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The Timekeeper Chronicles

Disaster-Free for: 51 years.  Obviously, we're due for a little shake-up

Time Agents and Ranks

There are many roles within Time.  Some require being exposed to Time, but not all.  Some take years of training, and some are more on-the-job training type.

Ranks

Timekeepers

Timekeepers are the peacekeeping force within Time. They are charged with apprehending criminal Runners and delivering them to justice before the Grandfathers.

In order to wield Time, a person must be exposed to it in sufficient quantity. Minimal exposure to temporal distortions will allow a person to see said temporal distortions, but moderate to extreme exposure (such as a 150 year leap into the future) will allow him to wield Time as a Timekeeper.

Underlings

Probationary Timekeepers

Probationary Timekeepers (or probies) must be at least 13 years old. They learn only the basics of Internal Banding, manipulating Time around themselves to go faster or slower. They spend 3 years as a probie. Aside from basic Banding, this time is spent primarily learning about the Time industry, how it works, who is involved, and so on. Just as important is the psychological development of the probie, especially in teenagers. Older probies may advance sooner.

Apprentice

The review between Probationary and Apprentice Timekeeping is considered the most rigorous for non-officer Timekeepers. Apprenticeship is also the shortest period of training, lasting only two years. Apprentices must be at least 16 years old.

Some skills may be learned naturally as probationaries, such as Predict. Other abilities, like External Banding, the ability to Band other objects and people, may be naturally learned or taught.

Journeyman

Journeymen spend one year at home and two years abroad, one of which must be spent outside the Timekeeper's home Region.

Journeymen also learn how to open portals to the Wheel.

Master

Masters are permitted to arrest and turn over Runners.

Officers

Officers are in charge of overseeing other Timekeepers within their District, Region, or even Planet. Only posted officers are permitted to vote. Non-posted officers are considered Officer-trained Masters. In order to advance in rank, a Timekeeper must approach an officer ranked above their desired rank. For example, a Master wishing to become a Lieutenant must be trained by a Captain. For a Warden to advance to a Dominion, he must be trained by the Hand of the Timekeepers.

Lieutenant

There are two posted Lieutenants per Region and answer to the Captain. It is not required that the Lieutenants live near each other or close to the Captain, though it is certainly advantageous. Typically, Lieutenants are the liaisons between Districts and Captains deal more with the higher-ups.

Captain

Even if there is a Captain and a Manager in the same District, the Captain is still in charge of the District. His duties are more political and hierarchal, more of a desk job than a field job like his Lieutenants.

Manager

Managers are in charge of the Region and oversee the Captains. Their job is almost strictly a desk job, and they will not interfere in District affairs unless requested or circumstances demand.

Gatekeeper

Gatekeepers oversee the Planet and are the mediator between the Planet and the larger Time industry. It is at this rank that a Timekeeper may run for a Hand seat, though the success rate is minimal.

Warden

Dominion

Harvesters

Harvesters must be exposed to Time.

Merchants

Merchants are not required to be exposed to Time, though many have been to some degree and may possess crude Timekeeping or Harvesting abilities.

Scouts

Scouts exist in the hazy gray area between Timekeeping and Running. However, they are required to be at least Lieutenant-level Timekeepers and Assistant-level Harvesters. Since most of their work is done alone, Scouts must be exceptionally physically fit, and have a decent working knowledge of geology, biology, astrophysics, medicine, survival skills, linguistics, intercultural relations, close and ranged combat, and a variety of other disciplines.

Scouts do not have a formal hierarchy beyond Newbie, Master, Veteran, and Hand of the Scouts. Within those loose ranks is more of a pecking order.

Time Agents

Timekeepers

Harvester

Merchant

Scout