Events2

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Contents of file: general.evt

HELP
-------------------------[ Champions MUSH Events ]--------------------------
The EVENTS files differ from NEWS and HELP; NEWS describes the
mechanics of  how the game of Champions is played, while HELP
describes how the MUSH commands themselves work. EVENTS files explain
the specific "theme" information for CM: What the city is like where
we role play, what sorts of agencies and organizations there are, and
similar topics. EVENTS help is available on the following topics:

Topic			Description
THEME MENU		A menu of topics describing the world of CM.
CHARACTERS 		What kinds of characters are allowed on CM.
BACKGROUND		What you can and cannot say about your history
NAMES			How IC names work here

To see more information on a topic, type EVENTS <topic>
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THEME MENU
-------------------------[ Champions MUSH Events ]--------------------------
This is a list of thematic topics about the world of CM -- the outlook
of the people, the level of technology of the world, etc.

THEME		   A general statement about the Theme of CM
WORLD		   An explanation of the terms and ideas of the CM world
CITY		   Information about Colonial Bay, the primary city
CB NPCS            List of important Colonial Bay NPCS
TIME TRAVEL	   How CM deals with the sticky problem of time travel
OUTLOOK		   The CM's "world outlook" on heroes, villains, etc.
LAW AND ORDER	   The Hero and the Law in the Champions MUSH world
HISTORY		   The "world history" of the MUSH
CONTINUITY	   How continuity is enforced on CM
INFINIVERSE	   The Infinite Universes and how they work
UNIVERSES	   A list of the known universes in the CM Inifiniverse
REALITIES          How different realities work when they meet.

To see more information on a topic, type EVENTS <topic>
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CB NPCS
-------------------------[ Champions MUSH Events ]--------------------------
These are some of the following important NPCs of Colonial Bay

-The Media folk in +BYLINES
-Police Chief Clarissa Camus (2051-Present)
-Mayor Buddy Barnwell (2052-Present)
-Stanislaw Faust, Head of CBPD Special Crimes Division (2048-Present)
-Fire Chief Fire (SID Paul Hendricks is not known) (2054-Present)
-District Attorney: Richard Chamberlain (2054-Present)

See CB NPCS 2 for info on Monkey NPCS
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CB NPCS 2
-------------------------[ Champions MUSH Events ]--------------------------
Monkey NPCS:
Tumbles
The original Tumbles is believed to have been liquified by an ill-timed X-ray 
at Star Guard HQ shortly after receiving an Evolite injection. The identity
has been taken over by a purple monkey suspected to possess vast mental 
powers. Tumbles remains good natured and seems to only want to help his 
fellow primates become successful parts of human society. The exact limits 
of his psychic powers are unknown, but in the past he was one of the key 
components of the 'Devourer' when it first tried to devour Colonial Bay. 
He is a resident of 'Monkey Island', the small island off the coast of 
Colonial Bay where a large portion of the sentient monkey population has 
been relocated by Star Guard. Due to the repeated exposures to high levels 
of radiation that brought out his powers, he remains physically frail. He is 
believed to possess high levels of clairvoyance and precognition, and will 
sometimes send cryptic messages to the city's superhero population to warn
them of an impending disaster - mostly if the disaster would also adversely 
effect the primatepopulation.

Guido
Although lacking any known psychic powers, Guido is a monkey of iron will 
and limitless ambition. Cunning and ruthless, he has quickly insinuated 
himself within the organized crime elements in Colonial Bay and is known to 
be actively trying to recruit law-abiding primates as his more trusted 
underlings. He is known to have had access to the Sentient Saucer, and 
its databases of alien technology and limited manufacturing capacity, 
for a time. He is also believed to have several lesser monkey psychics 
in his employ, such as Pinstripe the Orange Monkey Illusionist.

