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A Subsector of Megayears

Laryssa

SOC-14 1K
What if we had an alternate traveller where instead of the jump drive being invented, we have a time jump drive? Take the subsector Map Grid from the Worlds book. Place the present in the Hex marked 0101. Now assume that the Hex labled 0102 is 1 million years before present and interpret each hex the following way Hex number - 0101 = number of megayears before present approximately. Just like in regu,ar traveller, we don't assume that each world is placed exactly in the center of each hex, 1 million years before present doesn't mean 997995 BC, it could be 1002012 BC or any other years roughly 1 million years before present. The time jump drive can travel to these times, but only if their is actually a "world present" in that hex. You roll for world presence as you would in regular traveller. If a World is present in that hex, then you can travel to that time period. The timeline is folded up, so you can jump a number of hexes according to the Jump number of your jump drive. The main difference is that each "World" jumped to is actually Earth a certain number of megayears in the past. The future cannot be jumped to because there is no information about the future, the uncertainty principle prevents jumping millions of years in the future. But a jump ship originating in the present can jump to any hexes below or to the right of the Present Hex on the Subsector Map. There must be a world available to jump to If the hex is blank the jump fails, the ship returns to the present. The determination of what time periods are available to jumpt to is made by making an attempt to jump their. If the ship is returned to the present, that means either the jump was out of range or the time period was unavailable to jump to, the time line was not folded right to make that region accessible to jump ships in the present.

The timeline unfolds the same as in the regular Traveller Universe, except that the Jump drive developed is a time jump drive, the Vilani aren't discovered or contacted, instead the experimental jump ship ends up in the Solar System one time hex away and some number of megayears in the past. The Terran confederation was not expecting this. There are no other humans in these pasts, some near humans at around 1 million years before present, but no fully modern homo sapiens.

Do you think the UN would risk colonizing these past Earths. What if they were attempting an Interstellar Drive and got a time machine instead? How do you think they would react?

There is no possibility of messing around with human history, you can't visit Napoleon or other stuff like that as the smallest jump possible is 1 million years, but a human presence in Earth's past where their were no humans before might do something to alter the timeline.
 
That might explain the divergence of pre-sentient hominids into modern hominids. In fact, that's exactly what happened in Julian May's Saga of Pliocene Exile. Except they went 6 million years back.

Interesting...
 
My idea is the establishment of an interstellar setting in time rather than space. Colonies are established on these past Earths and there is trade between them. There is even mining going on. For some reason mining a known resource in a past Earth doesn't affect the availability of that same resource in the Present Earth. For example the gold deposits in South Africa can be mined all over again in 1 million years before present, the continents haven't moved much and the deposites are much where they were when they were discovered in Present day South Africa. Paleontologists have dug up the same dinosaur fossils in 1 million years before present as they have dug previously in the present, they knew just where to find them after taking into account continental drift and they are just 1 million years younger that's all. Once these pasts are travelled to, they branch out onto their own timelines separate from the one's leading the the present, but the jump drives can still get to them despite all this. The calculations remain in the jump computers and they are updated with every jump. Jumps to the future are impossible as there is no data on the future to base those jump calculations on, returning to the present presents no problem however as the calculations to reach a past Earth are simply reversed and they bring the ship back to the location it jumped from. As in OTU there are jumps 1 to 6. Earth is the main colonizing authority. Each colony is run with varying degrees of independence. As in traveller each jump takes a week to make and the fastest messages travels at the speed of the fastest ship. Everytime a timeship makes a jump they go from the 100 diameter limit of the current Earth they are at to the 100 diameter limit of the destination Earth, or if they misjump, they spend a week in jump space and end up back where they started from. Frequency of Megayear Earths is about 50%, there are about 250 habitable ones spread out across history, others are precambrian and don't provide breathable atmosphere, though they could conceivably be terraformed, the incentives are not there yet as 250 Earths provide plenty of habitation space and resources to meet humanity's current needs. There are even theories on how to make submegayear jumps and possibly even into Earth's own historical period, but so far the only successful jumps have been the megayear jumps between pasts with a variety of flora and fauna to deal with, but no intelligent races with the exception of the protohumans at 1 megayear before present. One open question is what to do with these homonids, they haven't evolved into homosapiens yet, yet they are smarter than any sort of animal found in present day Earth. What is their legal status for example, as people or creatures?
 
