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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