Errant Time, Time Patrol Starship

Even a single sector of the galaxy is a lot of room for things to go wrong in. When you throw in time travel as well… things can get very complicated indeed – which is where ships like the Errant Time come in.

The Errant Time isn’t an especially large ship, and it isn’t all that heavily armed or shielded – but it has excellent internal facilities, good navigational sensors (allowing it to travel freely instead of sticking to the charted routes), and a fairly good FTL drive. It also has a time-drive capable of reaching the past, the future, and alternate probability lines with a paradox evasion circuit; when an incoming paradox is changing the current timeline the ship will automatically transport itself, it’s passengers, and it’s cargo to the new one – allowing them to try and fix the issue.

Similarly, it’s AI system is not especially powerful – but it’s got a reasonable set of databases, is equipped to detect temporal disturbances, and is a pretty good at determining the ships current location. It can’t actually run the ship for you

Still, while it’s more than a bit cramped, has a mere fifty ton cargo capacity, and- at least in its base configuration – is easily identifiable and has no stealth systems whatsoever, it’s also got the one thing that’s important to most player characters. At a mere 20 CP, it’s cheap.

Cost / Vehicle Characteristics
0 STR 10/55
0 DEX 10
-1 BODY 9/18
0 SPD 2
45 Size Increase-9: 32 hexes (1,377 sq ft), 16 inside, 32 passengers, 8″ long x 4″ wide, 50,000 kg, KB -9, DCV -2 (Mod -5)
9 DEF 5; Coverage: Complete, -0; Protects: Top and Bottom, -0
-12 Ground Movement (0″, NC: 0″, 0mph); Non-Combat Multiplier: ×2, +0

5 Elemental Control: Starship Powers (15-pt reserve); OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½

  • a-5 Life Support (total)
  • b-10 Thrusters / Flight (10″, NC: 1,250″, 930mph); Non-Combat Multiplier: ×125, +30; Stall: None, -0; Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½
  • c-4 Vortex Drive / Faster-Than-Light Travel (1000 LY/Year); Extra Time: 1 turn, -1; Extra Time Required: Only At Startup, ½
  • d-9 Temporal Drive / Extra-Dimensional Movement; Dimensions: One, +0; Time Travel: Any Time, +40; Extra Time: 5 min., -2; Generic Limitation (Time and Timeline Travel Only): -½; Generic Limitation (Unreliable in GMO ways.): -1; Mass Multiplier: ×1, +0; Carrying Mass: None; Trigger (Incoming Paradox): Set, +¼ (7 End)
  • e-5 Navigational Warp Sensors / Danger Sense (Out of Combat, Anywhere); Works: Out of Combat, +5; Range: Anywhere, +15; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; Generic Limitation (Only to detect upcoming navigational hazards during high-speed travel): -2; Auxiliary Cost (Analytical; Provides data on the nature of the navigational or ship hazard): 1 (cost 5); OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½ 17-
  • f-22 Computer Enhancement / Enhanced Perception (all) (+36 to PER); Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½. Operators using sight and ship systems take no penalty to perception checks at ranges of up to 4,200 Kilometers, -2 for each doubling of the range beyond that.
  • g-14 Sensor Systems; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½
    • (6) 360-Degree Sensing (All); Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½; OIF (Drive and Power Systems): -½; Focus Type: Vehicular, -½; Focus Mobility: Bulky, -½; Generic Limitation (Primary Starship Systems Only): -½
      (2) Communications / Radio Listen and Transmit; Based on EGO Combat Value (No lightspeed delay, interstellar range): vs. ECV, +1; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½
    • (6) Ship Scans / Spatial Awareness; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½
    • (4) Detect Life Forms (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Addition (Discriminatory Sense): +5; Generic Limitation (Only versus range modifiers): -½; Extra Time: 1 min., -1½; Extra Time Required: Only At Startup, ½
  • h-8 2d6 Superior Facilities and Gear: Aid Skills (Fade/hour, Max. 12); Range: 0; Generic Limitation (Effects vanish instantly on leaving the ship): -½; Autofire: 5 shots, ½; Reduced END: Zero, +1; Affects: All Powers of Special Effect, +2; Generic Limitation (Provides a maximum bonus of +3 to rolls): -1. The Errant Time carries a wide variety of equipment, library data, and other gear – offering those aboard a substantial boost in the use of their various skills.
  • i-12 Shields / Force Field (15 PD/15 ED); Reduced END: Zero, +½; Hardened: ×1, ¼
  • j-5 Power Plant / END Reserve (200 END, 10 REC/turn). This is for the benefit of any equipment that the passengers bring aboard; the engines provide all the power the ship itself needs since all the ship systems are at 0 End cost anyway.
  • k-4 Internal Lights, Gravity, Etc / Change Environment (2″ rad.); Effect: Variable, +1; Reduced END: Zero & Persistent, +1; Selective Target: +¼; Generic Limitation (Only internal): -1
  • l-27 1d6 Warp Cannon Battery: Ranged Killing Attack; Range: 485; Based on EGO Combat Value: vs. ECV, +1; Champions Advantage (Does Body. Use normal DCV versus operators ECV): +2; Reduced END: Zero, +1; Autofire: 5 shots, ½; Penetrating: +1
  • m-4 Autorepair Systems / Regeneration (3 BODY/day); Regenerate: Lost Limbs and Organs, +10; Charges: 1, -2. Basically the ship can self-repair up to three points of body per day. It can repair specific systems as well, but it will take more time.

175 Vehicle Cost

100+ Disadvantages (Cost: 100/5 = 20)

  • 15 Distinctive Features: Starship; Concealability: Not Concealable, 15; Reaction: Noticed and Recognizable, +0
  • 10 Watched: Law Enforcement (8-); Capabilities: More Powerful,
  • 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Harsh, 0
  • 20 Vulnerability: Magic (2× Effect); Attack: Common, +10
  • 20 Requires regular resupply, refueling, and skilled maintenance. (Frequently, Fully)
  • 10 2d6 Unluck (Despite how BORING space really is, weird stuff happens to or aboard the ship at regular intervals).

75 Disadvantages Total

Herodotus, the onboard AI:

Val / Char / Cost
23 INT 13
8 EGO -4
0 DEX -30
1 SPD 0

Characteristic Rolls: STR: 9-, DEX: 9-, CON: 9-, INT: 14-, EGO: 11-, PER: 14-

Cost Powers END/Roll

  • 15 Detect Temporal Disturbances (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5; Transdimensional (Through Time. “Range Modifiers” are based on how far in the past or the future the disturbance is.): Single Dimension, +½
  • 3 Detect Current Location (+0 to PER); Time Required: Half Phase, +0; Range: Touch, +0

Cost Skills, Talents, Perks Roll
10 Universal Translator; Generic Limitation (Written Material Only): -1 14-
3 Absolute Time Sense
3 Cryptography 14-
3 Scholar
2 History 14-
2 Alternate Timelines 14-
2 Paratemporal Equipment 14-
2 Galactigraphy 14-
2 Current Dimensional News 14-
2 Astronomy 14-
2 Immunity to Temporal Shifts; Frequency: Fairly Common

0+ Disadvantages
15 Highly Protective of Existing Timelines (Common, Strong)
15 Always Obeys Orders of Superiors (Very Common, Moderate)

ECV: 3; Mental Def.: 0; Phases: 7

Costs: Char: -21, Disad:30, Powers: + 51, Total: = 30

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