Laryssa, I've now read this three times.

Each time it gets better.

Consider what happens when they jump far enough back and find intelligent dinosaurs...

or farm dinosaurs (that's from Flesh... ;) )
 
They are parallel universes yes, but recent parallel universes, they split off from the time the first timeships arrive. Perhaps that is the only reason they are reachable by jump drive. This jump drive actually moves through the 5th and 6th dimensions, it is along these dimensions that the sector is mapped. Timespace is very convoluted, it folds along million year lines and the timelines split off in certain areas for trivial reasons. The 5th dimension is pseudotime, travel down it and you reach parallel timelines that are further back in time.
 
This is really an intriguing idea. You can play traveller pretty straight for those distant time colonies that are more than 6 million years back and have no direct contact with the present Earth.

How far back would you go? I agree that intelligent Dinosaurs are an obvious end game. So the Dino's have their own version of the Time Drive but they have not been able to travel to their future until they encounter a Human ship coming into the past. Now they have coordinates into their future and they know about the K-T event that wipes them out. They can try to colonize their future to avoid that extinction. So somewhere, 20-40 Jumps from either superpower, there could be a nasty little war going on for control of certain Earths. Since this interface is far from either race's powerbase, it would be like fighting a war on the frontier. VERY NICE.
 
It is basically just straight time travel almost, but with the time paradoxes and historical meddling removed. The nearest time colony is at 1,000,000 BC. You can see the other posting, it has about 80,000 colonists, and native tech level among the colonists of 5, although they import alot of high tech stuff from the future. This population does not include the native, which are Neanderthals, Homo Heidelbegis, and some Austrolopethcenes of various types. The flora and fauna is similar to modern Earth, with some additions, the climate is cooler and the ocean levels are lower.
 
This is the Solar System during The New Era.
Orbit --- Name ----------- UPP
Primary – Sol ------------ G2 V
1 ------ Mercury -------- G30046A-F
2 ------ Venus ---------- G8B016A-F
*3 ------ Earth ---------- A867A49-G
-- 60 --- Luna ----------- A20076C-G N Research Lab, Colony
4 ------ Mars ----------- F43056A-G Military Base, Colony
5 ------ Planetoid Belt – F00066B-F Colony
6 ------ Jupiter -------- Large GG
--- 2 --- Ring System ---- YR00000-0
--- 6 --- Io ------------- Y210000-0
--- 9 --- Europa --------- H200366-F
-- 15 --- Ganymede ------- F300468-G Military Base
-- 25 --- Callisto ------- Y30016A-G Research Lab
7 ------ Saturn --------- Large GG
--- 2 --- Ring System ---- YR00000-0
--- 3 --- Janus ---------- YS00000-0
--- 3 --- Mimas ---------- YS00000-0
--- 4 --- Enceladus ------ GS00268-G Research Lab
--- 5 --- Tethys --------- YS00000-0
--- 6 --- Dione ---------- YS00000-0
--- 9 --- Rhea ----------- H10046B-F S
-- 20 --- Titan ---------- Y3A0168-F
-- 25 --- Hyperion ------- YS00000-0
-- 60 --- Iapetus -------- Y100000-0
- 225 --- Phoebe --------- YS00000-0
8 ------ Uranus --------- Small GG
--- 2 --- Ring System ---- YR00000-0
--- 5 --- Miranda -------- YS00000-0
--- 7 --- Ariel ---------- Y100000-0
-- 10 --- Umbriel -------- HS00269-F
-- 15 --- Titania -------- H100168-F
-- 20 --- Oberon --------- Y100000-0
8.5 ---- Neptune -------- Small GG
--- 2 --- Ring System ---- YR00000-0
-- 15 --- Triton --------- Y210169-F
-- 20 --- Nereid --------- YS00000-0
9 ------ Pluto ---------- F10046C-G N Research Lab
-- 20 --- Charon --------- YS00000-0

