To Stop A Clock OOC

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To Stop a Clock OOC


Hello everyone, and welcome to the storybook! This OOC is for more information, signups, discussion, and some other useful stuff like character banners.

~ World Information ~


The Archive has three main goals: protect the timeline from outside influence, document all of human history from erased timelines as well as the real one, and stop the apocalypse. Currently, no matter what the Archive seems to do to change it, the world ends in 2506. The reason why it ends changes with each attempt to change the past, from nuclear war to global pandemics to the collapse of ecosystems, but the outcome is always the same: the year 2506 is a wasteland. The Archive is led by Delta, who vows to ensure a safe future for humanity, and to stop the mission of the Disjunction. Not much is known about the Disjunction, except that it is everything the Archive stands against. Some agents believe this wholeheartedly; not everyone is convinced that it's as evil as they're told.

Time travel can often be complicated; this version follows a few rules/conventions to keep it simpler, and we can make our own. It's possible to travel to any time and space (even to visit yourself), and time can be looped repeatedly in a given space with the right technology, although it is thought that it cannot be stopped entirely. Time paradoxes happen, and the Archive will take immediate action on them, but they're harder to cause than you'd think. For example, an agent going back in time to erase an event they learned about so that it never becomes history doesn't create a paradox. The Archive exists somewhat out of time and tracks history that "never was" from destroyed timelines, and that distinction lets them operate without everything they do being an impossibility.

You might be wondering, "Hey, uh... what's with that mole you mentioned in the intro?" Currently, our thinking is that the traitor is one of the team members— their future self, that is, with their present self none the wiser. It makes most sense to determine who it is once all the characters are in, and although we could keep it a secret among writers, murder-mystery style, we think it'll lead to more interesting plans and outcomes if we all know! So, stay tuned for that.

Speaking of characters, they can be from pretty much any time and place! If they're from the future (2026-2506), that gives you free reign to decide what their corner of the world looks like there and then. Go crazy! Thanks to the Archive, there aren't parallel universes or timelines, so with the exception of the Anomaly, they should all be from this timeline.

~ Storybook Information ~


We hope for this to be a faster-paced Storybook. Ideally, we build some good momentum during RPMo and carry it forward, but what's more important to us is that we all enjoy the story and have a good time!

Here's a quick summary of the six roles:
  • The Historian- Familiar with history and cultural context wherever they go, the Historian's job is to predict the consequences of outside actions on the timeline. A key strategist, they avoid catastrophic butterfly events on missions and determine how to fix corrupted timelines.
  • The Engineer- An expert in tech from all eras, the Engineer programs time machines and navigates space-time, making them indispensable to the team. Leave them for two hours in the eleventh century and they'll have reinvented Wi-Fi by the time you come back.
  • The Anomaly- As a survivor of an erased timeline, the Anomaly shouldn't even exist. However, being a living time paradox has its advantages; they have a mysterious, instinctual connection to time that makes them sensitive to potential timeline disturbances— and sometimes even "remember" things that haven't happened yet.
  • The Enforcer- Every dream team needs a fighter: not everyone is friendly to the Archive, and some missions get dirty. Whether it's with a laser-pulse gun, an ancient sword, or hand-to-hand combat, the Enforcer knows how to keep their team safe in their environment.
  • The Smuggler- No matter where or when they are, the Smuggler always "knows a guy" who can help them out. They keep an extensive network of temporal contacts to manage the delivery of gear swaps, era-appropriate supplies, and even messages from their future self.
  • The Infiltrator- Fluent in many languages, as tactful as a spy, and trained to blend in no matter where they are, the Infiltrator is the main agent of the team's plans. Time is delicate, and it takes someone able to belong seamlessly in any setting to make the changes you want— and avoid the ones you don't.

As expected for a team in a time travel story, the web of relationships, connections and secrets between characters will often be non-linear, spanning past, present and future versions of themselves. There will be plenty of opportunities to plot these dynamics and histories!

And of course, remember to have fun!

~ Banners and Dividers ~


Timeskip Divider:



Code
[center][fimg=100,111]https://i.imgur.com/I797S7H.png[/fimg][/center]


Character Banners: These are post specific, due to the mission/setting being in a header. We'll create them as needed: here's a sample of what to expect!

Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Lore Masterpost


~ The Archive Field Manual ~

Spoiler
1001 Temporal Protocols for Preservation, Containment, and Survival
(a.k.a. 1001 Things Not To Do While Time Traveling)


  • 1: Time is not your friend. It's not your enemy, either, exactly. It's more like a cat— generally indifferent, occasionally violent.
  • 36: You are entitled to one existential crisis per fiscal quarter. Submit form 88-B beforehand. Do not have your crisis in front of civilians.
  • 94: Everything happens for a reason. Just because the reason is not comprehensible by modern science or Newtonian physics does not mean it is not there.
  • 133: That creaking sound you hear between Wardrobe Annex B and the agent quarters is probably nothing.
  • 188: Don't meet your heroes. They might be shorter in person. Also, you might be the reason they die.
  • 195: If the locals are speaking Latin when you don't expect them to be, you're either in the wrong century or the Vatican.
  • 217: Regarding horses: yes, you may ride one. No, you are not good at it. Keep in mind Archive medical insurance does not cover jousting injuries.
  • 243: If you hear music that should not exist yet, leave the zone immediately. Do not stop to Shazam it.
  • 252: Do not answer any civilian questions about time travel. They will always be heard incorrectly and always somehow end up in time travel movies.
  • 265: Always use the right tool for the job.
  • 266: The right tool is always a hammer.
  • 267: Anything can be used as a hammer if you put your mind to it.
  • 306: In the event of a life-or death emergency, you may face a choice that goes beyond the authority of your rank. If you cannot contact your superiors at Anchor Zero for clearance, just do your best. Expect a court-martial upon your return.
  • 343: Heists involving large amounts of Central European soft beverages are strictly forbidden. You know what you did.
  • 355: If a mission feels too quiet, it's not. Duck!
  • 376: The answer is "thorns". The question will be found in another time and place. Remember this— your life may depend on it.
  • 391: Forget what you’ve been told. Preferably after you’ve done whatever we told you to do.
  • 406: If Lockstep is found to be reading this manual, begin psychological testing on him and contact your commanding officer at once. He may have been replaced by a clone who actually does what's expected of him at his job.
  • 422: Do not start cults. Even if it seems harmless. Even if it's "just for cover". It never stays just for cover.
  • 431: Remember where you are. No, this isn’t a joke. Really, pay attention. This is important. Do not forget where you are. Whatever you do, do not let yourself forget where you are. If you forget that, there’s nothing we can do for you. You will be lost and you will stay lost forever.
  • 432: Just kidding! There's at least one homing beacon somewhere on your person.
  • 481: Be wary of shark attacks. No matter how statistically unlikely, one should always be wary of shark attacks.
  • 517: If your mission involves Napoleon, do not attempt to arm wrestle him. He will win.
  • 530: Do not buy lottery tickets or otherwise partake in gambling with knowledge of the future. What happens in Vegas does not stay in Vegas, not when you work for a cross-temporal organization with eyes everywhere and plenty of disciplinary methods.
  • 568: If you see a goat in a time rift, you didn't. You really didn't. Just walk away.
  • 569: Do not ask questions about Protocol 568.
  • 574: A handy guide for the Smugglers out there: the answer is no. It doesn't matter what the question is.
  • 613: Your future self is not your boss, unless they outrank you. In that case, be polite. You might find yourself remembering this conversation someday.
  • 649: The Smuggler must declare all "retrieved" time artifacts. Boxer, that does not mean you get to choose when to declare them. That's not what "time-sensitive cargo" means.
  • 677: Hah! We bet you stopped being wary of shark attacks. Report to your commanding officer immediately for a scolding on inattentiveness.
  • 696: A hole in your time machine is worth a thousand words, spoken at your funeral.
  • 708: "Go with the flow" only applies to situations where lava is not present. If you must visit Pompeii, plan accordingly.
  • 724: If a face feels familiar and is not listed in your casefile, burn the clothes you were wearing, report to medbay, and file an incident report with “Sensation of Unapproved Recognition” as the header upon your return.
  • 773: If you’re deciding whether a Magic Eight Ball is an appropriate decision-making mechanism… ask again later.
  • 779: [THIS PAGE INTENTIONALLY LEFT PARADOXICAL.]
  • 801: Succeeding at the very last second is still succeeding. But do hurry up.
  • 845: Keep the timeline and all its supporting documents dry. Water damage has destroyed more history than any war. Remember the 1518 bathtub incident.
  • 867: Time loops are not, and never have been, party tricks.
  • 892: Engineers may not redesign Anchor Zero without Archive approval. Yes, Kofola’s revisions are impressive. No, we cannot implement espresso taps in every hallway.
  • 919: Do not scream "WITCH" in any town square. If you absolutely must, that town square better not be in Salem, Massachusetts.
  • 933: Pausing in front of the Delta Five memorial for good luck before a mission is a time-honored tradition. However, if you decide to blow a kiss to Matchstick's statue, bear in mind that she would've slapped you into the 3rd century if she were still alive.
  • 948: Stop leaving graffiti in the margins of time. "Lockstep was here" isn't funny anymore. It never was. We've had to redact twenty manuscripts.
  • 971: Do not play jazz music in Ancient Greece. You'd be surprised how often we've had to say this.
  • 972: Same goes with disco music in the Dark Ages. "Helping the medieval peasants get lit at the harvest" is not a valid excuse for time contamination.
  • 989: Starting an interdepartmental mafia is strictly forbidden. Especially if it's for selling Central European chocolate bars with coffee filling. You know what you did.
  • 1001: If you've reached the end, congratulations. Either you're among our most outstanding, diligent agents, or Delta forced you to read this cover to cover.