Devourer
This powerful entity originally spawned from the combined psychic 
energy of a half-dozen psychic monkeys whose minds had been linked by 
cybernetic implants. The Devourer feeds on the mental energy of humans, 
transforming them into psychic zombies in the process. Immune to stun damage,
these psychic zombies reproduce by coming into physical contact with 
sentient life, thus draining their mental energy and transforming them 
into additional zombies. The Devourer possessed all the mental powers 
possessed by any of its zombie hosts and can use them through any other host. 
When the original psychic monkeys were freed, the Devourer disappeared and 
its known hosts reverted to normal humans. However, there is speculation 
that it may have retained sufficient power to preserve one or more of 
its 'host bodies' and is merely waiting the opportunity to 'infect' a
mentalist of sufficient power to allow the Devourer to begin spreading 
forth once more.
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REALITIES
-------------------------[ Champions MUSH Events ]--------------------------
'Reality' is the limit of things which may be empirically
verified. This term is often used interchangeably with timeline and/or
dimension. It is an accepted fact that none of these words are an
entirely correct description of their subject.

Purists argue (but cannot prove) that an alternate timeline is a local
change caused by different outcomes of events (blue stoplights,
President Gore), and an alternate dimension is a change in the nature
of the reality (ice freezes at -10 centigrade). In practice,
because of the inability to change realities, there is no difference.

For more information, see EVENTS REALITIES 2
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REALITIES 2
-------------------------[ Champions MUSH Events ]--------------------------
Despite the (current?) inability to change realities on demand, there
is some proof that this has happened before. 'Fictional' stories of
other realities, some super-powered beings and devices, and even a few
unexplained differences are thought to be crossovers to other
realities. The crossover effect of someone from one reality affecting
another is the game explanation for Gods, demons, etcetera.

Most realities are percieved as constant; manipulatable by specific,
discernable rules. Magic is said to be the ability of those who
perceive themselves as the constant, manipulating the reality around
them. The constant self is the game explanation for why magic effects
interacts. Many crossover effects can be called magic as well.
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INFINIVERSE
-------------------------[ Champions MUSH Events ]--------------------------
The "infiniverse" is a shorthand term for the "Infinite Universes"
(sometimes called "omniverse", "multiverse", etc.). The idea of the
Infiniverse is directly related to the Quantum Mechanical Theory of
time travel proposed by James P. Hogan. In short, everything that
might have happened, DOES happen. Probability describes what will
happen in your universe, but all the other possibilties actually
happen also, just in another universe. For example, you prepare to
flip a coin. You call "heads", and you flip the coin. The coin turns
up "tails". That's what happens in YOUR universe, but the act of
flipping the coin causes a second separate universe with an identical
history to yours to come into existence, and in THAT universe, the
coin comes up "heads." See EVENTS TIME TRAVEL for more details.

For more information see EVENTS INFINIVERSE 2
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INFINIVERSE 2
-------------------------[ Champions MUSH Events ]--------------------------
There are billions and billions of universes out there, because there
are billions of possibilities every time an event occurs. The coin
might have landed on its side (that does happen once every few million
times a coin is tossed) or might have gotten lost, etc. Each of those
possibilities happens, just in its own universe. Therefore, there are
an infinite number of universes. In many of them, there isn't even an
Earth at all -- Earth never formed. In some, there's no life. In
others, all nine planets of our solar system have earth-like life. And
there are all sorts of possibilities in between. For simplicity, we
call the universe we normally operate in, that is, the Game World (with
Colonial Bay, etc) "Universe 1", and its earth is "Earth-1". 

For more information see EVENTS INFINIVERSE 3
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INFINIVERSE 3
-------------------------[ Champions MUSH Events ]--------------------------
Please note that while the naming convention is almost identical to
the old DC Comics naming convention, our Infiniverse bears NO relation
to theirs. Earth-1 is "Champions Earth", as it were. There are many
other Earths, a few of which have been explored so far, most of which
have not. There are also entire universes in which their is no Earth,
or in which Earth is so different as to be nearly unrecognizable to me
or you.

There are several primary reasons we have decided to go with the
"infiniverse" idea in Champions MUSH. First, it makes time travel
logically consistent: all time travel into the past is automatically
travel into a different universe (a universe in which you appeared in
the past, which is not your own) -- this puts a stop to logical
paradoxes which then would be unresolvable and make continuity a mess
(see EVENTS TIME TRAVEL and EVENTS CONTINUITY).  Second, the
infiniverse gives us the opportunity to run adventures in alternative
worlds (such as one in which the Nazis won World War II) which are
often fun, but would mess up continuity if they took place in our own
universe. 