Here are the list of time colonies and Earths.
NAME- HEX- UPP
0 MY 0001 A867A49-G B
1 MY 0002 E8678A9-2
3 MY 0004 C8678CD-7 S
4 MY 0005 D867434-3 S
5 MY 0006 B867423-A
6 MY 0007 E8676BD-1
9 MY 0010 A867477-B
11 MY 0102 A8678B6-7 N
13 MY 0104 C867610-4 S
15 MY 0106 C867320-6 S
18 MY 0109 B86768A-8 N
19 MY 0110 C867773-6 S
20 MY 0201 C867731-5
22 MY 0203 C867532-4
24 MY 0205 C867333-4 S
25 MY 0206 B8676a9-9 S
26 MY 0207 B867379-9 S
27 MY 0208 E867351-5
28 MY 0209 A867768-9
29 MY 0210 A867547-C
30 MY 0301 A867520-D N
32 MY 0303 E867887-6
33 MY 0304 B867856-7 B
36 MY 0307 D867632-4 S
37 MY 0308 D86748B-2
38 MY 0309 X867213-3
40 MY 0401 B867354-A
41 MY 0402 C867867-8
44 MY 0405 C867347-6
45 MY 0406 A867520-9 N
48 MY 0409 C86748A-9 S
49 MY 0410 B867442-8
50 MY 0501 B867200-9
51 MY 0502 B867631-6
52 MY 0503 C867267-8 S
53 MY 0501 C867997-7
54 MY 0505 B867583-7 N
55 MY 0506 E86778D-2
56 MY 0507 A867411-D B
58 MY 0509 C867466-8 S
59 MY 0510 E867341-7
60 MY 0601 B867535-6
61 MY 0602 C867344-7
62 MY 0603 C867643-6
64 MY 0605 B867537-9
65 MY 0606 E867437-6
67 MY 0608 C867444-4 S
68 MY 0609 C867620-5
69 MY 0610 B8676BB-7 S


Time-Jump Drives Available at Luna, Tranquility Research Station.
Type --- TL Cost -Size ----- EP -Fuel
T-Jump-1 16 MCr8 -1 ton ---- 0.5 5 tons
T-Jump-2 16 MCr12 1.5 tons – 1.0 10 tons
T-Jump-3 16 MCr16 2.0 tons – 1.5 15 tons
T-Jump-4 16 MCr20 2.5 tons – 2.0 20 tons
T-Jump-5 16 MCr24 3.0 tons – 2.5 25 tons
T-Jump-6 16 MCr28 3.5 tons – 3.0 30 tons

These are the conversions the Research Station performs of regular Jump Drives to T-Jump Drives. The scientists working here make a huge profit doing this and have thus brought up the tech level of the entire Solar System in the process.

Time Jump Conversions
Type --- TL Cost ++Size
T-Jump-1 16 MCr5 ++0.5 tons
T-Jump-2 16 MCr9 ++0.75 tons
T-Jump-3 16 MCr13 +1.0 tons
T-Jump-4 16 MCr17 +1.25 tons
T-Jump-5 16 MCr21 +1.5 tons
T-Jump-6 16 MCr25 +1.75 tons

Jump Ranges
----- T-Jump-1 T-Jump-2 T-Jump-3 T-Jump-4 T-Jump-5 T-Jump-6
0 MY - 1 MY - - 20 MY- - 3 MY --- 4 MY - - 5 MY - - 6 MY
------ 11 MY ----------- 13 MY --- 33 MY – 15 MY – 25 MY
------------------------ 22 MY --- 41 MY – 24 MY – 44 MY
------------------------ 32 MY --- 40 MY – 53 MY – 54 MY
------------------------ 30 MY ----------- 52 MY – 62 MY
------------------------------------------ 51 MY – 61 MY
------------------------------------------ 50 MY – 60 MY
___________________________________________________________
54 MY- 55 MY – 56 MY - - 57 MY - - 58 MY – 59 MY – 69 MY
------ 64 MY - 65 MY – - 61 MY - - 67 MY - 68 MY –- 0 MY
------ 53 MY – 62 MY - - 51 MY - - 60 MY – 30 MY – 18 MY
------ 44 MY – 52 MY - - 41 MY - - 50 MY – 20 MY – 28 MY
-------------- 33 MY - - 32 MY - - 40 MY – 11 MY – 49 MY
-------------- 45 MY - - 22 MY - - 13 MY –- 1 MY
------------------------ 24 MY - - 15 MY -- 3 MY
------------------------ 25 MY - - 26 MY -- 4 MY
------------------------ 36 MY - - 37 MY -- 5 MY
------------------------------------------- 6 MY
------------------------------------------ 27 MY
------------------------------------------ 38 MY
------------------------------------------ 48 MY
___________________________________________________________
 
