THE TIME AGENCY TECH AND WEAPONRY MANUAL (FOR BEGINNERS)

Written by SeverusGirl360

(Disclaimer: This manual was created for entertainment purposes only and is in no way meant to infringe on the creators of the Torchwood series or The Doctor Who series)

FOR TIME AGENTS AND TIME AGENCY MEMBERS ONLY!

This is the entry-level manual mentioning all weaponry and technology used by The Time Agency and by Time Agents. Under no circumstances should enemy agents and/or Entrudus read this manual for risk of the enemy gaining the upper hand. It is preferred that all incoming and newly appointed Time Agents read up on all the things used by Time Agents and the Time Agency. CONFIDENTIAL, FOR YOUR EYES ONLY!

Here you will learn about all weaponry and technology that is used by the Time Agency and by the Time Agents All the essential items that all Time Agents must have are listed below as followed:

1. A registered Time Plane (any model)

2. A registered Vortex Manipulator (any model)

3. A registered Hover Cycle or Hover Scooter (Any model, comes with the Time Plane)

4. Several pairs of the standard issue attire (following the Time Agency dress code. You are in charge of cleaning and repairing your own clothing)

5. This manual

If you have any personal weapons, technology or items you wish to bring along with you (including pets, Ipods, etc.), they must be examined and acknowledged by the Time Agency or by your Time Team prior to entry into the Time Agency. Each Time Plane is stocked with its own supply of bathing and drinking water as well as its own supply of food. The Time Plane belonging to you and any technology and/or weaponry you use must be cleaned and inspected regularly and in top working order at all times. If any repairs are needed, go to the nearest repair depot or return them back to the platform floor of your Time Team for repairs. Any unregistered material, items, possessions, etc. will be confiscated upon arrival. Should any Time Agent or otherwise refuse to follow the commands of their superiors or the commands of the Time Agency, they will be arrested and punished, including among the punishments possible court marshal and expulsion from the Time Agency.

Time Agency Tech:

1. Time Plane – Almost every Time Agent and/or affiliated person of the Time Agency has one of these. They are arrow-shaped, jet-like planes that can and do travel through space and time via. The Space/Time Vortex. They come in a wide variety of models and with a wide variety of features and uses, some more advanced and with more features than others. They have a narrow arrow shape design - sleek and agile, able to go at phenomenal speeds.

Most Time Plane models are without wings, whereas a few are with very small wings located near the end of the Time Plane, looking more like an arrow shape with a shiny metallic skin. They have windows and openings, including a slide open window hatch located on the top of the Time Plane that you slide open and slide back with the handle and then slide close to shut.

The slide open window hatch leads right into the cockpit, where the pilot will sit and control the Time Plane. Holographic Projection screens (projects location, star charts, co-ordinates, etc.); side holographic screens (which are used to view from behind and on the sides of the Time Plane), main and secondary controls, main control panels and side control panels are featured on all Time Plane models. Some features and computer programs on a certain Time Plane can be more advanced than in other Time Plane models.

The computer programs and features on a Time Plane determine what tasks it can do and what it is designed to be used for. Sometimes a Time Agent or Time Agency affiliate will customize and equip their Time Plane with certain computer programs and features that are unique to their Time Plane or are rarely ever found in the Time Planes of other Time Agents and Time Agency affiliates. Inside the Time Plane and behind the cockpit would be the sleeping quarters, food storage and food preparation area, cleaning area, study area, bathroom and other storage areas, including a small cargo bay.

Though the connection or attachment between a pilot and their Time Plane isn't quite like what you would find between a Time Lord and their TARDIS, the owner still has a strong personal connection or attachment with their Time Plane. If a Time Agent's Time Plane is destroyed, they will either go without, inherit a Time Plane (Note: Which only happens when one encounters a Time Agent or Time Agency affiliate that has died or is near death) or will re-build their own Time Plane with salvaged parts from their old Time Plane and from parts of other Time Planes if possible. A Time Agent will never get a brand new Time Plane due to the connection a Time Agent has with their Time Plane.

Naming a Time Plane:

A Time Agent or Time Agency affiliate (familiar) will name their Time Plane one part so as they can be identified in a battle, other part so as to give their Time Plane some sort of personalized identity, which is part of how the Time Plane is registered. Though the connection between a Time Plane and their pilot isn't quite like the connection found between a Time Lord and their TARDIS, the pilot of a Time Plane considers their Time Plane in a sense, a part of them, thus a Time Plane is important to its pilot, both physically and mentally. A Time Plane is a Time Agent's or Time Agency affiliate's most precious and important possession next to their Vortex Manipulator.

In many respects, the Vortex Manipulator and the Time Plane are equally important to the Time Agent or Time Agency affiliate, though unlike in the case of a Time Plane, they do not name their Vortex Manipulator, thus the connection between a pilot and their Time Plane is more personal than in the case with their Vortex Manipulator.

The name of a Time Plane almost always has some part of or the whole of one of their owner's names in it (Note: For reasons which I have already pointed out). For example, if your name was Azlyn 'Azla' Katavian (aka. Emperor-Prince Azlyn 'Azla' Josialbafylian-Katavian), your Time Plane's name would have part or the whole of either your first name or your last name. In the case of this name, the name 'Azla Arie' or 'Veil Tavian' would be a couple choices for a Time Plane name. Or as another example, if your name was Bathillia 'Thila' Kemtrinilas (aka. Lady-Mistress Bethillia Kembellia-Trinilas), Time Plane name choices would be either 'Bethil Sunshimmer' or the 'Kemtri Cometfire'. Here is a list example of Time Plane names and their owners:

1. Name of owner: Jaskus 'Jas' Yujeridae - Name of Time Plane: Jas Starspire

2. Name of owner: Kaylis 'Kayl' Muntral - Name of Time Plane: Kal Sunskimmer

3. Name of owner: Paladin 'Palis' Lankanjalin - Name of Time Plane: Pala Nebulis

4. Name of owner: Jillana 'Rana' Calandri - Name of Time Plane: Jilla Nightshade

5. Name of owner: Terilis 'Ril' Racadalies - Name of Time Plane: Tera Nobilas

6. Name of owner: Gazeril 'Gaz' Foxx - Name of Time Plane: Foxx Alchemy

7. Name of owner: Amberlynn 'Lynn' Muntral - Name of Time Plane: Amber Starshimmer

8. Name of owner: Dathana 'Thana' Kantari - Name of Time Plane: Tari Coronafire

9. Name of owner: Jeridan 'Jera' Racadalies - Name of Time Plane: Jera Sunscaper

10. Name of owner: Tristel 'Tris' Southersey - Name of Time Plane: Tris Sunstar

11. Name of owner: Arithan 'Thanis' Velcanthral - Name of Time Plane: Vel Arkstar

Everyone who becomes a member of or is inducted into the Time Agency gets their own Time Plane, and it is when the Time Plane is given to their owner that the Time Plane is given its name. Though in the case of the few Time Agency affiliates (familiars) who are caught and are good enough to be inducted into the Time Agency (either by force or by choice) they already have a Time Plane, thus, their Time Planes were already given their names when the Time Agency affiliates (familiars) acquired them in whichever way they did.

