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Travelers

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Betty Noir
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Travelers

Post by Betty Noir » Fri Jan 19, 2018 7:37 pm


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Betty Noir
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Re: Travelers

Post by Betty Noir » Fri Jan 19, 2018 7:37 pm

The Director The Director is a super intelligent, highly advanced quantum AI program that was initially created to help and oversee mankind. It controls not only the time travel program, but the government itself. Use of the program to allocate resources and protect the shelters has been what has kept humanity alive.

As it evolved, and time travel was discovered, the director was the one who came up with the Grand Plan and the use of time travel to fix or prevent some of Mankind's greatest tragedies and disasters that it believed were the cause of mankind's fall. The director dictates and assigns all of the missions of Travelers in the 21st century. No missions or actions taken by any traveler team should be done without the Director's discretion. The director has also calculated all T.E.L.L.s which make the consciousness transfers possible.

In the future, members of an anti-Director faction object to an AI making decisions they'd rather make themselves and it is their own personal mission to destroy it.
The Grand Plan The Director, a Quantum AI super computer, has calculated all events from Earth's history and has devised a series of actions, or missions both large and small that it believes will stop the destruction of the earth and the near extinction of humankind.

Some of these actions are quite large, such as diverting a huge asteroid that will strike earth and cause a chain reaction leading to an ice age, or stopping the creation of a bio-engineered super crop that will devastate the entire globe and make all surface land unfarmable. Some events are not as large, such as protecting a future president, etc, but every mission has been calculated as vital to saving the future of the human race.

Some missions require an entire team, and some only one or two members, and there is the rare mission that requires teams to work together. On some combo missions, each team's ultimate mission goal may not the same, but they have to work in concert for the overall success of both of their goals.

No mission is unimportant, as each is a key element in the Grand Plan that affects the ultimate outcome; Saving humankind.

Acting outside the Grand Plan, betraying your mission, or exposing yourself or fellow travelers can all be considered acts of treason, which will usually result in a trial of fellow travelers and the director. If found guilty, the penalty is death by overwrite, meaning another traveler's consciousness will overwrite the old, in essence killing the previous traveler, but not the host.

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Betty Noir
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Re: Travelers

Post by Betty Noir » Fri Jan 19, 2018 7:38 pm

Travelers and their Roles Travelers are citizens from the future who are unfailingly loyal to The Director and the Grand Plan. They are raised and trained from childhood, and even in some cases from birth, to prepare for the day they will be sent into the past to fulfill the grand plan. They do not have names, only distinguished by numbers, i.e. Traveler 3468. Each Traveler team consists of five people who all have vital and significant roles on the team.

Team Leader
As the title implies, this is the lead Traveler, the captain, the man or woman in charge of his or her team. He or she would be the skilled in a number of areas. Most notably, he or she would be an expert in multiple forms of combat, fluent in a vast number of languages, a head for command and strategy, etc. If not otherwise intervened by the Director, any and all in the field decision making or 'improvising' would be dictated by the leader.

Tactician
This is the warrior of the group. The muscle. The security. This person would be most skilled in weapons, combat, and strategy.

Engineer
The resident tech expert. The engineer would be responsible for creating and maintaining any devices or tech related to their missions, including, but not limited too, bomb crafting, advanced communications, any devices that might be future based and in need of creating in the 21st.

Historian
Historian's are possibly one of the most vital members of the team. They are trained from infancy, basically raised without free will, to train their minds to store and compartmentalize limitless amounts of data. Their brains are in essence capable of storing anything they hear, see, read. A historian is responsible for knowing and recalling important facts, dates, events. They are in essence a walking almanac of the entire history of the earth. They use this information to identify possible TELLs, stock market trends, gambling outcomes, all as a resource to help their team. The historian and Engineer tend to work closely together and are usually a great hacking/technical duo.

Medic
A team's medic is vital. He or she would be equipped with state of the art medical knowledge and procedures, past, present, and future. The survival of the team, on and off the field, can be reliant on the team's medic.

Traveler's Oath

We, the last unbroken remnants
Vow to undo the errors of our ascendants
To make the Earth whole
The lost unlost
At peril of our own birth
Traveler Protocols
These are the laws every traveler abides to religiously. Breaking protocol can have unknown effects on the future or the grand plan, and in some cases can be considered treason.