I like this idea more and more. The race for new resources would cause conflict globally, the massive influx of raw materials will drive industry yet cause futures markets to collapse.

It would take a strong hand to pull the planet away from the edge of disaster.

Other areas to look at.

Do corporations rape these Earths of raw material or are they protected.

What will national/ethnic groups think of others staking claims on their (as yet) unoccupied piece of Terra?

Would an external threat (real, imagined or maliciously created) be the way to stop division at Earth prime.


Would anyone else be interested in helping Tom develop this setting further. It's to good to let drift away. Flynn? Got space for an article next Q or are you concentrating on 1248?
 
The most important thing that needs doing are the D20 Stats for the creatures of these eras to make them come alive, that is where most of the work lies.

Border Reiver thinks the 23rd century is a better setting than the New Era Traveller Universe, I'm somewhat indifferent, but in that case, I'd like to advance the tech levels more quickly for example:

Tech Level 8 (Circa 1990-2050)
Tech Level 9 (Circa 2050-2070)
Tech Level 10 (Circa 2070-2100)
Tech Level 11 (Circa 2100-2130)
Tech Level 12 (Circa 2130-2160)
Tech Level 13 (Circa 2160-2190)
Tech Level 14 (Circa 2190-2220)
Tech Level 15 (Circa 2220-2250)
Tech Level 16 (Circa 2250-2280)
So lets start the setting sometime around 2280.
I'd rather have the full range of standard Traveller technology available.
 
Absolutely agreed. There is no reason for Terran progress in technology to be held back.

In fact I would consider allowing some Traveller technological taboos into the mix, take your pick.

AI and uploaded personalities.
Cybernetics.
Androids and uplifted and geneered races.
Nanotech.
Sub 100ton T-drive equipped craft
True cloning.

Could be fun. I like the idea of misjumped civilisations forming.

A couple of hundred castaways could easily produce a dynamic culture after a few thousand years (if they don't tear themselves apart that is).
 
Another idea is that of a second present. Stacked on the 0001 Hex are two realities, one is set in 2280 AD, the other is set in 2006 AD a difference of 274 years, each of the other hexes is bimodal like that. One version of the 65 MY Earth has a human colony on it, the other version is 274 years earlier and does not.

A misjump on the home hex may result in a crosing of the barrier between the two realities and the timeship ends up in 2006. Typically the Time Traveller's goal is to get back to 2280 AD, because like anything Timeships eventually need servicing and there is no place to service the ship in 2006, nor in this version of any of the Megayear pasts, as the 1 MY Earth in this reality is uninhabited by human beings, with the possibility of other misjumped castaways, the problem is that their is not enough of them on this side of the reality divide to maintain their technology even if they all got together in one time and place. The only chance to get back is to deliberately "misjump" again, the first time is by accident, the second time the crew tries to recreate the circumstances of the accident which brought them to the 2006 timeline, and that's hard. Most jumps are accomplished by jump tapes. Unlike in regular Traveller, you can't see where your going. The research station on Luna took some painstaking measurements and did some precalculated astrogation computation for a number of time periods going all the way back to 250 megayears. About 2/3 of those are accessible which means their are an equivalent of 166 worlds to travel to. Each starship's jump computers has the coordinates of each of these megayears, but there is another reality with uninhabited megayears that these solutions also work for should a timeship misjump across the quantum barrier separating the two groups of worlds.