For more information see EVENTS INFINIVERSE 4
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INFINIVERSE 4
-------------------------[ Champions MUSH Events ]--------------------------
Finally, the alternate earth idea allows people to make
up characters from other continuities and use them here. For example,
if you wanted to play "the" Superman from the DC Universe who used to
be on the JLA, you can't have him be from our world (Earth-1) because
there *is* no JLA. But you could have him be shunted to our dimension
from the DC Earth, with all of his old history intact. This is
acceptable as long as the BG is appropriate, and as long as you
remember that anything that is indigenous to the DC universe is out of
bounds for his disadvantages (in other words, 'hunted by lex luthor'
is a no-no, since Lex Luthor is in the DC world and he has no way of
getting here to hunt you). Often such characters can have a
Psych. Lim.: "Trying to find the way home", or some such.

A list of "known universes" is available by typing EVENTS UNIVERSES
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UNIVERSES
-------------------------[ Champions MUSH Events ]--------------------------
Below is a list of all the "known" alternative dimensions, worlds, and
universes of Champions MUSH. "Known" means "has been used at least
once in game play" or "has been referenced in game play by a PC or
NPC". There are a few others that don't exactly fit this but we have
them there for reference. Please note that this is all OOC
knowledge. Your character WILL NOT know about alternate universes
unless he has either 1) been to one (either in an approved BG or
during RP via a GM or approved TP), or 2) has some *approved* special
dimensional knowledge (such as a person with extra-dimensional
movement). 

Known worlds and universes in the Inifiniverse:

EARTH-1		The primary CM world
EARTH-21	A world where Germany won World War II
EARTH-37	A world where animals talk and Earth has no humans
EARTH-93	A world of Wild Magic and Earthpower

For detailed information on any world type EVENTS UNIVERSE <world name>
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UNIVERSE EARTH-1
-------------------------[ Champions MUSH Events ]--------------------------
Earth-1 is the primary game world, the world where your character
lives, works, fights, and so on. We don't have any detailed
information in this particular file, because all the other EVENTS
files are designed to tell you what this world is like. See EVENTS
WORLD, EVENTS OUTLOOK, EVENTS THEME, EVENTS AGENCIES, and EVENTS TEAMS
for additional information.
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UNIVERSE EARTH-93
-------------------------[ Champions MUSH Events ]--------------------------
In this universe, there is magic in the world. The primary continent
is called by its inhabitants, simply, The Land. The people of The Land
live simply, as farmers and hunters, and they employ the Earthpower in
rocks and trees to make their lives easier. Magic plants called
_aliantha_ provide sustenance for travelers, and magic soil called
"hurtloam" heals cuts and bruises. Tho learn more about this world, we
recommend the series of novels called "The Chronicles of Thomas
Covenant the Unbeliever." Remember, this information is OOC only
unless your character has actually been to Earth-93.
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UNIVERSE EARTH-21
-------------------------[ Champions MUSH Events ]--------------------------
This is the world from which the WormHole Gang hails (and where they
are currently). In this world, the Nazis won World War II. Hitler
realized his dream of conquering the world, though it took him until
the 1970s to finally subdue North America. He died shortly thereafter,
and his son, Rolf Hitler, succeeded and is currently ruling as
Absolute Dictator (called "der Fuhrer"). The Nazis spent a good deal
of time researching superpowers once they surfaced on Earth-21, and
their policy is: serve the State or die. Many resistance
super-fighters have been executed, and mostly what's left are the
superhumans who serve the Nazi regime. These are called "heroes" on
Earth-21, and the resistance fighters are called "villains."
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UNIVERSE EARTH-37
-------------------------[ Champions MUSH Events ]--------------------------
In this universe, Earth is at the center of the universe. Wyrm was
trapped by the Almighty under the Earth to lock him away from all that
was Good and Right, and to keep him there, he set the Animals, who are
good and innocent, to bind him. The Goodness and Innocence of the
animals is what keeps Wyrm at bay. Wyrm tried to break out of his
prison, and was opposed by Chauntecleer, the Rooster, and his
Animals. Mundo Cani, a Dog with a big nose, was the one who finally
beat Wyrm, using a horn broken off from the Dun Cow. The Protectors
have been to this world, and have met Chauntecleer and Pertelote the
Hen, and were returned to their own world by the Dun Cow, who is
apparently something akin to an angel. More information can be found
reading the Protectors logs on the MUSH's home page. But remember,
that information is OOC only, unless a Protector should ICly tell you
about it, and should not be used ICly.
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Comment - I think this can and should be deleted!