Those Time Planes that are identified both by model and name as belonging to affiliates (familiars) are noted in the Time Agency Council Archives, placed on a list known as 'The Rouge Scroll'. So far, about 3,793 known Rouge Time Planes that are belonging to Time Agency affiliates (familiars) have been placed on this list.

Time Plane - Features and Functions:

Time Planes include all the basic things and necessities you would find in a regular high-tech plane, only far more advanced. Depending on the model of Time Plane, this determines what power source it runs on. Depending on the model, Time Planes run on a variety of renewable power sources, including anti-gravity, electricity, solar fusion (solar power), cold matter fusion or ion fusion (ion power), organic fusion, hydro fusion (hydro power) or a hybrid fuel source of some sort. The use of common-law nuclear fusion (nuclear power) was obsolete prior to the creation of Time Planes. Some Time Plane models even run on Vortex/Time Energy and Artron energy like TARDISes do, which in some cases requires momentary stops within the Space/Time Vortex or a landing over a Time Rift to recharge and suck up time energy from the time winds (which generates the power). Most Time Planes, even the older ones, are built to have a main power source and an alternative source in the event that one of these power sources fail. Time Plane width and length is varied according to the model of Time Plane, but they are normally no longer than 50 feet and no wider than 20 feet (not including the wingspan). A few Time Plane models have two floors, but most have only one floor.

Main Entrance Hatch/Slide Open Hatch - The main entrance sits at the top of the Time Plane and slides open on rollers and rails, like when opening an office drawer. This leads directly into the cockpit. The main entrance hatch is made out of the same material as the control screens in the cockpit are made out of. Transparent almost like glass so that the person in the cockpit can see outside the Time Plane above their head. A handle on the hatch allows the one entering to open, close, lock and unlock the hatch. Instead of a lock and key, they use a small touch screen next to the hatch to punch in the security code which allows it to lock and unlock. These codes should be changed now and again to ensure that no unwanted guests will be allowed to enter.

Cockpit - This is where all the main functions of the Time Plane are controlled. This is also where one would sit to pilot the Time Plane. All controls to the weaponry (such as the stealth capabilities, etc.) of the Time Plane and so on can be found here.

Living Area/Sleeping Quarters - Where the owner would sleep, dress, eat and live within the Time Plane.

Sickbay - This part of the Time Plane includes all the high-tech medical equipment would be used and stored, which comes standard to the Time Plane. Among the medical equipment which comes standard with the Time Plane includes medi-pods, operating tools, etc.

Medi-Pods: The injured are placed in medi-pods to be worked on by the automated medical system of the medi-pod, which would include equipment with highly advanced abilities such as the ability of light pulse skin graphing (which uses a special light that forces the body to grow skin very quickly to heal burns and scraps), laser stitching (which stitches wounds up on the patient without leaving a scare), body scanners (which locate the injury, etc. and direct itself to the location of that injury and work on it), equipment that helps grow missing or lost limbs and fixes parts of the body, etc. These are also used to stabilize the patient or to allow the patient to recover. Medi-pods are programmed to the species it is treating and then left to treat the patient.

Study Area/Laboratory - High tech equipment that is used for studying specimens, items, etc. would be used and stored here. This also includes a couple containment areas should they be needed.

Cleansing Area/Bathroom - Where the owner would clean up and deal with any personal business that needs to be done. But the bathing cubical of a Time Plane is small and the water is sprayed on from above and on the sides rather than showered, like when being sprayed by a hose. There is no bath in a Time Plane. The bathing cubical is normally used in emergency purposes when no other means of bathing is present. The owners will normally go someplace outside their Time Plane to deal with their bathing needs.

Cargo Bay - The cargo bays of Time Planes are small, being 20 feet length and 20 feet in width at the most, just enough room to store a couple Hover Cycles or Hover Scooters, as well as any large equipment that can't be stored elsewhere in the Time Plane.

High Tech Projection Control Screens/Time Plane UI - These are made of an extra strong, but light and thin transparent organic polymer, which projects images, information, etc. on it and even away from the screens in 3D and even 4D if need be. These screens are connected to the ship UI (Universal Interface) of the Time Plane. Touch screen controls and key pads are projected on the screen, where the controller of the Time Plane can punch in commands, coordinates, etc. via projected keyboard or key pad on the screen. Star charts, pictures, sound files, information, etc. can be displayed on these screens, which sit in front and around the sides of the controller which sits in the cockpit of the Time Plane. These screens can project images viewing everything in all directions, seen 360 degrees.

This means that the controller of the Time Planes can see everything around, above, bellow, behind, etc. with very narrow blind spots. For example, the controller can flip views via. Voice command or tapping on the screen for a different view of something. Images from other Time Planes can be projected onto the screens and into the cockpit from one Time Plane's screens to another's when close by. When sending information, star charts, etc. to other Time Planes, one simply needs to speak or punch in the coordinates of the other Time Plane, then tap on the stuff they wish to send then drag their finger across it, throwing it off their screens, sending it through space and onto the screens of the other. They can even do this to drag the information onto one of their side screens or project it away from the screens.

When programing coordinates into the Time Plane, you tap onto the main front screen, type in the coordinates on the holographic key pad, align the coordinates to the correct projected path and then tap on the screen again to begin navigating to the location. A really good example of how these screens function and act can be seen in the movie 'District 9' in the ending scene of the alien mothership. For video reference, type in 'District 9 - UI' on YouTube.

Siders (aka. Side Engines) - They act very much like the shifters on a Hover Cycle or Hover Scooter do. They aid in guiding the Time Plane in the right direction, no matter which direction that might be. Older models of Time Plane are with only 3 or 4 siders, while newer or custom models are with 5 or more for more accurate direction.

Main Engine and Secondary Engines - What run the Time Plane and keep it moving. This includes the power source, which is located next to or near the engine.