So either you can run a settled time colony campaign, or you can run the campaign as a bunch of castaways.

As for the other things.

Cloning is a Tech Level 8 technology, it probably can be assumed to exist.

Artificial Intelligence exists, it is tech level 16 after all, the ability to destructively scan the human brain and up load it into a computer so that it can be run as a simulated AI software personality emulation is not there yet, some work with animals has been done in that field, but the difficulty is in finding human volunteers for that experiment. Current law as of 2280 AD considered destrutively scanning a living human brain for the purpose of uploading into a computer to be murder, it has been done with dead frozen people with limited success, sometimes the upload is a successful recreation of that deceased person and sometimes its not.

Building Artificial Intelligences and AI Robots is a new field however, the first such devices are only now entering the market, their impact on the economy is not fully felt yet. AI devices are expensive still, and most robots are what's called dumbots, they are preprogrammed robots and computers with limited intuition capable of walking around and figuring simple things out, but no match for human beings and humans still do most jobs that aren't repedative factory work and the like.

Androids are pervasive, few have human-level intelligence, the latest models do have full human level AI, but most of those out already are stupid, they look human, and feel human but they have nothing upstairs except their preprogrammed task, with forced to deal with situations outside their narrow range of expertise they fail miserably. Their are even some human android sexbots out their, they can perform sex, but they are not good for conversation. Their are robot waiters, but all they really can do is bring your food to the table, their are robot chefs preparing food in the kitchen but all the recipees they prepare have to be preprogrammed into them.

The AI robots are different, they are few in number and they look just like the other dumbots or they look human.

Nanotech is biological in nature, they can't make everything, certain kinds of bulk technology can be manufactured with nanotechnology, it can make nanotube cable, but it can't manufacture a car, it can make some of the pieces of a car, but then those pieces have to be put together by robots or humans to make that car.

The rules for sub 100ton timeships are that their aren't any. The minimum size for a T-Drive dictates the minimum size for a starship.

Both T-Drives and maneuver drives operate by the same principle, they push a volume of space around rather than a mass. When a maneuver drive accelerates a volume of space at 1g, the occupants in that space feel no acceleration, it is not a force pushing a mass, but a field pushing a space that contains mass or not.

Similarly a T-Drive is volume oriented, the minimum size T-Drive will push a 100-ton volume, it doesn't really matter whether that 100-ton volume has something in it or not, but at a vary minimum the T-Drive requires a certain amount of jump fuel and an energy input to maintain the jump field during the journey, this requires that some parts of the ship be a reactor, and fuel tanks. The entire ship itself can be less that 100-tons, but that only means that the T-Drive is also transporting the difference in external space outside the Timeship, this external space counts as unused external cargo. It possible to have a modular tug Timeship, but the minimum size T-drive is designed to transport 100-tons whether you use all those 100-tons or not. A ship smaller than 100-tons does not mean a smaller T-Drive, it uses the same size T-Drive as a 100-ton ship.

Cybernetics is a common as android robotics.
 
Originally posted by Laryssa:
Another idea is that of a second present. Stacked on the 0001 Hex are two realities, one is set in 2280 AD, the other is set in 2006 AD a difference of 274 years, each of the other hexes is bimodal like that. One version of the 65 MY Earth has a human colony on it, the other version is 204 years earlier and does not.
Oh lets make it more interesting that that, lets say that what I mean by it being 2006 AD in the other World, I don't mean our 2006, what if it was the 2006 in the setting called Twilight 2000 instead, using the T2000 rules? That way, the marooned time travellers will know that they can't simply return home by sending their spaceships into space and retreating into their low berth for 274 years, this won't be a pleasant reality for the marooned time travellers and the Megayears past Earth's associated with it will be uninhabited. What effect will marooned time travellers with their misjumped timeships have on the T2000 setting. Well in the first setting where time travel was developed World War III didn't happen, instead their was a War on Terrorism which led to chaos and hence to the establishement of a much stronger UN. In the T2000 timeline the Soviet Union didn't collapse under its own weight, instead it went to War with NATO and the United States some nuclear weapon strikes were exchanged and civilization basically went to hell although France and Japan were spared the worst of it along with Switzerland and some other neutrals. Still the Middle East is in ruins, the surviving humans would be much interested in any stranded timeships should one be discovered, and no doubt the survivors could establish some colonies of their own in the past mega year Earths. The Time ships can probably make around 100 time jumps or so before needing maintenance, and of course no one in the T2000 setting could properly maintian a Time Ship or repair a t-jump drive as the technology is way beyond them. Perhaps a ship's engineer would understand the basics of how it works, but obtaining spart parts to fix it with may prove to be something of a problem unless their are other stranded misjumped timeships in the setting from which spare parts may be obtained. No doubt people will be mush interested in the ship's fusion reactor, if plugged into the local grid, it generates megawatts of power which could power a small city, with alot of power plants destroyed in the war, that is nothing to sneeze at.
 
