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games:sc13:crew_positions:time_agent

Time Agent

Welcome back John Beckett, you have a new mission to undertake. Yes, we know you just came back from one but time waits for no-one, present company excluded. 5th Dimensional analysis shows very high temporal instability on Nanotrasen' Space Station 13 which we think will manifest into a time rift. You only have a limited amount of time before this timeline is deemed lost, in which case you will be forcibly extracted and the mission considered a failure. Worry not however, we can just rewind you back to the Void Between Timelines if you die, be as reckless as you deem appropriate. The tools provided are non-expendable however, do try to keep them safe. You are to locate certain time-sensitive objects as to triangulate the anomalous rift. This may not be the first time you visit this timeline, and it may not be the last.

The rift between timelines has some complementary tools and devices, along with the ramblings of a previous John Beckett iteration. The Void Between Timelines This is the intermediary base to transport agents between timelines, built in the space where one timeline ends and others begin. If you somehow were to find yourself outside, Agent, you won't live to tell the tale, or have ever lived for that matter. There's not much to see here aside from the teleporter. Your suit has been configured to instantly warp you to your mission site 60 seconds after you enter the Void. If you're ready, use the teleporter to be instantly warped before the timer runs out. Projections calculate you'll be sent somewhere inside the maintenance halls, you'll need to use the Jump Charge to break out.

El Psy Congroo Time is more flexible than people think. Your Time Suit allows you to manipulate it in a very local scale.

TimePast.png Jump to Past: The suit stores your complete quantum state and prepares a jaunt. 10 standard seconds after, it restores you to that exact quantum state. Note that anything you grabbed during those 10 seconds will be dropped on the last location before jaunting. Ideal for combat situations, since you can just undo any damage. 60 second cooldown. TimeFuture.png Jump to Future: The suit takes your quantum state and sends it 10 standard seconds to the future. Due to the future being uncertain thanks to the presence of time-agnostic items such as the Nuclear Authentication Disk, you will be sent to the Void during those 10 seconds. Nothing related to your status will advance, injuries, pains or stuns will be kept on “stasis” during those 10 seconds. 30 second cooldown. TimeStop.png Time Stop: The suit scans the quantum state on a 5×5 area centered around itself. It then freezes this state for 5 standard seconds. Any non time-agnostic individuals/devices will be frozen upon entering or being exposed to the stasis field. Removing the time suit while inside the field will freeze you as well. For safety reasons, the time distortion mechanisms have a cooldown as to not overload the Tachyon manipulators.

The Clock Ticks Forward To aid you in the mission, Agent, we have outfitted you with certain tools, all of them immune or indifferent to Time manipulation unless stated. Note that anyone can use these devices. Try to keep them safe:

Time Helmet TimeHelmet.png Time Helmet Found in: Your head. Used for: Completing the time seal if used with the Time Suit. Strategy: Don't ever take it off unless you know your stuff. Description Useless on its own, but required to properly seal a Time Suit. The suit has a safety feature included which disables Tachyon manipulation if not properly sealed. Time Suit TimeSuit.png Time Suit Found in: Your body. Used for: Making you immune to time manipulation effects and causing these effects as well. Strategy: Use the time powers to completely inabilitate any possible threat. Description The suit isolates your local spacetime from the timeline you find yourself in making you immune to any and all time effects while worn. It also lets you channel the Tachyon charge on the suit to distort the local spacetime. As a side effect of having to wear this suit, you are unable to change it for any armor that may provide better protection, lest you become vulnerable to the time manipulation yourself. Jump Charge JumpCharge.gif Jump Charge Found in: Your backpack. Used for: Sending items on a tile 10 seconds into the future after a 3 second delay. Strategy: Use it on doors or windows to make them disappear for 10 seconds, allowing you access. Description When pressed on an object, wall or tile it will set a 3 standard seconds charge that will send all valid items, including windows, machinery and people but excluding walls in the immediate vicinity of the affected tile to the future. You are immune to its effects while wearing the time suit, but it can be used as a secondary Jump To Future if you risk not having the helmet on. Will respawn when deleted until disarmed, tracking how many times it has done so already, so you don't have to worry about being trapped if you deleted the other agent. It disarms only if used to leave the timeline. Timeline Eraser JumpCharge.gif Timeline Eraser Found in: Your backpack. Used for: Erasing something or someone from the timeline. This includes tiles and generic machinery. Strategy: Use it on a tile to erase it and space the whole room. Description Sometimes you'll be asked to erase certain individuals from the timeline, not just kill them. You use this device for that. When used on any wall, tile, item or person, it will start erasing it, creating Time Stop a stasis field with an area of 15×15 centered around the item, structure or person to erase. The fields are very obvious to any onlooker, make sure you're in a proper location before erasing someone, since the erasing process takes 5 standard seconds to complete on items and 10 seconds on living beings. Erasing another agent is instantaneous, but can't erase someone wearing an active timesuit. This can erase tiles and walls right to space. It can also be used as a wide area Time Stop, but it's blatantly obvious where you were. After being used, the device will have to recharge for 10 seconds. Cannot delete more than one item simultaneously. Rewind Rifle Laser rifle.gif Rewind Rifle Found in: Your backpack. Used for: Shooting people. Strategy: Shoot at your target. Don't worry about ammo. Description You don't need to reload your gun if you just rewind it to when all the bullets were still inside. The Rewind Rifle rewinds itself every 10 to 15 seconds, effectively giving you infinite ammo. Due to timeline distortions, the bullets and casing themselves will be rewound, but shrapnel can and will remain inside victims shot by it. Chronocapture Device Polaroid.png Chronocapture Device Found in: Your backpack. Used for: Confirming that items are where they should be. Strategy: Aim and press the button. Description Sometimes you'll be asked to locate certain items or to place items on a specific location. You need to use this device to confirm the spacetime integrity of said items. Approach and “take a picture”. Advanced Pinpointer Pinpointer.png Advanced Pinpointer Found in: Your backpack. Used for: Locating coordinates, important items or people. Strategy: Set it to track people then use it to track your target. Description An upgraded version of the standard pinpointer, this one can track specific coordinates within the Z-level, the location of the Nuclear Authentication Disk, and the signature for specific items or DNA. Yes, you can track your target with this. Grenade Belt Belt.png Grenade Belt Found in: Your waist. Used for: Holding your grenades. Strategy: Keep the Grenade belt menu open. Contents Description Chrono Grenade Active.gifFuture Grenade Active.gifSmoke Bomb Active.gifEMP Grenade Active.gif A standard issue toolbelt modified for exclusive grenade storage. It contains 2 Chrono Grenades, 2 Future Chrono Grenades, a Smoke bomb and an EMP Grenade. The belt isn't immune to Time manipulation. Chrono Grenade Chrono Grenade Active.gif Chrono Grenade Found in: Your grenade belt. Used for: Stopping time in an area. Strategy: Activate, throw. Shoot at time-stopped victims. Description A contained Tachyon charge on a timer. When triggered, it produces a 5 tile radius Time Stop area that lasts for 10 seconds. Future Chrono Grenade Future Grenade Active.gif Future Chrono Grenade Found in: Your grenade belt. Used for: Sending stuff in an area to the future, removing it temporarily during the leap. Strategy: Use near a window to space to immediately space an area. Description A modulated Tachyon charge on a timer. When triggered, it sends all items in a 5 tile radius to 10 seconds into the future, similar to the Jump to Future suit power. Smoke Bomb Smoke Bomb Active.gif Smoke Bomb Found in: Your grenade belt. Used for: Obscuring vision. Strategy: Activate a jump to past then throw. You won't “use” the grenade. Description A standard issue smoke grenade. Upon detonation, it releases harmless vision-obscuring smoke. Ideal when used in conjunction with the Jump to Past ability, since it isn't immune to time manipulation. EMP Grenade EMP Grenade Active.gif EMP Grenade Found in: Your grenade belt. Used for: Disabling electronics or robotics. Strategy: Throw near someone to disable their radio, energy weapons and robotic parts. Activate a jump to past then throw. You won't “use” the grenade. Description A standard issue Syndicate EMP grenade, acquired on previous missions. Upon detonation, it releases a wide area EMP, damaging electronics, machinery, implants, mechanical organs and limbs. Ideal when used in conjunction with the Jump to Past ability, since it isn't immune to time manipulation. Death Commando Mask DeathCommandoMask.png Death Commando Mask Found in: Your face. Used for: Being badass. Hiding your face. Breathing when connected to the emergency airtanks. Strategy: Wear it then say some edgy one-liners if you're about to get killed. Description This serves no other purpose than to be a breathing mask, but you asked for it because “a time agent's gotta look cool!”. You were also sent with your original scientist jumpsuit, your original scientist backpack, a standard pair of jackboots, a basic radio headset, a double emergency oxygen pack and a standard survival equipment box. Unconfirmed reports from the Agency's R&D mention the development of Specialized Chrono Grenades that only stop silicons and a highly experimental Past Chrono Grenade that restores everything in a wide area 30 seconds into the past. You have not been provided these however.

Objectives Your main objective is to locate the anomalous Time Rift and escape from this timeline. However, now that you're there, you have a few things to do. Which objectives and their specifics will be revealed to you upon entering the Void Between Timelines. That is, assuming you're not a filthy Freeform player.

