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New types of technology sometimes cause unusual patterns in the quantum signature of a variant. Often, Nexus sends a Shifter team in to investigate this signature, and to steal any interesting technology.
There are ten Epochs in the standard Williams Classification, nine in sequence and one that can occur at any point.
It is important to note that these are broad generalisations of what is likely to be possible at a particular Epoch. The GM is, as ever, the final arbiter as to what can and can't be done at a certain Epoch.
Shiftboxes are (usually) operated psionically, hence all a Shifter has to do to use one is have it with them in Nexus, if hosting from there, or have one with them, if spliced into a variant.
When Shifters go on a mission, they go down to the Shift Bays in Nexus, which consists of a huge number of separate chambers containing several Tempest Shiftboxes. Most of the time, Shifters won't even have to think about Shiftboxes, because the Tempest will do everything for them.
However, not all the Field Stations (see Section 6.5) are fully equipped with cutting edge Tempest Shiftboxes, and Shifters who find themselves operating from a Field Station may find that they cannot use all the Powers that they are used to being able to use.
Potential Shifters are usually given a couple of weeks to get used to the opulence and luxury of Nexus before they are asked if they want to enlist in the Corp. Because shifting is by far the most interesting and well paid profession in Nexus, most join the Variant Corp.
A Shifter's career ends when they are deleted, or choose to accept voluntary retirement, usually settling down on a little lashed real estate of their own for the rest of their existence. Some come back into service after a while, and some choose voluntary deletion. Most Shifters don't survive long enough to enjoy retirement.
One of the jobs that Shifters posted at a Field Station are trained to do is recover the Nexus timeline if something happens to cause it to collapse. This has already happened twice in known history, and is euphemistically referred to as a Crash. Because of the importance of recovering Nexus from a Crash, Shifters who are permanently posted at a Field Station are always rank Journeyman or above.
The main reason a Shifter would have to use a Field Station would be if they needed to Shift into the past of Nexus itself. Needless to say, such activities are carefully monitored as the potential for abuse is extremely high.
Unlike regular lashing, lashed real estate only affects a small area, and most of Nexus consists of lashed real estate. One acre of land can be owned by a large number of people, by owning different parts of time. No-one really understands how lashed real estate works, but no-one really cares either.
But in Variant Physics, the beginning of time started an enormous number of universes, and variant physicists talk about the Bloody Big Bang, starting a globe of timelines snaking out.
However, the Matrix (the collection of all universes) is limited by how much variant-space-time can exist within it. As the sphere expands (as time progresses), the number of variants allowed gets less and less. The more time that has passed in a universe, the more variant-space-time that universe is `using'. As a result, the Matrix must periodically stop the progression of certain variants to allow others to continue.
The natural objective of a variant is to reach the highest possible level of entropy. The Matrix always collapses the weakest variants, those with the lowest entropy. This is what causes the Mayron Condition: when a variant's entropy is low compared to other variants at the same point in time, it collapses.
When one variant collapses, it `donates' its variant-space-time to a variant nearby. This is why a variety of timelines effectively `lead' to Nexus.
If you go back to the same point in a variant's history you are effectively overwriting your previous visit. This is because every time you synch with a variant, you are creating a slightly different version of that variant from that point onwards.
Things can get confusing if you encounter people who were in one variant and at a later point in time splice themselves elsewhere. After splicing you are not directly affected by changes to your past (although your Stability could be). If you killed them before they spliced out, the `version' of them that spliced out would continue to exist independently, although their Stability would fall a little.
5. Charting History
5.1 Variant History
The history of each variant is obviously different. Variant historians don't learn the events of history, but the common events and themes of history, and the nature of historical cause and effect. They learn how to predict the likely outcome of a situation by studying the history of a variety of timelines.
5.2 The Williams Classification of Historical Development
Nexus historians have developed a series of classifications that chart the development of a variant's history. Each of the Epochs in the Williams series has a particular quantum signature, and Nexus can detect where each Epoch occurs in a timeline. Maps of sections of the Matrix can be labelled to show where the Epochs occur. This, along with the path through the Matrix a variant takes, is all the information Nexus can get on a variant without sending Shifters in to investigate.
The Williams system does not always apply linearly - but it is by far the most common order of development throughout the Matrix.
5.3 The Grey Epoch
Psionic powers can occur at any point in a variant's history. Their widespread use marks the Grey Epoch. Shifting abilities - which require knowledge of variant physics - do not usually take place at the Grey Epoch. Nexus tries to recruit Shifters with natural psionic abilities (as shifting is in essence psionic in nature), but can use advanced biochemistry to give shifting abilities to Shifters without natural psionics.
