterwards their data is analyzed, and a snapshot 
        picture of the situation is constructed. 
      Despite the usually integral undoing drones, the timeline 
        where the swarm occurred might produce instability if there is any chance 
        for time travel being discovered later. To limit their impact on the stability 
        of the timestream there are two main kinds. The first is the stealth snapshot 
        drones that employ the smallest and least obtrusive devices possible. 
        Their drawback is that they are not particularly effective information 
        gatherers, so the snapshot picture is often rather coarse. The other kind 
        is the erasing snapshot drone, where a few drones left behind as the rest 
        of the swarm returns releases strange matter that quickly destroys the 
        planet, and hence all risk for future time travelers. This kind of drone 
        has far better scanning performance, and can in fact be made very large 
        and complex. The drawback is the planet destruction, which is not popular 
        among certain cultures.  
      Snapshot drones are usable by teams inside the timestream, 
        but only when sent upwards into the future. The drones disappear and reappear 
        instantly, revealing the situation at any point in the future (including 
        the very near present – snapshot drones are perfect for scanning the nearby 
        area too). Use near time travelers is not recommended, since that might 
        produce splits: a team might act differently when they know they will 
        be attacked ten minutes in the future, resulting in the return of one 
        wounded team (the original future) and one escaping team (the new future) 
        to Ex Tempore.  
      Undoing drone
      Since any change, no matter how small, can result in 
        wild instabilities of the timestream, most snapshot drone systems and 
        many other time tasks employ an undoing drone. This drone arrives a tesserae 
        (aevum time) after and a few milliseconds before (tempus time) 
        the other drones. The drone is constructed not to interact with anything; 
        it is usually a clarketech device employing quantum shielding that immediately 
        departs for the Big Crunch. The result is however that in the resulting 
        timeline the drone swarm never arrived, and the only disruption is the 
        negligible effect of the undoing drone.  
      Note that undoing drones does not stop possible time 
        travelers from the undone timeline, since they will arrive in other timelines 
        or Ex. In order to guarantee no further interference from a dangerous 
        timeline and its travelers and erasing undoing drone can be used: it destroys 
        the planet using strange matter, and as the travelers appear in their 
        new timelines they will be destroyed too (assuming none appears before 
        the drone acted). After a suitable quarantine interval, a conventional 
        undoing drone undoes the erasure and the timeline can continue from that 
        point. This is the only way of handling phasemites and other temporal 
        technopests.  
      Timeline Scans
      Full-scale history performed using systematic snapshot 
        drone sweeps, usually by advanced Ex Tempore cultures. Usually they are 
        done from a certain starting point in space-time. First swarms are sent 
        to this point and points likely to be interesting in the past and future 
        (e.g. a scan centered on Earth in the 32nd century, with swarms 
        appearing along the Earth’s orbit every century). Once these drones have 
        returned, a coarse image is interpolated, and based on this a new set 
        of swarms are sent. Due to the delay between Ex Tempore and the timestream, 
        this process takes several weeks to produce a detailed image of history 
        and its interconnections. The image is usually a fairly complete virtuality, 
        with interesting episodes and branching points marked. 
      Timeline scans can also be done from inside the timeline, 
        using equipment not unlike that of snapshot drones. This takes far less 
        time when run by at least a nanotech AI (measured both in aevum and tempus), 
        although the limited computing resources usually found in the timeline 
        tends to make the imaging less well interpolated.  
      Again, scans are often undesirable across timelines 
        with time travelers since they might cause splits.  
      Universe Orb
        
      A desktop toy sold by certain Ex Tempore companies. 
        It is a holographic projection of the entire universe and its history 
        inside a spherical container. It is linked to the Ashizuri systems so 
        that it is always the most up-to-date large-scale map of the entire universe 
        and its history. A few simple controls allow the user to zoom in on particular 
        times and places, although the ordinary version has a somewhat limited 
        resolution. More advanced versions are linked to astrographical databases 
        and the Schedule. 
      Phasing Detector
        