Grav-Rings - Time Planes are without landing gears or legs to stand on. Instead, they make use of grav-rings, which produce an anti-gravitational or magnetic force that keeps the Time Plane suspended in mid-air. These work with or without a power source, relying on the local gravity to keep them working. They are basically super-advanced magnets powered by gravity which not only keep the Time Plane hovering and still, but automatically adjust to keep the Time Plane level. These are located on the underside of the Time Plane.

Time Plane Side Entrance(s) - The side entrances are on either side of the Time Plane, which while the Time Plane is hovering, requires the use of a suspended staircase to reach. A suspended staircase is merely steps that over in mid-air, kept in place by anti-gravity, which pull back into the Time Plane once someone enters the Time Plane through a side entrance. However, some make use of the exterior opening to the cargo bay to enter the Time Plane, which is used to bring something into the Time Plane from ground level below the Time Plane.

Wingsails - These are used to eliminate drag on the exterior of the Time Plane, made of a strong, flexible, high-tech organic fabric. Only the older models, such as the Nightstalker and Starskimmer models have these. They run along the entire length of the flanks of the Time Plane and spring outwards from the exterior shell just before the Time Plane zooms off. These wingsails are narrow, coming only a foot out from the exterior shell. They are the closest things to wings found on a Time Plane.

Time Plane Models:

All models of Time Plane are listed below and can be customized according to the wants, needs and likes of the owner. This includes black market and illegal customizations which are normally found among unofficial Time Agency familiars and affiliates. The LX models featured prototype capabilities that were found in full in the model that came after. All Time Plane models are distinctly different from one another in one way or another in terms of interior layout and outer shell design. Each model has its specific uses as well as its pros and cons.

1. Nightstalker (TPM(NS)-1, TPM(NS)-2, TPM(NS)-3, LX(NS)1, LX(NS)2)

Most common power source of this model: solar fusion and/or hydro fusion

Note: These are the oldest models of Time Plane. Like all Time Plane models, this model was very easy to customize, especially when the owner in question wished that to upgrade to the next model. Many customized versions of this model have been seen among the unofficial members of the Time Agency.

2. Starskimmer (TPM(SC)-1, TPM(SC)-2, LX(SC)1)

Most common power source of this model: anti-gravity, cold matter fusion and/or ion fusion

Note: This model was once famous for having the most up-to-date and advanced star charts out there. An excellent model for the explorer.

3. Oracle (TPM(O)-1, TPM(OC)-2, TPM(O)-3, TPM(OC)-4, TPM(OC)-5, LX(OC)1, LX(OC)2)

Most common power source of this model: organic fusion and/or vortex energy

Note: Running on an organic fusion engine made it easy for the owner of this model to recycle organic waste and turn it into power. These are also currently used by the present-day Time Agency. Features highly advanced stealth capabilities that are the precursor to the later Darkness Darter models.

4. Sundredger (TPM-(SR)1, TPM(SR)-2, LX(SR)1, LX(SR)2)

Most common power source of this model: solar fusion and/or hydro fusion

Note: An excellent model for the interstellar miner or fortune seeker. Featuring highly advanced mining capabilities and mineral scanners.

5. Interceptor Galactic (TPM(IG)-1, TPM(IG)-2, TPM(IG)-3, LX(IG)1)

Most common power source of this model: anti-gravity, solar fusion and/or ion fusion

Note: This model is best for when going into war and/or battle. Featuring a wider variety of highly advanced weaponry then from the previous models.

6. Scavenger Nebulea (TPM(SN)-1, TPM(SN)-2, TPM(SN)-3, LX(SN)1, LX(SN)2)

Most common power source of this model: cold matter fusion and/or vortex energy

Note: An excellent model for long-term expeditions to the outer reaches of the universe as well as for the galactic or stellar scavenger. And when powered by an engine that runs on cold matter, it is easy for the Time Plane to go for a very long time without having to re-fuel since cold matter burns at a much lower pace then with hot or burning matter.

7. Astral Luna (TPM(AL)-1, TPM(AL)-2, TPM(AL)-3, LX(AL)1)

Most common power source of this model: anti-gravity and/or ion fusion

Note: One of the models currently used by the present-day Time Agency. Featuring the most high-advanced, up-to-date star charts.

8. Aural Light (TPM(AU)-1, TPM(AU)-2, TPM(AU)-3, TPM(AU)-4, LX(AU)1)

Most common power source of this model: solar fusion and/or hydro fusion

Note: One of the models currently used by the present-day Time Agency. Another model that is excellent for the explorer as well as for scouting.

9. Darkness Darter (TPM(DD)-1, TPM(DD)-2, TPM(DD)-3, LX(DD)1, LX(DD)2)

Most common power source of this model: ion fusion and/or anti-gravity

Note: Features the most highly advanced stealth capabilities of any Time Plane model. Though all Time Planes have stealth capabilities, this model is the best at stealth overall. It is an excellent model to use in spy missions or by scouts.

2. Vortex Manipulator(s) – Every Time Agent and most every Time Agency affiliate has at least one of these. It is a Time Agent's second most prized possession next to their Time Plane. A smaller, more primitive form of time-travel technology (though were cutting-edge technology when they first appeared in the 37th century), a vortex manipulator allows the user to travel through time and space by controllable "hops" through the space/time vortex or through the same space/time to get to a different location. The technology is compact enough to be worn on one's person easily as a wrist mounted device which is obtained when one becomes a member of the Time Agency.

They are also capable of moving a small spaceship if programmed with the ability. The device also allows travel through space by harnessing the energies of wormholes and/or the space/time vortex. The manipulator can also be programmed to teleport its operator (and anyone hanging on) from place to place once it is programmed to do so. Vortex Manipulators are built to be indestructible, capable of surviving large explosions. Quite often when larger time traveling vehicles are unable to get through time blizzards and/or turbulent time/space distortions, a Vortex Manipulator is able to get its operator through the distortions with ease. Five different models of Vortex Manipulator exist, some more advanced than others. Sometimes, a Time Agent will customize their Vortex Manipulator to suit their likes and wants. These devices are used predominantly for emergency purposes only.

3. Memoryboard – About the size of a small calculator, it holds an immense amount of data. They come in various models from 100 GB to 700 GB and with various uses and with an easy-to-use UI, including holding star charts, weaponry data, gathered knowledge and even small notes to the user. The 700 GB model is the latest and newest model, which are mostly used to hold star charts. It halographically projects very clear and highly detailed star charts and other images. They also flip open and flip closed like your standard flip-open calculator.