5.4 Tech through Time
Each of the Epochs in the Williams classification has different technology associated with it. The following sections describe typical items relevant to particular skills in each of the nine key Epochs. Where a skill is not given, no technology applicable to that skill is usually invented at that Epoch.5.4.1 Black Epoch Technology
5.4.2 Red Epoch Technology
5.4.3 Orange Epoch Technology
5.4.4 Yellow Epoch Technology
5.4.5 Green Epoch Technology
5.4.6 Blue Epoch Technology
5.4.7 Indigo Epoch Technology
5.4.8 Violet Epoch Technology
Aircraft:
5.4.9 White Epoch Technology
Mostly as Violet Epoch, plus the invention of shiftboxes. The four most common shiftboxes are listed in the sidebar on Technology. The appearances of shiftboxes vary, as they can come in steam-powered, high tech or even clockwork varieties. The terms used to describe a shiftbox are based on its capabilities rather than its construction.6. The Variant Corp.
6.1 Joining the Corp.
Nexus recruits Shifters from throughout the Matrix, preferring to choose candidates with natural psionic abilities, or with other gifts that make them suitable for the career. Being spliced into Nexus for the first time is often an extremely disorienting experience. Nexus is a hive of activity, populated by diverse lifeforms from the furthest corners of the Matrix.6.2 The Academy
As soon as a Shifter enlists, they gain the rank of Neo. A Neo's progress through the Academy proceeds as follows:
Shifters who fail their final year can retake indefinitely. Usually failure is caused by psychological instability and psychometric reprogramming is often employed to help Shifters adjust. Those that pass their final exams achieve the rank of Grad. The need for competent field operatives is so great that occasionally Neos are promoted to the rank of Grad on the basis of exceptional performance on their first or second field trip.
6.3 Field Missions
Grads are usually expected to complete three to five field missions well before being promoted to the rank of Journeyman. After that, some twenty or so field missions are usually undertaken before being promoted to the rank of Adept. Since field missions are hazardous to a Shifter's stability, they are usually given a month or so free time between field missions.
6.4 Adepts
Once a Shifter has reached the rank of Adept, they are automatically entitled to join the Adept's Council (known as the Axe to most Shifters). Some Adepts continue taking field missions. Most take a post in the Academy, training Neos or supervising field missions. Adepts have become so involved in the Nexus timeline that their continued existence depends on the continued existence of Nexus, and part of an Adept's job is to keep other Shifters in line.6.5 Field Stations
Although most of the Variant Corps equipment is at Nexus, it has also set up a number of Field Stations throughout the Matrix. A Field Station is equipped with a variety of shiftboxes (although not always top of the range) and allows Shifters to synch with timelines that couldn't be reached from Nexus - principally, those that make up the Nexus natural timeline. Security on these stations is very high, although perhaps not as tight as at Nexus.6.6 Spending Privileges
Typical mission pay is 5-10 Privileges, with awards of 30-50 Privileges not being uncommon for exceptional performance. The most common things Privileges are 'spent' on include:
Most Shifters try to accumulate a nice holding of lashed real estate. Often they choose a time of year and a time of day, and go for a large plot of land. Some like to have a small plot of land lashed over a long time.6.7 Mission Structure
A typical mission structure is as follows:
Gamesmasters can find more on the Mission Structure in Section 8.9.
7. Variant Physics
7.1 Entropy
Entropy is a measure of how chaotic the state of a system is. When a kettle boils, the entropy of the water increases. When water freezes, the entropy of the air around the water increases. Whatever happens, the overall entropy of the universe increases. This physical law is the Second Law of Thermodynamics.
7.2 Wait A Minute. Is This A Role Playing Game or a Physics Lesson?
You don't need to know what entropy is - most Shifters haven't a clue. The way the Academy teaches Gaunts the Second Law of Thermodynamics is as follows: `Everything gets more fucked up.' Anything that happens causes an increase in entropy. Every living thing causes a significant increase in entropy, and anything that uses energy in large quantities causes a large increase in entropy.
7.3 Variant Evolution & the Big Bang
We generally think of time as a line, starting at the Big Bang and proceeding outwards.![]()

7.4 Demolition made easy
The laws of variant physics allow Shifters a way to ensure the continued existence of Nexus. By collapsing high entropy variants that do not lead to Nexus, and increasing the entropy of variants that do lead to Nexus, the existence of Nexus is maintained.7.5 The End of Time
Ultimately, one variant will have reached the state of highest possible entropy and the Matrix will not have enough variant-space-time to have any variants. This is known generally as the Absolute End of Everything. Nexus is nowhere near this point, so it's not really relevant to the game. We just thought you might like to know about it.
7.6 Causality
Those readers educated in physics may be worried about causality - that is, cause and effect. However, because of the fact that a variant can not be synched to itself (directly or indirectly) this is not a big problem.