UNIVERSE EARTH-69 
-------------------------[ Champions MUSH Events ]--------------------------
What? What on EARTH are you thinking typing that? You must be some sicko
or whacko. Fine fine.. I'll tell you about earth-69. Here the Earth is
inhibited by only beautiful people. Beautiful men and women who love
to make love all day and night. Everything is automated by sex-machines
and life is wonderful. A modern day Shangri-la. Happy now?
Sick.. Sick... >.<
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THEME
-------------------------[ Champions MUSH Events ]--------------------------
One of the most common questions people with even small amounts of
MUSH experience tend to ask is, "What is the Theme of this MUSH?"
Champions MUSH is set on the world of Earth, in the year 2054.
The general history of the CM earth (Earth-1 -- see EVENTS
INVINIVERSE) is identical to that of the world you really live in,
until about the year 1900. After that, there is a divergence, because
in the world of Champions MUSH, superheroes appeared on the scene (see
EVENTS HISTORY for details). 
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THEME 2
-------------------------[ Champions MUSH Events ]--------------------------
The presense of superhumans didn't change the world all that much,
until after the turn of the millennium. Then, technological
advancement accelerated, in part due to superheroes showing scientists
and engineers what might be possible. For example, the ability of
StarDancer and other superheroes to fly faster than the speed of
light, showed us that the "light barrier" could be broken, and spurred
the development of FTL travel. Finally, in the year 2015, Earth made
First Contact with extra-terrestrial intelligence, and the world was
forever changed. People of the CM world know that we are not alone in
the universe, but also know that it will be a long time before we are
accepted into the Interstellar Community.

Related files you might find of interest in understanding the Theme of CM:
2055 		COSMOS 		LEGAL ID 	NATIONS 	
OUTLOOK 	SUPER MENTAL	SUPERNATURAL    TECH TERMS 	
WORLD
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TIME TRAVEL
-------------------------[ Champions MUSH Events ]--------------------------
Perhaps the thorniest problem in any comic-book universe is the
problem of time travel. The basic problem is the age-old paradox:
Suppose you go back in time to 1940. You meet your grandfather, long
before he was ever married to your grandmother, long before your
parents were ever born. You get into a fight, and shoot him dead. Now,
if that's true, he never had any children, which means your parents
never existed. But then you wouldn't exist to go back in time and kill
him... you see how after thinking about it for a little while, it
makes your head hurt. Similarly, sometimes there will be a story in
the comics where a character goes back in time and changes things such
that certain events "never happened." This retroactively (if that's
the correct way of phrasing it) changes the memory of everyone in the
universe such that this event is never recalled to have
occurred. While this can sometimes be fun or interesting for a few
characters in a limited story line, when applied to an entire world
full of characters, or an entire universe, it usually gets out of hand. 

CM has a very specific time travel policy. Please understand that this
policy extends to every single person on the MUSH, and is
NON-NEGOTIABLE. The following files will explain this policy.

For more information see EVENTS TIME TRAVEL 2
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TIME TRAVEL 2
-------------------------[ Champions MUSH Events ]--------------------------
The time travel rules we have adopted are based on what I call the
Hogan Hypothesis. This was put forth as a reasonable time travel
system by James P. Hogan (a nuclear physicist) in his book
_The_Proteus_Operation_. You'll have to bear with me for a few
files... this is a difficult concept to explain, and at first it will
seem like I am not discussing time travel at all, but we will get to
it eventually. Just hang in there.

According to the Hogan Hypothesis, the fact that the quantum
mechanical wave-function does not collapse to a single solution, but
rather results in a probability estimation, can have two different
interpretations. In one (the one we currently use in the real world),
this means that the most probable solution to the wave-function is the
one that actually occurs in the real world, and the rest of them
just... don't. The other interpretation, which we use here on CM, is
that ALL of the possibilities occur -- each in its own separate
universe. 