4. Halo-Pads – Very much like the I-Pad of today and with an easy-to-use UI, only smaller and projects holographic images out and away from the screen. They are predominantly used by the Time Watchers who watch the Space/Time Vortex and the Stay-Base Time Agency workers who maintain the Time Agency Complex and keep it functioning properly. These Halo-Pads are and can be used either at or away from the designated posts.

5. Halo-Screen Computers – Used by The Time Watchers of any Time Team, they watch the Space/Time Vortex through these computers. They, like the memoryboard and the Halo-Pad are able to halographically project highly detailed images and star charts clearly out and away from the main screen. They often have two control panels and two key pads to type in programs, co-ordinates, etc.

6. Halo-Eye Screen and Hands-Free Head Set - Time Watchers wear high tech hands-free microphone headsets which include a hands-free microphone and a small holographic screens which flip down and over both eyes and projects holographic images and star charts into the eye. Time Watchers are often seeing two views at any given time, one of which through the Halo-Eye Screen whereas the other eyes is looking out at their Time Team's Control Room or at the Halo-Screen Computer in front of them.

Their head sets are connected to their Halo-Screen Computer via. Through upload/download wiring connected on the left or right side of the computer. This gives them the ability to take images and information off their Halo-Screen Computer and upload it onto their Halo-Eye Screen.

They can also download images and information from their halo-eye screens and into their Halo-Screen Computer. These head-sets can also work portable and off-wire, allowing the Time Watcher or whoever wears it to make wireless downloads and uploads as well as move around and away from their computer. These Halo-Eye Screens and hands-free head sets are equip with night vision, giving the wearer the ability to see even in low light and pitch dark conditions. These devices also give the wearer the ability to see visual light, as well as in ultraviolet and infrared.

These head-sets are basically an extension of the Halo-Screen Computer. Some Time Plane models are also equip with versions of the Halo-Eye Screen and Hands-Free Head Set which are connected either to the Time Plane's computer system (UI) or are used portable.

Time Agency Weaponry:

Like any military-based establishment, The Time Agency is equip with various forms of high-tech weaponry. A list of the weaponry used by the Time Agency and The Boeshanian Military is listed below along with information on each of the weapons:

Light Bow (Long Bow and Short Bow, Light or Plasmic) – They look like the average classic long bow or short bow, but with one noted difference. These bows aid in shooting arrows (or rather bolts) of pure concentrated light. Another type of light bow, known as a Plasmic Laser Bow, shoots arrows made of pure plasma light, made of plasma, arrows made out of much the same material as a light saber. Two types of light bow exist.

There is the kind that draws energy out of the surrounding air to produce the arrows of light directly out of and from the bow (much like the Epirus Bow in Greek Mythology) and another kind of light bow that shoots light arrows that are produced by the sleeve and are pulled out and held by a special glove. The sleeve only has so much light energy to form arrows out of, which means the wearer has to refill the sleeve with more light energy every 100 shots (if one doesn't waste it). These sleeves can normally be recharged by sitting them in the sun for a couple hours.

You set the light arrows on the bow like you do with any bow and arrow with the use of the glove, draw back the bow and fire them like any arrow. However, these arrows can go much farther than regular arrows. This is a favorite weapon among the Boeshanian elite as well as among the royalty and the noble of Boeshana. And since these arrows are made of pure light energy, gravity isn't a factor thus travel in a straight line. These arrows will find their target almost every time.

(Note: Azlyn Katavian is a master at the Light Long Bow, having been trained to use the weapon since he was 7 years-old.)

Plasma Cross-Bow – The bolts of concentrated plasma light are produced by the cross-bow itself and fired like any regular cross-bow. The cross-bow itself draws in energy from the surrounding air to produce the bolts it fires.

Electro Cross-Bow – This cross-bow shoots arrows (bolts) of concentrated electricity. SEE Plasma Cross-Bow for details.

Light Arm-Bow - These bows attach to the lower part of the arm via. one-piece arm band made of leather and fire arrows (or bolts) of concentrated light energy like any regular bow, drawing in surrounding energy to produce the arrows its fires. The bows are attached to the outward side of the lower arm and fires arrows like a sideways cross-bow. The arrows are fired when the wearer clinches their fists for a split second tightly, picking up the impulses of a clinched hand through the wrist.

Whip (Regular, Plasma, Electro) – Even in the day and age of The Time Agency, common-law leather whips, like the kind used by Indiana Jones, are a favorite weapon to use among some Time Agents. However, some tend to possess special kinds of whips such as a whip with a lash made of plasma or whips that produce electricity. The plasma whip is yet another favorite weapon among Boeshanian royalty.

Knives (All Varieties) – Various models of knives are a favorite weapon among many Time Agents, from single-bladed to barbed bladed. The knives used by Time Agents are often seen lashed to the wrist or to the ankle.

Battle Staff/Longstaff/Shortstaff (Regular, Single Bladed, Double Bladed) – Battle staffs are yet another favorite weapon among the elite hierarchy of Boeshana. The favored battle staff among these is the double bladed battle longstaff. Time Agents and those of the Time Agency use them to.

Wrist Swords/Arm Swords (Single Edged, Double Edged, Barbed Edged) – Out of all the weapons used among those in the Time Agency, the wrist sword, particularly the double edged, long blade variety, is the most used and the most popular weapon. Wrist swords are made of ultra-light but extremely strong pure refined Dwarf Star alloy which is melted and heated repeatedly to remove impurities and then molded into blades by the use of diamond coated anvils and diamond tipped hammers, along with the use of diamond lasers which cut details into the blade and sharpens them.

They attach to the wrist via. wrist band on arm band attached to the lower part of the arm, rabidly springing out and retracting horizontally from a flat metallic casing lashed to the wrist or lower part of the arm, covering the wrist or lower part of the arm. The wrist swords spring out and retract when the wearer clinches their fists for a split second tightly, picking up the impulses of a clinched hand through the wrist. Wrist swords can be worn on one wrist or both, but the one on the wrist where the Time Agent's Vortex Manipulator is attached is hidden underneath the wristband of the Vortex Manipulator, easily concealed. Long blade wrist swords extend outwards 2 1/2 feet from the wearer's wrist, whereas short blade wrist swords extends outwards half that length.

Battle Glaive/Glaivin Staff (Serrated, Barbed Edged, Single Edged or Double Edged, also Single Bladed or Double Bladed) - Basically a long staff with a long curved blade on either one end or both ends. Both the long staff part and the blades of these glaives are spring loaded, springing outwards and retracting. This allows them to be stored in small, hidden spaces without being noticed. A rare weapon that few have ever learned to use properly.