      Phasing creates a detectable electromagnetic and gravitic 
        pulse, which can be detected by suitably tuned sensing equipment. A single 
        detector can only detect that a phasing has occurred, and possibly how 
        large it was or how distant it was (if the size can be estimated). Using 
        several detectors sufficiently far apart the exact location can be pinpointed 
        by comparing the timing of the pulse arrivals. The distance phasing can 
        be detected depends on the sensitivity of the detectors and the size of 
        the phasing object; as a general rule the detectors have to be able to 
        recognize a radio transmission with a hundredth of the power of the phasing 
        equipment. Since trips to Ex Tempore require sizeable energy expenditure, 
        it is usually easy to detect whether the jump is within the timestream 
        or out of it.  
      Ex Tempore is littered with detectors, since most civilizations 
        are interested in where and when others are going. 
      At TL 7 simple detectors become possible, able to detect 
        the occurrence of phasing and at late TL 7 comparing timing information 
        (like GPS) pinpoint it. Portable detectors can detect macroscopic phasing 
        at hundred kilometers, and a large satellite dish at thousands. 
      At TL 8 sophisticated handheld detectors can process 
        information enough to detect macroscopic phasing at thousands of kilometers 
        away, and larger systems worldwide. The arrival of a nanoswarm can be 
        detected. The signature can reveal whether it is an arrival or departure. 
      At TL 9 the range of detectors is tens of thousands 
        of kilometers, and detector networks (which can be spread as nanoswarms) 
        can act globally as interferometers with far greater range. The processing 
        abilities are becoming large enough to give some information on where 
        the jump is going or when it came from.  
      At TL 10 sensors can determine destination/departure 
        times fairly accurately (within 10% or better, if enough sensors are close 
        to the jump) and make rough estimates of where the phasing moves in space. 
         
      At TL 11 sensors can pinpoint destination/departure 
        times within a percent or better, and make 90% correct estimates of destination/departure 
        locations. 
      At TL 12 sensors can pinpoint target locations in space-time 
        perfectly. 
      Phasing inhibitor
      A device that sets up a field in opposite phase from 
        another phasing field. This cancels it, making phasing impossible. Anything 
        trying to phase away will simply sit there.  
      It is impossible to phase into a volume protected by 
        antiphasing, except by very fast polarization that occurs before the antiphasing 
        field has had time to reach into the intruder field. Even then the outer 
        parts of the phasing field will be damaged; as a rule, the damage spreads 
        in at the speed of light, so to get a one meter edge damage effect the 
        polarization has to be faster than three nanoseconds – something only 
        the advanced mainliners can do. 
      Someone trying to phase into a protected volume will 
        simply fail, but a curious slipping effect often occurs, shifting the 
        destination somewhat to miss it. So instead of arriving inside the protected 
        volume the traveler will arrive just outside it, or possibly just before 
        or after the field is activated.  
      Phasing inhibition protects much of Ex, since most cultures 
        realize that it is risky to allow unrestricted arrival. The slipping effect 
        tends to concentrate arrivals to the bays. 
      A benign version of this is the antiphase flooring used 
        in some of the Ex bays, a golden smart material which responds to phasing 
        fields by producing an antiphase field that cancels it within the floor. 
        This way the flooring is not damaged by arriving and departing timeships. 
        It can also be used by the cultures controlling the bays to restrict arrival 
        and departure.  
      Phasing bomb
      A weapon using phasing to appear with great destructive 
        effect. It consists of a big, heavy sphere (usually just filled with seawater 
        or further explosive devices, including fusion warheads) that is very 
        swiftly phased into the target. Everything within the arrival volume is 
        squashed into a shockwave of degenerate matter, doing tremendous damage 
        to the surroundings. Using this kind of device it is very simple to produce 
        a supercritical nuclear explosion by phasing radioactive substances to 
        the same time and place. 
      Another application is black hole generation: by phasing 
        large amounts of matter together small black holes can be generated. Without 
        phasing this requires enormous installations such as Dyson spheres or 
        clarketech devices to convert planetary masses into exotic matter, but 
        phasing allows it to be done using fairly simple technology. This is why 
        civilizations that discover phasing but do not have access to space often 
        destroy themselves relatively quickly. 
      Phasemite
      Time sabotage device invented by the Mukhalla Egalitary 
        and doubtless other civilizations. The mites are millimeter-sized nanoconstructs, 
        able to collect solar energy in order to jump back in time and/or reproduce. 
        By unleashing the mites a rapidly growing stretch of history will be undermined; 
        the only way of stopping them is to interfere before the earliest mite 
        in the current timeline and change the timeline so it does not exist. 
         
        
        
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