Erase from Timeline Someone from this timeline needs to be erased. You'll need to use the Timeline Eraser on your target's body, and neither can you or the target move during the process, or it needs to be started again. Dead or alive counts, but the process takes 10 seconds to complete and is VERY obvious to nearby onlookers.

Locate Time Sensitive Objects There's dimensional uncertainty as to where do some of these items are/will be. Simply approach the item and take a “picture” with the Chronocapture Device to confirm their location. You'll probably need to locate more than one item, however, if more than one of these targets exists, you only need to tag a single one. Once located and confirmed, you are free to do whatever with these. The possible items to locate are: The Caplaser.png Captains Antique Laser Gun, a Tele.gif Hand Teleporter, The Upload.gif AI Upload console, The Lawgiver.gif Head of Security's Lawgiver, an Circuitboard.png AI Upload Circuitboard, a pair of Yellowgloves.png Insulated Gloves, The Hspray.png Chief Medical Officer's Hypospray, The NuclearDisk.gif Nuclear Authentication Disk or a Bucket.png Bucket.

Rearrange Time Sensitive Objects To avoid a cataclysmic event in the future, we need you to move some of these objects someplace else. You only need to take the required item and drop it inside the room you have been told to. The items to rearrange can be anything currently on the station when you get sent to the Void Between Timelines, from the Jukebox, to a Shard, to Ian, etc.

Extract Through Anomaly Once you finish your secondary objectives and the timeline stabilizes enough for deep dimensional analysis you'll be sent the area name and coordinates of the Time Rift's location. Use your Jump Charge on the anomaly to extract yourself back to the agency. Good luck, agent. IF THE ORIGINAL TIME AGENT EXTRACTS THROUGH THE ANOMALY THE THREAT DECREASES BY 25 POINTS. IF THE EVIL TWIN EXTRACTS THROUGH THE ANOMALY, THREAT INCREASES BY 25, SIMILAR TO HOW CATBEASTS GENERATE THREAT AND RAISE THE CAP.

Time Rift Time Anomaly.gif A hole in time and space. Looking into it is like looking at a picture of yourself looking at a picture of yourself ad infinitum. Looking further, you swear one or two turn their head to look back at you. The Time Rift is the source of the timeline instability that required our intervention. Every 30 seconds it will cause either a Time Stop Stasis field that will last between 5 and 15 seconds with a radius of 3 to 7 tiles, or a Jump to Past leap that lasts 7 to 15 seconds, rewinding everything in a radius of 3 to 5 tiles. Remember, once you complete your secondary objectives, it is imperative that you escape this timeline through it.

Burst Timer Burst Countdown.png By now you must've noticed the BURST countdown on the side of your helmet. This is a countdown to predicted tachyonic waves. Once it reaches Zero, a tachyonic event happens and the countdown resets. There are 4 predicted cycles, each with some probable effects.

First Burst Your suit is synchronized with the Burst Timer's first cycle. Once it reaches Zero, you'll be forcefully sent to the station's maintenance tunnels. You can bypass this burst by teleporting early to the station using the the Void Between Timelines's Teleporter. This also spawns the Time Rift.

Second Burst The suit malfunctions due to Tachyon charge overload, there's a chance it will forcefully send you to the past, then future, then stopping your time as if you were unsuited for 5 seconds each.

Third Burst We're not certain what will happen on the third burst cycle, but there's a chance for either an undercharged or overcharged Tachyonic Wave. Both with severe effects on the station. If an undercharged Tachyonic Wave happens, an Ion Storm messes with the station's AI lawset, giving it 3 random Ion laws. Immediately after, a large EMP (4,10) centered around you bursts out, damaging all electronic devices. If an overcharged Tachyonic Wave happens, the station gets overrun by wormholes and you start randomly teleporting around uncontrollably.

Fourth Burst We're not sure about this one, but we suspect it can cause duplicates of personnel to appear. Approach these duplicates with extreme prejudice.

From then on, while the timer might tick, no further Tachyonic waves will affect the station. You're free to stay in this timeline as long as you need, provided you survive and escape through the Rift eventually.

Time Agent Twin Bad news, John Beckett. Instabilities on the spacetime continuum have sucked you into this doomed timeline, without your Jump Charge! Dimensional analysis has confirmed that the culprit is in fact John Beckett. Your Doppelganger, sent to “repair” this timeline. He has failed. You spawn in maintenance with all tools a normal Time Agent has, sans Jump Charge. Kill your incompetent duplicate, steal their Jump Charge, erase them to avoid more damage and escape this timeline via the Time Rift.

games/sc13/crew_positions/time_agent.txt · Last modified: 2023/06/15 00:28 by wizardofaus_doku

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