Penetration Missions

Basic Set: Campaigns · p.537

Open source p.537

New timelines are discovered
mathematically, although a lot of trial
and error is also involved. Initial entry
into a new timeline is always made
using a robot with an extensive chem-
ical and biological sensor package.
Many timelines get no further visits
. . . they’re not suitable for human life.
But when a timeline looks safe, a
human has to go in.
The first scout’s job is to get in, look
around, and determine whether the
timeline is inhabited – and, if so, by
whom or by what. If it proves to be
uninhabited, Penetration classifies it
for colonization or other use and turns
it over to Infinity Development.
But if the timeline is inhabited, it
remains the property of Penetration,
and the survey proceeds very carefully.
The first scout isn’t expected to bring
back anything more than an estimate
of the tech level and a recorded sam-
ple of the language. Later teams try to
learn a bit more on each visit. If the
timeline is similar to a known parallel
or historical period, experienced
agents can be brought in quickly.
Otherwise, exploration happens one
careful step at a time. The higher the
timeline’s technology, the more careful
the explorers must be.
Only very well penetrated timelines
are opened up to organizations like
Time Tours. Usually, these are on Q4
and Q5, where Centrum’s agents can-
not reach. But certain Q6 echoes are
also (carefully supervised) tour sites.
Naming New Worlds: A newly
located timeline receives a code
number based on its parachronic
coordinates. Researchers inevitably