For more information see EVENTS TIME TRAVEL 3
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TIME TRAVEL 3
-------------------------[ Champions MUSH Events ]--------------------------
Each time something happens which can have more than one possible
outcome (we'll call it an "event"), each and every outcome will
actually happen, but it will happen in a different universe. Let's
take a simple example: It's Super Bowl Sunday. The Broncos are playing
the Packers. The captains are on the field, and the referee says,
"Call it while its in the air." Then he prepares to flip the
coin. Now, at the instant he is about to flip it, there are two
possible outcomes: the coin could come out Heads, or it could come out
Tails. The referee tosses the coin, and the Broncos team captain calls
out "Heads!" The coin lands. Now... to us, we can only see ONE
solution: either the coin ended up landing with Heads facing up, or
Tails facing up. The Hogan Hypothesis says, BOTH happen. At the
instant the coin is tossed, two SEPARATE and COMPLETE universes are
created, one in which the coin lands Heads up, the other in which the
coin lands Tails up -- this is known as a Bifurcation (the timeline
"splits" into two branches). The two universes that spring from this
Event have identical histories up to the instant of the coin toss, but
are completely divergent after that. In one, the Broncos will kick
off. In the other, the Packers will. Perhaps this will affect the
outcome of the game. In the universe in which the Packers won the
toss, maybe the won by a landslide. This means that people who bet on
the Broncos will lose money, which will cause all sorts of differences
from the universe in which the Broncos won the toss, and won the game
in a squeaker.

For more information see EVENTS TIME TRAVEL 4
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TIME TRAVEL 4
-------------------------[ Champions MUSH Events ]--------------------------
The Hogan Hypothesis means that there is an INFINITE number of
alternative universes out there, each with Earths similar in some ways
to ours, and different in other ways. Every time any Event occurs, all
possible outcomes are generated, each in its own separate and
distinct universe.

It is important to remember that each universe has an identical
history to the others that separate from it at the occurrence of an
Event, up until the instant of that event, at which point the
universes diverge.

What does this mean for Time Travel? Well, imagine you do indeed try
to go back to 1940 and meet your grandfather. You enter a time machine
and travel back to 1940. However, the instant you arrive in 1940 is an
Event. The very act of you going back in time essentially generates a
new alternative universe -- one in which you appeared in 1940. The
history of that world up until the instant of your arrival is
IDENTICAL to the history of your own world. But from the moment you
step out of the time machine, from that instant in 1940, onward, it is
a separate universe, and its timeline will diverge from that of your
own. Therefore, if you go back and meet your grandfather in 1940 and
kill him, he will be dead in an ALTERNATE unvierse, NOT in YOUR OWN
past.

For more information see EVENTS TIME TRAVEL 5
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TIME TRAVEL 5
-------------------------[ Champions MUSH Events ]--------------------------
This means that it is IMPOSSIBLE to change your own history. Say you go
back in time and assassinate Hitler in 1933, making it so that the 3rd
Reich never rises. What this means is that you have gone back in time,
and generated an entire alternative reality (by the very act of going
back in time) in which there is no 3rd Reich, maybe even no World War
II. But when you return to your own present, history will remain
UNCHANGED. Similarly, while it is possible to travel into the future,
you can only ensure that you have moved forward along the general
timeline of the multi-verse... you CANNOT ever be sure that the
universe you've landed in is your own (in fact, because there are an
infinite number of alternative universes, and the probablility of
entering any of them is about even, the chance you can ever reach your
own timeline's future is vanishingly small).

These rules for time travel mean that you can travel to any time, past
or future, that you want, but never into YOUR OWN past or future. We
have decided on these time travel rules because they are the best
we've seen in maintaining universe continuity, while they still allow
you to travel into other, fun times and have enjoyable adventures.

For more information see EVENTS TIME TRAVEL 6
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TIME TRAVEL 6
-------------------------[ Champions MUSH Events ]--------------------------
The Hogan Hypothesis has implications for Extra-Dimensional Movement,
of course. It is NOT POSSIBLE for you to use Extra-Dimensional
Movement to enter your own past or future. Extra-Dimensional Movement
is just that... it allows you to move into the past of another
universe (i.e. another dimension). It can NEVER allow you to move into
your own past or future.