~ The Delta Five ~

Spoiler
The former team known as the Delta Five is the stuff of legend at the Archive. Reputed as the most successful, effective and heroic unit some thirty-so years ago in Anchor Zero loops, four of its five members met a tragic end on the team's final mission. The team's Engineer and single surviving agent, "Trapdoor", is now better known as Delta (renamed in their honor) and the commander of the Archive. A memorial to the deceased four, with a statue for each one, stands in the main atrium of Anchor Zero and is frequently visited by agents for good luck before missions.

The below is common knowledge on those four, who are frequently idolized by agents today:

Agent Sofia Holst | Infiltrator | Callsign: Stagehand
  • b. 1920s, Copenhagen, Denmark
  • Callsign comes from her tendency to "move behind the scenes" and wear all black
  • Experience in her own time was being part of the Danish resistance during WW2, passing along messages, decoding cyphers, and monitoring radio waves for information
  • Got recruited by the Archive after the war's end for her gift for noticing subtle communications, keeping her head down, and coming up with clues/messages that were only understandable to the person it was meant for
  • Quiet, sweet, observant, and deeply moral, believed that time manipulation required restraint

Agent Isabelle Fortier | Enforcer | Callsign: Matchstick
  • b. 2040s, Lyon, France
  • A young pilot, space commander and career military woman— held a number of records in the European Space Agency, and was in charge of multiple space missions
  • The Archive approached her by informing her that her space station was about to suffer a fatal explosive accident that she would not survive if she stayed, and offered her a way out by joining their ranks
  • A rule-follower through and through, as well as a natural leader. Had a fiery, spirited personality with a temper that was quick to ignite (hence the callsign), but was loyal and protective to the bone

Agent Carlos Montero | Smuggler | Callsign: Cicada
  • b. 1660s, Port Royal, Jamaica
  • Privateer turned pirate, completely forgotten by history today but a fearsome scoundrel at the time. Had a reputation for sweettalking enemies into allies, being impossible to catch, and stealing everything in sight
  • Joined the Archive after he invited an agent on duty to join his crew and they flipped the script on him by offering him a job. First person to ever have the role of Smuggler, established a great deal of customs and terminology
  • Sly, cunning, and flamboyant, but deeply sentimental despite his best efforts to deny it. Got his callsign from his tendency to "emerge briefly, be loud, and then vanish for what could be years", but he always came back

Agent Alexios Petrus | Historian | Callsign: Encore
  • b. 1430s, Constantinople, Byzantine Empire (modern-day Istanbul, Turkey)
  • Chronicler/scribe at the time of the final siege before the city and the empire fell into the hands of the Ottoman Empire, a moment the "ancient world" ended. The person he was trying to pass historical texts to for safekeeping turned out to be an Archive agent offering him a role
  • Got his callsign from always having "one more thing" to add (it was always more than that)
  • The definition of a chaotic academic: often tired, obsessive, and a little bit grumpy. Pretended not to like his teammates and complained about them frequently, but he was always the first to offer quiet comfort
  • Was secretly engaged to Stagehand— the rest of the team knew, but no one else did (and it remains unknown to all but Delta)