I've always thought that in a REALLY good setting, there are no clear-cut 'good guys' and 'bad guys'. The villains spring up from among the same groups as the heroes, and one man's terrorist is another man's hero.
 
Who are the good guys and bad guys in OTU Traveller?

Well in the Time Traveller campaign the tyrannosaur that wants to eat you may be considered a bad guy.

There is basically 1 population of humans coming from the late 23rd century, they've done a fair bit of colonization by this time and some of the colonies are over a century old. The societies are fairly independent of each other. No aliens have been encountered. All these Megayears may be for game purposes be considered to be the present, but their are a few exceptions. In some cases "native" humans have already been discovered in newly discovered eras where they shouldn't have been, they've been there for thousands of years prior to their discovery, but after much detective work their origin has been traced to a stranded timeship that misjumped from the 23rd century, apparenly it went back in time during the misjump and established this alternate which was then dicovered by am explorer team. Accidential time travel can occur like this, ships that end up this way are effectively marooned as jump drives can misjump to places and times which they can't deliberately jump to. Another kind of misjump is one to the Twilight 2000 2006 AD Alternate, this place is sort of like a dumping ground for misjumped timeships, there are a few scattered about that setting.

Most of the bad guys in this setting are criminals, or pirates, and perhaps some colonies gone wrong. I haven't delved too deeply into the social aspects of each of the colonies, but look at the social data and you'll find that some of these worlds aren't so democratically run, some are separate nations that are UN members some are nations which aren't UN members. The Earth is united under a strong UN, but other places don't necessarily fall under its rule, it can be a fairly lawless frontier at times.
 
69 MY -------- 68 MY -------- 67 MY -------- 65 MY
Archelon ----- Archelon ----- Archelon ----- Archelon
Elasmosaurus - Elasmosaurus - Elasmosaurus - Elasmosaurus
Tylosaurus --- Tylosaurus --- Tylosaurus --- Tylosaurus
Xiphactinus -- Xiphactinus -- Xiphactinus -- Xiphactinus
Hesperornis -- Hesperornis -- Hesperornis -- Hesperornis
Tyrannosaurus- Tyrannosaurus- Tyrannosaurus- Tyrannosaurus
Torosaurus --- Torosaurus --- Torosaurus --- Torosaurus
Ankylosaurus - Ankylosaurus - Ankylosaurus - Ankylosaurus
Anatotitan --- Anatotitan --- Anatotitan --- Anatotitan
Didelphodon -- Didelphodon -- Didelphodon – Didelphodon

64 MY -------- 62 MY -------- 61 MY -------- 60 MY
_
_
_
_
_
_
_
_
_
_

59 MY -------- 58 MY -------- 56 MY -------- 55 MY
_---------------------------- Gastornis ---- Gastornis
_
_
_
_
_
_
_
_
_

54 MY -------- 53 MY -------- 52 MY -------- 51 MY
Gastornis ---- Gastornis ---- Gastornis ---- Gastornis
_
_
_
_
_
_
_
_
_

50 MY -------- 49 MY ---------- 48 MY ---------- 45 MY
Gastornis ---- Gastornis ------ Gastornis ------ Gastornis
Leptictidium – Leptictidium --- Leptictidium --- Leptictidium
Ambulocetus -- Godinotia ------ Propalaeotherium Propalaeotherium
-------------- Propalaeotherium ---------------- Basilosaurus
-------------- Ambulocetus --------------------- Dorudon
------------------------------------------------ Entelodon