In terms of Clairsentience, it is possible to VIEW your own past or
future as long as the special effect includes only looking and does
not include anything moving backward or forward in time physically
(that is, if your Special Effect is sending a probe droid through
time, then it follows the same rules as any other object traveling
through time would -- namely, it ends up in the desired time, in
another universe). HOWEVER, because there are so many alternative
universes out there, Clairsentience will allow you to view forward to
a possible future, but you cannot guarantee it will be your own.
There's no way to know where your Timeline will end up ahead of time
-- that is, you can't ever know ahead of time which of the various
alternative possiblities will be the one that exists in your universe,
and which ones will exist in others. For example, if you try to look
forward just before the Referee tosses the coin at the Super Bowl, you
might end up looking at the universe where the coin lands heads-up,
and you might end up looking at the universe where the coin lands
tails-up, but until the coin has LANDED, there's no way to know which
of those possible universes is the one that yours will end up.

For more information see EVENTS TIME TRAVEL 7
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TIME TRAVEL 7
-------------------------[ Champions MUSH Events ]--------------------------
Looking into the past is much more precise. This is because, by the
nature of the Hogan Hypothesis, each universe has its own separate,
distinct, completely linear and continuous time line. If you look back
to 1940, you will see what happened during 1940 in your own
universe... and nothing else. If you are trying to watch to see if
some enemy of yours has gone back in time, you won't see him if you
look into your own past -- because he'll have ended up in another
universe somewhere.

Treating time travel in this way gives us lots of wonderful adventure
opportunities. Since the Hogan Hypothesis basically states that
anything that COULD have happened, DID happen, in one universe or
another, GMs can take their teams on adventures in alternate universes
where the Nazis won World War II, or the Cold War never ended, or the
world is in Nuclear Winter, or the sun went SuperNova in 1863... The
possibilities, like the number of unvierses out there, are endless.

So remember... traveling through time is completely acceptable, but
you MAY NEVER travel into your OWN past, and you can never be sure
you've traveled into your own future (in fact, it's almost certain you
won't, just based on the odds). 
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BACKGROUND
-------------------------[ Champions MUSH Events ]--------------------------
The following restrictions are placed on the things that may be included
in the background of a character. Please make sure that your background
follows these rules.

1.  Your BG cannot mention any other approved character, NPC, or 
organization without the approval of the owner of the character (in the
case of organizations and NPCs, this is equal to the approval of the
Theme staff or the GM who owns/created the character). There are several
exceptions: Any PC may choose a large (> 40 person) organization as a
Hunted and may include a reason for that Hunted in his BG.  Acceptable
organizations include: Viper, Demon, UNTIL, OSI, or any other
listed in EVENTS AGENCIES.

Please note: It is NOT acceptable to use the Overlords without express
permission from the Head WIZ. It is also NOT acceptable to use any villain
group without prior permission from the Themestaff.

For more information see EVENTS BG 2
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BG 2
-------------------------[ Champions MUSH Events ]--------------------------
2. Your BG may not include any information which conflicts with the history
   of Colonial Bay specifically, or the history of the MUSH in general.
   For example, you can't say in your BG that World War III occurred in 
   1959 of this world -- since there has been no World War III in our 
   world  (yet). If you need to have an alternative history or timeline,
   we suggest you use another UNIVERSE for your history, and have some
   mechanism for your character to be transported to the world of the MUSH.

3. Your BG may not include any form of time travel that conflicts with 
   the rules listed in EVENTS TIME TRAVEL. That is, you may not have
   anything in your BG that requires you to have moved forward or backward
   in time along your own universe's timeline.  Moving backward and
   forward in time is acceptable otherwise -- as long as your character
   has moved into different universes along with traveling through time.

For more information see EVENTS BG 3
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BG 3
-------------------------[ Champions MUSH Events ]--------------------------
4. Your BG may not include information which conflicts with rules listed
   in EVENTS OUTLOOK. In other words, you cannot say that your character
   is a mutant who is hated and hunted down just because he is a mutant.
   Things do not work that way in our world, and your character would
   NOT be hunted down for such a reason. You may, of course, be hated
   by the general public for any other reason (being framed for murder,
   for example), and you may also state in your BG that your character
   comes from an alternate universe in which mutants are hated and hunted.
   You just can't say they are hated and hunted here. This is true for
   all aspects of EVENTS OUTLOOK -- mutants are just an example.