Glaivin Wrist-Swords (Serrated, Barbed Edged, Single Edged or Double Edged) - These work and function like Wrist Swords do, only inside of long straight blades, the blades are curved like on a Battle Glaive. They rabidly spring out and retract horizontally and sideways, attached to the wrist via. wrist band or arm band attached to the lower part of the arm. A rare weapon that few have ever learned to use properly.

Bladed Shield – A flattened, egg-shaped metal ring with a narrow band of light running all the way around and embedded in its front and a sharpened (bladed) edge, surrounding a shield of condensed plasma which is produced by the ring. The ring can be programed to adjust in size and width at the blink of an eye, making the plasma shield in its center larger or smaller. The narrow band of light in the front of the ring glows when the shield is activated.

Miscellaneous Weaponry – Other manners of special weaponry, such as shield weaponry, transformation weaponry and chameleon weaponry is also used by the Time Agency. Among this weaponry includes plasma bombs, sleeping smoke and cloaking devices.

51st Century Transport Tech:

Cargo Hauler - These massive starships were used to haul a wide variety of cargo, but were mainly used to restock trade goods for trading depots, galactic markets, and universal markets all over the universe.

Prisoner Ship (Large) - These ships were often used to contain and haul large amounts of prisoners, dispersing them to the various prison planets that existed during this time and still exist in the present time.

The Prison Systems of Boeshana (41st century-Present):

Planets ruled by the Boeshanian Empire that were set aside to send prisoners to. What better way to colonize a less then desirable planet or solar system then to send prisoners there, just like when British prisoners were sent to Australia. Instead of keeping prisoners behind walls, prisoners were sent to prison planets to live out their sentences. Certain prisoners with authorative presence are appointed by their peers as the leaders of their own group of prisoners and their section of the prison planet. These leaders are in charge of dishing out any punishments or judgments among them.

Each group of prisoners is appointed a section of the planet which is separated by electrically charged plasma fencing. Each section is accessed through gateways that sit along certain sections of the fence, each guarded by a gate house of appointed guards who are also prisoners. There are even entire solar systems (including one of two suns and 11 planets known as The Turaphim System) that are made up of nothing but prison planets and even some prison moons. Many of these prison planets and prison moons are run entirely by the prisoners imprisoned there.

Though in the case of the most volatile prison planets, which hold the most violent prisoners, those are aided by a system of high-tech machines and mechanisms which are used by the section wardens of the prison planet and their prison police forces to keep an eye on the prisoners from a safe location, which is usually orbiting high above the planet in the observation space station. When needed to bring an out of control situation under control, the prison police force is called into action and beamed down onto the planet and to the area where the disturbance is occurring.

The section wardens, with each warden controlling their own section of the prison planet, will also recruit prisoners from his or hers own section of the prison planet to form and replace members of their prison police force. This highly complex prison system allows for many planets to be colonized by the Boeshanian Empire. Unbeknownst to big brother in many of these prison planets, these prison planets are prime location for finding black market and illegal goods, which run the economy of these prison planets.

Between the fenced off sections of the prison planet, there is the wilderness, where the native flora and fauna of each prison planet live freely and thrive. On the prison water planet of Phlimflosta, the prison sections of the planet were built atop massive floating peers tethered into place by massive weights that sit on the bottom of the ocean. Like the ones on land, entry into the section is obtained by going through gates which sit along certain parts of the fence guarded by gate houses.

Prisoner Scout (Small) - These are used to transport single, extra dangerous prisoners or political prisoners.

Garbage Trawler - These are used to gather space debris from the farthest reaches of space.

Scavenger (Salvager) Trawler - These are used to scavenge through space. These are also used for salvaging minerals and other forms of space-faring riches from space.

Floater Pod - These are used to transport and store a single occupant, putting them in suspended animation. They are powered by solar fusion and/or vortex energy. When used as an escape pod, they can sent adrift into the space/time vortex and end up just about anywhere in space and time or be found washed up on the shores of a time rift.

Solar, Hydro and/or Plasma Hover Cycles and Solar, Hydro and/or Plasma Hover Scooters:

(Note: No, I didn't get the idea bellow from Star Wars. These are different from those found in Star Wars. Just wanted you to know)

All Time Planes are equip with at least one of these in the beginning, when the Time Plane is made. Over time however, quite often this part of a Time Plane's equipment is often stolen or destroyed when not careful and unlike in the case of a Time Plane, a Time Agent or affiliate of the Time Agency isn't in a sense attached to it in the same way like they are with their Time Plane due to the fact that this equipment is very common and easily replaceable.

Though the owner will tend to be picky as to what model of hover cycle or hover scooter they want and will be picky on what features are on it. Some models of hover cycle and hover scooter are only compatible with certain models of Time Plane so this must be noted by the Time Agent or Time Agency affiliate who is looking for a new one. All hover cycles and hover scooters have some manner of arrow dynamic design, though a few have a better one than others.

A Time Plane will be equip with at least 1 of either type, may it be a hover cycle or a hover scooter, if not lost or stolen in some way, which are kept and stored in the cargo bay of the Time Plane. They come in a variety of models and with a variety of features, some more advanced than others, some rarer or more common than others, much like in the case of a Time Plane. To a Time Agent or an affiliate of the Time Agency, a solar and/or plasma cycle or scooter would be the third most valuable piece of equipment, next to the Time Plane itself and their Vortex Manipulator.

In some ways, the solar cycle and/or solar scooter of a Time Plane is in a sense an extension of the Time Plane, used by the owner of the Time Plane to get round for long or short distances on land or water without having to walk or count on animal mounts or beasts of burden to help them move around. Solar Cycles, Hydro Cycles and Plasma Cycles are smaller than Solar Scooters, Hydro Scooters and Plasma Scooters though the hover cycles are more maneuverable then hover scooters are in some ways. In turn, the hover scooters can move faster than the hover cycles.

Normally, depending on what type of hover cycle or hover scooter it is, the model or type determines what power source or reserve sources of energy the hover cycle or hover scooter runs on. For example, for solar hover cycles the main power source is solar fusion whereas for plasma powered hover cycles or hydro powered cycles are powered by plasma fusion or hydro fusion (this applies also to the hover scooters of both types). All models of hover cycle or hover scooter have alternative energy ability, including time fluid power, which is time matter in liquid form.

Some hover cycles and hover scooters can and do include black market or illegal programs, apps and features, which can cause the owner to be in trouble if caught with these sorts of things on both their hover cycle or on their Time Plane. Like a Time Plane or a Memoryboard, hover cycles and hover scooters feature a user friendly UI, which is an extension of the UI of the Time Plane, thus it is able to access the same information that the Time Plane can access. A smaller high tech projection control screen is located in front of the driver which functions the same way as the projection control screen in the Time Plane. Accessing information on alien races, weaponry, star charts, etc. right from the seat of the hover cycle or hover scooter.