Protocol Alpha
TOP PRIORITY

Protocol Alpha requires all assigned Travelers, regardless of what they are doing even if they are mid-mission, to cease whatever they are doing and do whatever it takes to resolve the assigned issue at hand. Alpha protocols will usually be sent via messenger.

Protocol 1
The mission comes first.

This means putting aside all other priorities for the task at hand. A Traveler must be dedicated to the mission, and it must be the most important thing to them. Completing the mission is the only task that really matters. Everything you do as a Traveler should somehow further the mission's objective.

Protocol 2
Never jeopardize your cover.

This has several parts:
  • Do not call each other by future names.
  • Leave the future in the past, meaning do not discuss the future you came from
  • Do not use future knowledge for personal gain.

Bottom line is, doing any of those things could mean that people will find out there is something off about you, that you aren't really who you say you are. Self-control is key to becoming a Traveler. You are no longer who you were in the future. You must assume the identity of your host and acknowledge your team only as their new identity. The future knowledge you have is for the betterment of your mission and your fellow Travelers, not for your own advancement.

Protocol 2H
Updates are not to be discussed with anyone. Ever.

Periodically a team's Historian will need to be updated due to changes in the timeline caused by Traveler missions. Updates will include historical information relevant to a team’s role in the Grand Plan, including potential candidates, investments, etc. But by its very nature, updates may also include historical information about the historian's team members, loved ones, about the Historian hmi or herself. This is a burden they will have to carry with them until the day they die—a date which, for obvious reasons, will be omitted from the update.

Protocol 3
Don’t take a life; don’t save a life, unless otherwise directed. Do not interfere.

That's not what you're here for. Changing the past can have dire consequences to the future, and the mission is the only change that has been mandated. Refrain from putting yourself in a position where you have to take or save a life. The lives of others are not your concern, do not interfere.

Protocol 4
Do not reproduce.

This can massively interfere with the Grand Plan or the mission, and involves changes to the past that have not been approved. Refrain from creating relationships that can lead to this. Do not complicate things.

Protocol 5
In the absence of direction, maintain your host’s life.

Keeping your host alive means keeping yourself alive to further the mission. Maintain good health, and avoid situations that put your host in danger. Your host's death means your own death. You were sent here for a reason, and the mission needs you.

Protocol 6
No inter-team/deep web communication except in extreme emergencies or when sanctioned.

Your team is the only group of Travelers you should be interacting with. You share a common mission, and the others have their own missions. You do not need to interact with other teams, and should refrain from doing so at all costs. Extreme emergencies may warrant an exception to this rule, but the situation must be dire indeed.

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Betty Noir
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Re: Travelers

Post by Betty Noir » Fri Jan 19, 2018 7:39 pm

The Faction
STUFF
Traveler 001
STUFF

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Betty Noir
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Re: Travelers

Post by Betty Noir » Fri Jan 19, 2018 7:39 pm

T.E.L.L.s
A Tell stands for the Time, Elevation, Latitude, and Longitude of what would have been the historical death of a Traveler's host body. This is how the director chooses host candidates and knows where to transport the Traveler consciousness, usually around 30 seconds before the Host's death.

To maintain the space/time continuum, Travelers can only be sent back so far as to when the LAST traveler was sent, never before. For instance, if a traveler was just sent into a host who died on March 15, 2017, at 09:05:37am, they cannot send a different traveler to say March 15, 2017, at 9:00:00am or any time prior. BECAUSE SCIENCE!
Messengers
A messenger is a person whose consciousness has been taken over by the Director for a short time in order to relay a message from the future. Messengers are usually prepubescent children, since only prepubescent brains are malleable enough to receive messages. Postpubescent messengers, aka adults, are possible, though the adult messenger always dies afterward.

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Betty Noir
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Re: Travelers

Post by Betty Noir » Fri Jan 19, 2018 7:45 pm

The Travelers
Team 17-G
  • Leader: 2352 aka Jacran Toreel
    Tactician: 3564 aka Laurie Keelan
    Historian: 1187 aka Katarina O'Hara
    Engineer: 3318 aka Ryler Morgan
    Medic: 0129 aka Brandt Grayson

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