44 MY --------- 41 MY ------ 40 MY ------- 38 MY
Gastornis ----- Gastornis -- Leptictidium- Andrewsarchus
Leptictidium -- Leptictidium Andrewsarchus Embolotherium
Propaleotherium Basilosaurus Embolotherium Basilosaurus
Basilosaurus -- Dorudon ---- Basilosaurus- Dorudon
Dorudon ------- Hyaenodon -- Dorudon ----- Hyaenodon
Entelodon ----- Entelodon -- Hyaenodon --- Entelodon
_--------------------------- Entelodon

37 MY --------- 36 MY --------- 33 MY --------- 32 MY
Andrewsarchus – Andrewsarchus – Moeritherium -- Arsinoitherium
Embolotherium – Embolotherium – Arsinoitherium- Apidium
Basilosaurus -- Moeritherium -- Apidium -------- Hyaenodon
Dorudon ------- Arsinoitherium- Hyaenodon ------ Entelodon
Hyaenodon ----- Basilosaurus -- Entelodon
Entelodon ----- Dorudon
--------------- Apidium
--------------- Hyaenodon
--------------- Entelodon

30 MY --------- 29 MY --------- 28 MY ---------- 27 MY
Arsioitherium – Hyaenodon ----- Hyaenodon ------ Hyaenodon
Hyaenodon ----- Entelodon ----- Entelodon ------ Entelodon
Entelodon ----- Indricotherium- Indricotherium - Indricotherium
Indricotherium ---------------- Cynodictus ----- Cynodictus

26 MY --------- 25 MY --------- 24 MY ---------- 22 MY
Hyaenodon ----- Hyaenodon ----- Cynodictis ----- Chalicotherium
Entelodon ----- Entelodon ----- Chalicotherium
Indricotherium- Indricotherium
Cynodictis ---- Cynodictis
--------------- Chalicotherium

20 MY --------- 19 MY --------- 18 MY ---------- 15 MY
Chalicotherium- Chalicotherium- Chalicotherium - Deinotherium
Deinotherium -- Deinotherium – Deinotherium ---- Megalodon Shark

13 MY --------- 11 MY --------- 9 MY ----------- 6 MY
Deinotherium -- Deinotherium – Deinotherium –--- Deinotherium
Megalodon Shark Megalodon Shark Megalodon Shark- Ancylotherium
------------------------------------------------ Dinofelis
------------------------------------------------ Megalodon Shark
------------------------------------------------ Odobenocetops
------------------------------------------------ Phorusrhacos
------------------------------------------------ Macrauchenia

4 MY ---------- 3 MY --------------------- 1 MY
Deinotherium –- Deinotherium ------------- Smilodon
Ancylotherium – Ancylotherium ------------ Phorusrhacos
Dinofelis ----- Dinofelis ---------------- Megatherium
Megalodon Shark Australopithecus Afarensis Doedicurus
Odobenocetops – Megalodon Shark ---------- Wooly Mammoth
Phorusrhacos -- Odobenocetops
Macrauchenia –- Phorusrhacos
--------------- Macrauchenia

Archelon
Lived: 75 to 65 MY
Size: Large 4.5 m (15 ft) long
Diet: Omnivorous
Found: North America

The giant turtle Archelon could reach the size of a speedboat and lived in the shallow seas that covered North America 70 million years ago. Most of its food was near the surface of the water, so it would rarely have needed to dive very deep. Even though it wasn’t the fastest predator in the sea, the razor-sharp beak could cut its way through shell or bone, allowing it to feed on ammonites, jellyfish and small fish.