Identifying Hover Cycle and Hover Scooter models by color:

There are some occasions where an owner or owners will customize their hover cycle or hover scooter with a two color, three colors and occasionally four color paint combination. Thus, it can be at times difficult to identify a hover cycle or hover scooter of a particular model by color, simply because they are painted with the colors of other models. However, models can be and are often identified by their 'base color'. The base color is the color that is seen the most on the hover cycle or hover scooter.

However, it can be rather difficult to identify which model the hover cycle or hover scooter it is if it has a 50/2, 25/4 or 33/3 color combination, in which case the 7 number/3 letter (for hover cycles) or 9 number/5 letter (for hover scooters) identa-code, which is found on all models and is often located underneath the seat of the hover cycle or hover scooter, is needed to correctly identify the model. Here are some examples of a hover cycle identa-code are as follows:

Hover Cycle Identa-Codes:

3689423MBC (identa-code for a Maneuver Ready hover cycle model that is blue and with cradle bar)

7643213AGN (identa-code for an Assault Mode hover cycle that is green and with converse bar)

0000001HMR (identa-code for the very first Hybrid hover cycle that is maroon and with straight bar)

2838631BGC (identa-code for a Battle Mode hover cycle that is magenta and with cradle bar)

Hover Scooter Identa-Codes:

346897321MVRBC (identa-code for a Maneuver Ready hover scooter that is a Blue Comet)

753879253CHSUR (identa-code for a Chaser Scout hover scooter that is a Sunscaper)

423692145HRDJN (identa-code for a Hybrid hover scooter that is a Black Nova)

Handle Types:

Handle types are determined by which model of hover cycle or hover scooter you have. Cradle Bar types tend to be the widest handle type, whereas Straight Bar types tend to have the greatest capacity for quick avoidance. Converse Bar types tend to sit somewhere in between, both with the ability of quick avoidance of obstacles as well as wind deflection, allowing for less drag. The three types of handle types are listed below:

Cradle Bar (Identa-Code Letter (for hover cycles only): C) - The wider handle type has the greatest capacity of a smooth ride and great forward flow. This type of handle type is almost always found on hover cycles or hover scooters without shifters as they have no need to make quick turns or moves (though they have all the capacity to do so) like those model with straight bars do. Steering smoothly can sometimes be a problem with this handle type due to being so wide, though never to the point where the steering problem is a nuisance. Usually the best Exploratory and Battle Mode models of hover cycle and hover scooter are cradle bar.

Straight Bar (Identa-Code Letter (for hover cycles only): R) - The shorter, straight bar is the handle type with the greatest capacity for quick avoidance and quickly side turn to avoid obstacles that are straight in front of the hover cycle or hover scooter. This handle type is almost always found on models with shifters and for good reason. Unlike in the case of cradle bar types, steering is not a problem with this handle type. A straight bar is normally needed to keep up with the sudden quick moves that the shifters tend to produce. Unlike in the case of cradle bar types, forward flow tends to be much less as this handle type creates the most wind resistance. Usually the best Maneuver Ready and Adapter Mode models of hover cycle and hover scooter are straight bar.

Converse Bar (Concave Bar) (Identa-Code Letter (for hover cycles only): N) - A handle type that is a combination of cradle bar and straight bar. They have a flatten concave (curve) shape or bow shape. Converse bars usually have the best abilities of both the cradle bar and the straight bar types, including the ability to steer smoothly and good forward flow. These type of bars are found on both hover cycles and hover scooters that are either with or without shifters. Usually, the best Chaser Scout or Assault Mode models of hover cycle and hover scooter are converse bar.

To Shift Or Not To Shift - That Is The Question!:

Shifters are control mechanisms that some models of hover cycle and hover scooter possess. They are basically an advanced, high tech version of gears but do more than your average gears. Their main purpose is to distribute power and help guide the hover cycle or hover scooter toward a particular direction.

For example, if a hover cycle with shifters was placed on 5th shift, it would place most of the power onto the left side engines, causing the hover cycle to go side left. This means the hover cycle will side step quickly as it were to the left. Whereas 6th shift would place most of the power onto the right engines, causing the hover cycle to go side right, or side step quickly as it were to the right.

Shifters can be both a blessing and a curse, especially if a situation involves the use of shifters on a hover cycle or hover scooter. Quite often, particularly while in a cold climate, shifters tend to freeze up while moving forward or backwards, causing the hover cycle to keep going in the direction designated by the shift the hover cycle is froze locked on. This flaw in the shifters is known to cause damage in more ways than one.

This is one reason why those who have a hover cycle or hover scooter with shifters tend to leave it on 9th shift, where the energy is focused on the center engine and is distributed equally to each engine like those hover cycles or hover scooters without shifters are.

(Note: In other words, shifters SUCK! Don't use unless you absolutely have to or don't get a hover cycle that is cursed with shifters in the first place!)

Models (And The Identa-Code Codex):

The models of hover cycles and/or hover scooters are color coded according to their model. Also, every model has their own pros and cons so it is best to choose a model that suits you and your needs to the best of their ability. Hover scooters are larger than hover cycles. Hover scooters also have a larger engine then a hover cycles, thus hover scooters have a higher energy store capacity. The models of hover scooter and/or hover cycle are listed below:

Identa-Code Codex (To The Models):

The model codex can help you acquaint yourself to the parts of each model name and will help you recognize which letter goes to which part of the model name. The letters and part of which name they are acquainted to are listed below:

B - Blue

C- Comet

N - Nova

M - Meteor

E - Nectera

K - Evening

T - Astral

J - Black

D - Dark

S - Star

G - Night

V - Luna

O - Nobilas

A - Chaser

NU - Nebula(lis)

H - Hunter

Y - Aurora

I - Tail

W - Dusk

R - Solar

U - Sun

Z - Sand

L - Light

FL - (Twi)light

P - Pandia

Q - Galaxy

Model Color Codes:

1. Blue Comet (any blue cradle bar) (Identa-Code (for hover scooter): BC)

- Nova Nectera (any blue straight bar) (Identa-Code (for hover scooter): NE)

- Nova Astral (any blue converse bar) (Identa-Code (for hover scooter): NT)

2. Black Nova (any black cradle bar) (Identa-Code (for hover scooter): JN)

- Dark Star (any black straight bar) (Identa-Code (for hover scooter): DS)

- Night Astral (any black converse bar) (Identa-Code (for hover scooter): GT)

