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Old 11-13-2017, 11:32 AM   #151
Johnny1A.2
 
Join Date: Feb 2007
Default Re: Centrum Light, Homeline Dark.

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Originally Posted by PTTG View Post
Yeah, those disruption fields make a lot of sense. To block psi jumpers, one might need to rely on woo like feng shui or something.

For added flexibility, add the ability to "synch" your conveyor to a field. This allows even port facilities to be shielded, and also makes for a new risks like people stealing synch codes.
You'd probably see a dual-system approach emerge in that case. Places like major cities and the like would not have synch codes, they'd be generically blocked. You'd have synch codes for your own parachronics ports, but you'd put those well outside the major protected population centers against the possibility of stolen codes and nukes. That way, even if they slip a 1-megaton nuke into your jump center, they just get the center and some surrounding empty land.

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And hey, now Vanish settings have been explained. They're worldlines that put up global shield nets.
Another possibility: 'sticky' timelines which allow you to enter easily, along the lines of the old Ravenloft, but won't let you leave or communicate out once you arrive.
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Old 11-13-2017, 11:35 AM   #152
AlexanderHowl
 
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Default Re: Centrum Light, Homeline Dark.

Yrth is an example of such Quantum Sargassos.
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Old 11-13-2017, 11:57 AM   #153
ericthered
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Default Re: Centrum Light, Homeline Dark.

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Yrth is an example of such Quantum Sargassos.
And I think there are some skerries where its +5 to move within them and -5 to move out. But I may be mistaken: Its not in The Nine Worlds, which just uses portals. So it may be a homebrew skerry.

Coventry is another such world, though less complete.
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Old 11-13-2017, 12:38 PM   #154
Johnny1A.2
 
Join Date: Feb 2007
Default Re: Centrum Light, Homeline Dark.

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Originally Posted by PTTG View Post

And hey, now Vanish settings have been explained. They're worldlines that put up global shield nets.
Another possibility that has occurred to me for some of the Vanish settings: 'loose' timelines. That is, a timeline that is so loosely anchored to its Q that even something as trivial as the arrival of a conveyor pushes it way, way out of its former position, maybe so far out that it's just beyond the range of Homeline/Centrum gear. That timeline might have been Q1 in the moment of your arrival, now it's Q193. As soon as another conveyor (or probably any number of other things) happens, it moves around again.

Such 'loose' timelines could also be used to justify the sudden presence of some really weird, bizarro-alien timeline suddenly appearing in familiar hyperspaces, too. The loose line use to sit out in Q8385, now it's in Q2 and it's really strange.
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