Actually you know what let's just make a new thread.
(No, this is not the popular card game.)
In the year 2050, a disastrous and unspecific disaster occurred (or, more accurately, ended) that wiped out the entire human race off the face of the earth. It was uncreatively called the Great Disaster, because only eleven people survived it.
Those eleven people are you.
You are a representative from one of the 11 major (off the top of my head) countries: Canada, America, Mexico, Brazil, Britain, France, Germany, Russia, China, Japan, Australia. You have been supernaturally endowed with the amazing ability to travel through time at will, taking anything you are carrying with you. You are able to travel back as far as the 1700s. You will appear in the exact same place, except in that year (unless there is a building or object in the way, in which case you will be moved a bit away rather than telefragged). You have that entire timestream to work with. (The actual cause of the disaster will be provided in the post below and changed as the timestream is cut and patched.)
Your ultimate goal:
Prevent society from being destroyed (and maybe cut your country a bigger slice of the pie while you're at it). The time travelers will not be working together, unless they choose to. You can write your character in English, but they are speaking their native language.
As time travelers, you are immune to the changing of time. There is no time limit, and you have literally all the time in the world. If you are in a timestream that is changed, for example, Phily is blown up in the 1700s and you are in Phily in the 1800s. It is like a wave of silence and blackness and then the world is completely different.
TO ADDRESS TIME PARADOXES:
There can never be two of the same time traveler in the same place. If he teleports to where he was, he will not be there. But he will be there, because he teleported there.
To use an example:
The American time traveler, These Colors Don't Run, and the German time traveler, Fur das Vaterland, get in a fight. Fur das Vaterland hears him rummaging around in a file cabinet, comes in, beats him up, and runs off. Colors is not happy about this, and decides to come back and help himself win the fight. He travels back, Fur das Vaterland comes in, beats him up again, and now he's in the same position except worse off. Colors is even less happy about this. He travels forward in time, gets a gun, and comes back. He waits. Fur das Vaterland never comes. Color was waiting around the corner the whole time, Fur das Vaterland never heard him, he never came in and they never fought.
But. What if investigating the files was part of Fur das Vaterland's mission objective all along? He would walk in either way. So Color sets up an ambush. But there are things called 'time memories' (named by the time travelers). Fur das Vaterland remembers vaguely the events that never happened, because they happened. As he is walking down the hallway, he remembers the shuffling of papers that isn't there. As he opens the door, he remembers the hasty slamming shut of a filing cabinet, even though no such sound is emitted. As he walks in, he remembers seeing Color here, he remembers the fight. If Color shoots him anyway, too bad, so sad, you really should've expected it. However, he can instantly jump to a different year, and Color will lose him. If he remembers Color setting up the ambush, decides to get revenge, gets prepared, and goes back, he can kill Color. But, Color has a time memory of him vanishing. Hell, he doesn't even have a time memory, he saw him. He knows he'll be back. He can travel back a few hours and fortify the building. He can jump all over time and set up turrets and shit (although it would take more than one turn, even though the battle would end up the same). If Fur das Vaterland walks into that it is his own fault.
In short, the only way to kill a time traveler is to do it the first time.
Now, you could abuse your time travel powers to flash forward and backward instantaneously in a single second. However, time traveling is a disorienting business, since it involves the entire scene around you changing. Doing it over and over again back and forth in a single second would make your vision blur and blend together and give you the killer headache from Hell. You could indeed hold those two seconds, but you could not do anything with them. To everyone else, it would look like you were there for a second and then vanished.
RULES:
The game will be done in turns. You will PM me what year you want to go to and what you want to do there. When all the turns are submitted, I will compile a post of what the results are. Don't expect too frequent updates. You can, optionally, post a paragraph of what you are doing in the IC thread. Do not sign up to join this RP if you are not going to be prompt with your turns.
Character Sheet:
Name:
Gender:
Age:
Nationality:
Description:
Example:
Name: John Frotz
Gender: Male
Age: 32
Nationality: Canada
Description: John Frotz is an average-built man in his thirties. He has the supernatural ability to travel through time. He is a good-natured guy who wants what is best for himself, his country, and the world. He is straightforward and honest.
RULES:
1. This will be updated every weekend. You have the entire week to get your actions in.
2. If you do not submit an action by the weekend, you will be skipped. Everyone else gets to do what they chose to do, including "stab you with a knife".
3. If you miss the deadline twice, you will lose your character and it will be given to someone else. No refunds.
3a. If you post in advance that you will be gone, you can appoint a substitute to take your place while you are gone. Feel free to send actions anyway if you get hold of a computer.