3. Starchaser (any grey cradle bar) (Identa-Code (for hover scooter): SA)

- Luna Nectera (any grey straight bar) (Identa-Code (for hover scooter): VE)

- Astral Nobilias (any grey converse bar) (Identa-Code (for hover scooter): TO)

4. Starlight (any white or light tan cradle bar) (Identa-Code (for hover scooter): SL)

- Comet Nectera (any white or light tan straight bar) (Identa-Code (for hover scooter): CN)

- Light Astral (any white or light tan converse bar) (Identa-Code (for hover scooter): LT)

5. Nebulis (any green cradle bar) (Identa-Code (for hover scooter): NU)

- Galaxy Star (any green straight bar) (Identa-Code (for hover scooter): QS)

- Aura Astral (any green converse bar) (Identa-Code (for hover scooter): YT)

6. Comet Tail (any red or magenta cradle bar) (Identa-Code (for hover scooter): CI)

- Comet Chaser (any red or magenta straight bar) (Identa-Code (for hover scooter): CA)

- Galaxy Nobilias (any red or magenta converse bar) (Identa-Code (for hover scooter): QT)

7. Twilight (any purple or maroon cradle bar) (Identa-Code (for hover scooter): FL)

- Evening Star (any purple or maroon straight bar) (Identa-Code (for hover scooter): KS)

- Dusk Astral (any purple or maroon converse bar) (Identa-Code (for hover scooter): WT)

8. Sand Star (any brown or dark tan cradle bar) (Identa-Code (for hover scooter): ZS)

- Meteor Chaser (any brown or dark tan straight bar) (Identa-Code (for hover scooter): MA)

- Hunter Astral (any brown or dark tan converse bar) (Identa-Code (for hover scooter): HT)

9. Solar Pandia (any yellow or orange cradle bar) (Identa-Code (for hover scooter): RP)

- Sunscaper (any yellow or orange straight bar) (Identa-Code (for hover scooter): UR)

- Solar Nobilias (any yellow or orange converse bar) (Identa-Code (for hover scooter): RO)

Models:

Each model or type of hover cycle or hover scooter has their own certain abilities and features which determines their uses and functions. Each mode or model type can and do apply to any and all models of hover cycle or hover scooter on the model list above. Depending on your need and uses of a hover cycle or hover scooter, it is best to find the perfect model for what you want it to do according to your needs. The 7 types of each mode or model type are listed below:

1. Maneuver Ready (Identa-Code Letter (for hover cycles): M, (for hover scooters): MVR) – This mode or model type has the most maneuverability and stealth qualities. This makes them perfect for quick moves and for a stealthy chase and/or escape. It has a narrow, but sturdy and strong built frame and shell which makes them perfect to get through tight spaces. For those that are solar powered, their solar sails are sleek, arrow dynamic and narrow, allowing them to get through tight spaces. The pros and cons of this mode or model type are listed below:

Max Speed (hover cycle) – 40 to 60 mph. (reaches 40 in 2.6 seconds)

Max Speed (hover scooter) - 60 to 90 mph (reaches 40 in 2.9 seconds)

Pros: Has a sleek, arrow dynamic design. Have the most maneuvering capability in, through and out of tight situations, is able to take extra sharp turns around narrow or tight obstacles. Good only for chases, races and escapes at short range and short distances due to having less speed capability. Have superior stealth and invisibility abilities over all other modes and model types. They are able to jump and zip quickly from side to side with ease.

Cons: Has less speed capabilities compared to other modes of model types, thus they are not good for long range or long, drawn out races or escapes. Though it has a strong and sturdy frame and shell, it is unable to take hard or blunt force hits or attacks, like what you might get when a car is hit by a train. However, the scraping of the paint and minor hits, like from a hammer or an axe is more within its abilities to take without getting damaged or dented, to an extent. Have weapon attachment abilities, but only light weaponry, which can be fired right from the seat.

2. Assault Mode (Identa-Code Letter(s): (for hover cycles): A, (for hover scooters): ASM) – This mode or model type has the most reinforcement and muscle power over all other models and modes. Has a broad, sturdy and extra thick frame and shell, allowing it to take huge amounts of pressure and strain. For those that are solar powered, the solar sails are broad and thickly braced, able to take hard hits. These types are made to take blunt force or extra hard hits, able to withstand even extra strong energy blows. The pros and cons of this mode or model type are listed below:

Max Speed (hover cycle) – 20 to 25 mph (reaches 20 in 3.5 seconds)

Max Speed (hover scooter) - 35 to 60 mph (reaches 30 in 3.9 seconds)

Pros: Has the most shell armor over any other mode or model type. Has an extra broad, extra thick, extra strong and extra sturdy frame and shell, giving them the ability to withstand blows and hits that would normally destroy any other models or modes of hover cycle or hover scooter. Are made to push, bust through and destroy other objects or break through heavy or difficult obstacles. They have weapon attachment abilities like other modes or models, but are built for really heavy weaponry, like high tech cannons, unlike other modes or models. Weapons, like other modes or models, can be fired right from the seat. They are virtually indestructible. Perfect during battle and/or war as well as last strikes and attacks in battle and/or war.

Cons: This is the largest and heaviest mode or model type. This makes them extremely slow in both speed and pick up compared to other modes or model types. They are virtually useless in chases, races or escapes of any type in range and/or distance. They also have the least speed capabilities, but that doesn't matter much when you are like the rhinos of the hover cycle and hover scooter world. Their bulkiness makes them useless for sharp turns or getting through narrow spaces and obstacles. They are also the hardest to control while steering or turning, but perfect when going straight or moving while in a row. Only those experienced in the use of Assault Mode types should control or pilot this mode or model type.

3. Exploratory (Identa-Code Letter(s): (for hover cycles): X, (for hover scooters): EXL) – This mode or model type has the most features over any other mode or model type. However, most of those features have their main purpose in exploration. It is, to an extent, a combination of two modes or model types – Maneuver Ready and Chaser Scout.