Elasmosaurus
Huge Animal
Hit Dice: 10d8+66 (111 hp)
Initiative: +2
Speed: 20 ft. or 6 m (4 squares), Swim 50 ft. or 15 m (10 squares)
Armor Class: 13 (-2 Size, +2 Dex, +3 natural), touch 10, flat-footed 11.
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (2d8+12)
Full Attack: Bite +13 melee (2d8+12)
Space/Reach: 15 ft./10 ft. or 4.5 m/3 m
Special Attacks: _
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +9, Will +4
Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9.
Skills: Hide -4*, Listen +4, Spot +9, Swim +16
Feats: Dodge, Great Fortitude, Toughness (2)
Environment: Warm aquatic
Organization: Solitary, pair, or herd (5-8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: _

This beast has a thick, ovid body with fins instead of legs and a very long, snaky tail amd neck, Its neck males up one-half of its total length.

Though it resides primarily in the water, an elasmosaurus only breaths air.

An elasmosaurus has a total length of some 30 feet (9 meters), including a tail half as long as its entire bodyu, and weighs about 5,000 pounds (2,300 kg). Observers who see only its head or tail might easily mistake it for a massive snake.

Combat
An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.
Skills: * An elasmosaurus has a +8 racial bonus on hide checks in water.
 
Well its not really time travel, but travel to a series of parallel universes that resemble the past in intricate detail.
 
Tylosaurus
Name: Tylosaurus (TIE-lo-SAW-rus), meaning ‘swollen reptile’
Animal type: Squamate (mosasaur reptile
Lived: 89-65 million years ago
Size: Gargantuan 15 m (49 ft) long
Diet Carnivorous
Found: North America, Europe

Tylosaurus was a giant predator, whose snake-like form could be found in shallow seas across the world. It belonged to the mosasaurs, a group of marine that were the top predators in the late Cretaceous seas.

Xiphactinus
An ugly Cretaceous fish
Name: Xiphactinus (zee-Fak-tin-us), meaning ‘swift swordfish’
Animal type: Teleost fish
Lived: 87-65 million years ago
Size: Huge 6 m (19.5 ft.) long
Diet: Carnivorous
Found: North America

Xiphactinus was one of the swiftest predators in the Cretaceous seas. It was also one of the ugliest, and has been nicknamed the ‘bulldog fish’ because of its compressed face. Despite its unpleasant appearance, Xiphactinus was a swift and powerful fish. Its streamlined body and broad, muscular tail could propel it at speeds of up to 60 kph (37.5 mph) – easily fast enough to outrun almost all other fish around it.

Hesperotnis
A giant diving seabird
Name: Hesperornis (Hes-per-OR-nis), meaning ‘western bird’
Animal type: Hesperorithiform bird
Lived: 80-65 million years ago
Size: Medium 2m (6.5 ft) tall
Diet: Carnivorous
Found: USA and Canada

Hesperornis was a large, flightless bird that was as long as a man is tall. It spent most of its life floating on the sea’s surface, occasionally ducking underneath the water in pursuit of shoals of small fish. Its sleek body, long kicking legs and webbed feet would have propelled it through water at high speed, while the small wings steered and stabilized it. {i}Hesperornis[/I] could travel great distances, drifting or swimming mant kilometers offshore.

Tyrannosaurus
Huge Animal
Hit Dice: 18d8+99 (180 hp)
Initiative: +1
Speed: 40 ft 12 m (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural) touch 9, flat-footed 13
Base Attack/Grapple: +13/+30
Attack: Bite +20 melee (3d6+13)
Full Attack: Bite +20 melee (3d6+13)
Space/Reach: 15 ft/10 ft (4.5 m/3 m)
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +12, Will +8
Abilities: Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run Toughness (3), Track
Environment: Warm plains
Organization: Solitary or Pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment _

This towering predator has an enormous head and a mouth full of dagger-sized teeth. It stands on two powerful legs and has only vestigial forelimbs.

This ravenous creature is the most fearsome of all carnivorous dinosaurs.
Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet (1.8m) long, and its teeth are from 3 to 6 inches (7.6 to 15.2 cm) in length. It is slightly more than 30 feet (9 meters) long from nose to tail.
A tyrannosaurus eats almost anything it can sink its teeth into, and spends a great deal of its time scavenging for carrion and chasing smaller carnivores away from their kills.
Combat
A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple – charge in and bite.


This is all I have time for now.
 
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