~ Glossary of the Archive ~

Spoiler
  • Anchorhead: Slang for a long-term station agent who hasn't time-traveled in a while.
  • Anchor Zero: The name for the Archive's headquarters and base, located in the New Mexico desert. The building only exists from midnight on April 26, 2377 to midnight the day after, at which time loops back to the start of the day. It is comprised of four levels.
  • Chirp: Slang for signals and messages passed from future Smugglers to the earlier versions of themselves. Popularized by Cicada, the Smuggler of Delta Five.
  • Delta Five: A legendary team of the Archive's earlier days. All but its Engineer, Delta, were killed in action.
  • The Disjunction: A covert organization that stands in opposition to the Archive. Little is known about their operations, and even less is disclosed to agents from higher-ups, but what is generally understood is that the Disjunction believes the timeline should be allowed to remain wild/"messy", and tends to sabotage the Archive's missions.
  • Foxtrot Six: Our team, unique from all others in that it has the Anomaly role. Widely regarded as the most competent team in recent years, and sometimes even considered the "next Delta Five".
  • Glitch: The term that Dante and the rest of Foxtrot Six use to describe the episodes where he randomly blinks out of existence, finds himself in a different time and place, and returns back shortly.
  • Inkrot: Technical term to refer to the degradation of records on high-traffic historical periods where the contents have seen too many overwritten timeline edits and the information avaliable becomes a tenuous estimate at best. Especially common for the 25th and early 26th centuries. Every Historian's worst nightmare.
  • International orange: The official color of the Archive (and the same one you see reflected in banner designs and the Storybook/OOC).
  • Loops: To keep track of the passage of internal time at Anchor Zero since its founding, a counter is increased every time the day is rewound-- at the start of the roleplay, the Archive is on Loop 16439. Although agents can program their time machines to return to a particular loop (which cannot be too far ahead or back from the one they left), the system has been in need of calibration lately, and sometimes agents arrive earlier or later than they meant to.
  • Nullthread: The name given to alternate timelines caused by outside interference and subsequently erased by Archive missions. Dante is from one of these.
  • The Quiet: An informal name for Anchor Zero among agents.
  • Romeo Three: A team made up of a Historian ("Clover"), an Engineer ("Dorado"), and an Enforcer ("Buzzcut") that deals exclusively with the apocalypse. After missions the Archive hopes may have altered the end of the world, Romeo Three is sent to 2506 to observe any changes.
  • Timeline status: The Archive has five levels for timeline stability, as shown in each post banner. These levels are Supervised (under full control, such as the time loop at Anchor Zero), Stable (business as normal, no control exerted), Dissonant (outside influence with measurable effects), Unstable (outside influence with severe divergence), and Collapsing (timeline on the verge of destructive rupture).
  • Time sickness: Term for symptoms that can result from sudden jumps through time. Generally, they include queasiness, forgetfulness, and dizziness, although these only last for a few minutes most of the time.
  • Troubleshooter: A rare seventh role for an agent, tasked with resolving unanticipated issues on missions that have gone severely wrong and called in as backup. Seeing them in the field is a very bad sign. Troubleshooters are flexible, high-autonomy agents with security clearance second only to Delta, and work alone. The Archive has three at the moment: "Denver", "Caramel", and "Pluto".
  • Tunneling: Another slang term from Cicada's time, used for the periods of time away from official missions that Smugglers will use to go "underground" and expand their historical networks.
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Oh this sounds so fun!! Can I join?

︵‿︵‿୨ ♡ OwO ♡ ୧‿︵‿︵


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@Omni yes!! Would you like the Enforcer or the Engineer?
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silver (she/her)




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I'm going to leave it up to the next person who joins xD

︵‿︵‿୨ ♡ OwO ♡ ୧‿︵‿︵


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Fair! So glad to have you!!
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silver (she/her)




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Could I claim the Engeneer? It showed up that maybe I’ll be able to have time for writing during scout camp, so I can join! :D
It's Kay, babe!
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@NovemberCrow totally! Welcome to the crew!

@Omni, that leaves you with the Enforcer if you're fine with that— and that means we have a full cast!
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silver (she/her)




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Ahhhh so excited for this!! Welcome, everyone! So excited to write with ya’ll <3
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

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I'm hanging out in the pad if anyone would like to join and work on CPs/plot, but if there's another time that works for you today or tomorrow feel free to let me know!
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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I can pop in a bit later! Maybe, if my brain decides to be nice and not fall asleep on me
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
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Charrie made and submitted :D so excited!!!




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Vittoria looks great! I should have Dante done by the end of today :)
Democracy dies in darkness. Also at 4:30PM in Pacific Standard Time, apparently.

silver (she/her)




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Fuji is submitted, pls be nice to her she's been through a lot and is just here for her daughter <3 XD
“Ley moves and I am a couple feet behind, waiting.” - winterwolf0100
“Ley you will be fine because we all have magic powers that will protect you.” - WeepingWisteria

Ley, she/her
dreamer♡




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Enforcer works for me! Question!: What do you feel about body augmentation? Like, Cyberpunk stuff? My preliminary idea for the enforcer is that he, over time working for The Archive, has been bloodied and torn apart so much that he has had to rely on technology and cybernetics to replace functions of his body. Is this something Ley and Silv you two would be okay with me doing?

︵‿︵‿୨ ♡ OwO ♡ ୧‿︵‿︵


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It is a happiness to wonder; it is a happiness to dream.
— Edgar Allan Poe