Though this mode has the best features of both model types, plus an extra few of its own, its capacities and capabilities in those features are still less than what would be found in the mode or model type separately rather than in the combination. Has a sturdy frame and shell that is both light, arrow dynamic and narrow, but also strong. For those that are solar powered, the solar sails are sleek, arrow dynamic, narrow and light. The pros and cons of this mode or model type are listed below:

Max Speed (hover cycle) – 70 to 90 mph. (reaches 50 in 2.8 seconds)

Max Speed (hover scooter) - 90 to 120 mph (reaches 50 in 3.1 seconds)

Pros: Has a sleek, arrow dynamic design. This mode or model type has the most control and tech features over all other modes or model types. It has the greatest information storage abilities over all other modes and model types. Like all other modes or model types, it has holographic imaging and holographic view screen abilities, but are able to multi-view more than any other mode or model type. One of the faster modes or model types of hover cycle or hover scooter, with greater speed capabilities and energy storage capacity. Has one of the lightest frames and shells in the hover cycle and hover scooter world, but is also sturdy and strong at the same time, able to withstand high speeds. This mode is perfect for the avid explorer, scientist or pioneer due to its many features useful out in the field. Also perfect for average range and average distance races, chases and/or escapes.

Cons: Like its Maneuver Ready counterparts, it is unable to withstand hard or blunt force hits and attacks, but average or minor attacks and hits are no problem. It is fast, but nowhere near as fast as the Chaser Scout model types are capable of. They also have the maneuver and stealth abilities like that of the Maneuver Ready model types, but at lesser ranges and capabilities then the Maneuver Ready model types are capable of. Has an average energy storage capacity, which makes them useless in long range or long distance races, chases and/or escapes

4. Chaser Scout (Identa-Code Letter(s): (for hover cycles): C, (for hover scooters): CHS) – As the fastest mode or model type over all other modes and model types, this mode is perfect for both short distances and long distances. Perfect for long, drawn out races, chases and/or escapes as they have the greatest energy storage capacity. It has a light, narrow, strong and sturdy frame and shell, able to withstand high speeds without breaking apart. For those that are solar powered, the solar sails are sleek, narrow and light, but also strong and sturdy enough to withstand high speeds. The pros and cons of this mode or model type are listed below:

Max Speed (hover cycle) – 115 to 125 mph. (reaches 70 in 2.3 seconds).

Max Speed (hove scooter) - 125 to 140 mph. (reaches 70 in 2.7 seconds)

Pros: Has a sleek, arrow dynamic design. Is the fastest mode or model type over all other modes or model types. Has the fastest take off point at 2.3 seconds. Has the lightest frame or shell over all other modes and model types. Though the frame and shell are light and narrow, they are also sturdy and strong, able to withstand high speeds. They are perfect for short range and short distance as well as long range and long distance, may it be in chases, races and/or escapes. They can withstand sudden and abrupt stops, even at high speeds, like other modes or model types.

Cons: Like the Maneuver Ready mode or model type, this mode has maneuver and stealth abilities much like those that are found in the Maneuver Ready mode or model type, but nowhere near at the levels and capabilities that the Maneuver Ready mode or model type are capable of. With having such a light, narrow frame and shell, they are the most vulnerable to attacks and hits and easily destroyed by blunt force hits (yes, the shell and frame are strong, to strain against high speeds that is, but not to something like a major explosion).

5. Battle Mode (Identa-Code Letter(s): (for hover cycles): B, (for hover scooters): BLM) - This mode or model type has the most attack capabilities over all other modes or model types. It also has the most weapon attachment capabilities, able to carry all manner of attachable weaponry, with exception to really heavy weaponry that only Assault Mode types are capable of carrying. Being about as heavily armored and heavily built as the Assault Mode types, they are able to carry multiple kinds or types of attachable weaponry, including high tech machine guns and small high tech rocket launchers, all of which can be fired right from the seat. For those that are solar powered, there solar sails are broad and thickly braced, able to take extra hard hits. The pros and cons of this mode or model type are listed below:

Max Speed (hover cycles) - 35 to 50 mph (reaches 30 mph in 3.2 seconds)

Max Speed (hover scooter) - 50 to 70 mph (reaches 30 mph in 3.7 seconds)

Pros: Has the greatest capability and capacities for war and/or battle, seconded only by the Assault Mode types. There are multiple weaponry attachments for all manner of weaponry, except really heavy weaponry. They are perfect for first strikes and attacks in war and/or battle and during battle and/or war. Has some stealth and invisibly capabilities, useful when trying to get close to the target without being seen. Can go a bit faster than the Assault Mode types and has a bit more energy storage capacity.

It is heavily armored, with a thick, strong and sturdy frame and shell, able to take attacks and blunt force hits. Can be used to ram or break through heavy or thick obstacles like that of the Assault Mode types, though not quite at the same levels like that of the Assault Mode types are capable of. They can carry a variety of weaponry and with multiple weaponry attachments, more than any other mode or model type.

Cons: Useless for carrying really heavy weaponry such as heavy cannons, heavy artillery and heavy rockets (any really heavy weaponry). Useless for ramming or breaking through really thick or really heavy obstacles (It can get through thick and heavy obstacles, though not as thick and heavy as the Assault Modes types are capable of). One of the slower model types of hover cycle and hover scooter. Also has one of the slowest pick-up points for a hover scooter at 3.7 seconds. Better able to control while turning or steering, though not much more than the Assault Mode types. Its bulkiness makes it useless for tight obstacles and tight turns, as well as narrow obstacles.

6. Adaptor Mode (Identa-Code Letter(s): (for hover cycles): P, (for hover scooters): APM) - This mode or model type has the greatest capacity of amphibious ability or travel over water over all other modes or model types. This means it can be used to travel over both land and water at equal speeds. All other modes or model types have a prototype version of a mechanism known as Aquatomus Drive, which only allows them to travel over water for a limited amount of time due to only being able to gather a limited amount of momentum from the water's surface. In the case of the Adaptor Mode types however, they are equip with the advanced version of the same mechanism, which is able to gather an unlimited amount of momentum from the water's surface.

For those that are solar powered, there solar sails are strong, sleek, arrow dynamic and narrow, like those solar sails on the Exploratory, Chaser Scout and Maneuver Ready model types. The pros and cons of this mode or model type are listed below:

Pros: Has the greatest capacity for amphibious ability or travel over water.

Cons: All other modes or model types apart from this one have a prototype version of Aquatomus Drive, which makes travel over water quite limited.

7. Hybrid (Identa-Code Letter: (for hover cycles): H, (for hover scooters): HRD) - This mode or model type is a mixture of the best qualities of all modes or model types. This is the rarest mode or model type, usually built by a Time Agent that knows how to customize as well as knowing what will work and what will not work together in a single hoover cycle or hoover scooter. Little is known about hybrid modes or model types and the results are known to be largely unpredictable. Hybrid modes or model types are only seen among rouge units and unofficial members of the Time Agency since hybridizing hoover scooters and hover cycled is considered an illegal practice in the official circles.

...THE HISTORY OF THE TIME AGENCY IS ON CHAPTER 2 OF THIS MANUAL...