5. Your BG may not include anything that requires the creation of multiple
   entities (such as a completely novel villain group) without the consent
   of your GameMaster (who will then be forced to make up such villains,
   so he has to have time and agree to do it). Unless a GM has agreed to 
   make up extra NPCs for your character, you may only include KNOWN
   PCs or NPCs (with the permission of the owner). The only NPC a player
   may invent for his own personal background is one associated with the
   Dependent NPC (DNPC) disadvantage. All others MUST be approved by
   the GM or by Themestaff.
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BG 4
-------------------------[ Champions MUSH Events ]--------------------------
6. Your BG MUST include the following:
     a. An explanation of why you have every disadvantage that is not 
        inherently obvious. Inherently obvious includes such things as
        a metalic person taking 2x STUN from Magnetics, and always
        includes the Secret Identity Disadvantage. Anything else MUST
        be explained in your BG. 
     b. How and why your character has ended up living in Colonial Bay.
        He might have been born there, or perhaps moved there for some
        reason. One way or another you need a reason to be in the
        city.
     c. Any Power or Characteristic that is superhuman (i.e. could not 
        be possessed by a normal human being in the real world) MUST be 
        explained in your BG. This includes super-normal tech, powers, etc.
     d. All Skills and Talents must be accounted for in your BG.

Basically, before you submit your character for approval, make sure anything
that puts you outside the realm of a normal human being is accounted for in
your Background.
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CONTINUITY
-------------------------[ Champions MUSH Events ]--------------------------
Contiunity -- the single, continuous line of events from the beginning of
time until the present day -- often causes trouble in both the comic book
world, which this game is designed to emulate, and in MUSHes in general.
In comics, continuity causes trouble because new writers are constantly
trying to "revise" or re-write history to be more satisfying to them, 
usually to help them set up a story in the here-and-now. If they don't like
that Captain Thunder is dead, why, they just find some explanation for why
he never really died, or some way to resurrect him, and then he's back.
Frequently comic companies will decide that whole _decades_ of their history,
including thousands of back-issues, simply _never_happened_, and the
reader is just asked to accept it. In the case of MUSHes, continuity often
has holes punched in it because people stop logging in as their character
for all manner of reasons -- they lose login access, find a new game they
like better, find a new girlfriend or boyfriend, get married, have 
children, whatever. This results in characters falling off the face of the
IC earth -- being in the news every other day one month, and then 
disappearing completely the next.

For more information see EVENTS CONTINUITY 2
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CONTINUITY 2
-------------------------[ Champions MUSH Events ]--------------------------
First, we will deal with the comic-book aspects of continuity.

1. Events that ICly happen on Champions MUSH will not be "revised" or 
   "edited" retroactively. Because of our timeline rules (see EVENTS
   TIME TRAVEL), when something happens, that's it. It's happened. It
   cannot be un-done. If your character's Secret Identity is plastered
   all over the evening news, then that's it. His Secret ID is gone. Period.
   You can't get on the public channel the next day and ask people to
   pretend they never saw it. It's too late.

For more information see EVENTS CONTINUITY 3
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CONTINUITY 3
-------------------------[ Champions MUSH Events ]--------------------------
2. Character death is never required of any player -- you own the character.
   You decide if he lives or dies. However, if your character dies due to
   loss of BODY and you consent to it -- that is, if his BODY score reaches
   the game definition of character death (see NEWS DYING), the character
   is DEAD, permanently, and may not EVER return to game play. We aren't
   talking about plot devices or BG's that say you're an undead vampire
   here -- those are of course always acceptable. But once your character
   is dead in game terms, it is gone. It will be @decompiled and then
   @nuked after a reasonable period of time. You will have to make
   up a new character if you want to keep playing here.

For more information see EVENTS CONTINUITY 4
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CONTINUITY 4
-------------------------[ Champions MUSH Events ]--------------------------
3. There can be only one version of any event or character in Champions
   MUSH's history/continuity. For example, there can be only ONE Batman
   character on the MUSH.  It is possible for characters from similar 
   events in similar universes to meet in our universe (e.g Batman from several
   different earths). However, this may only occur with direct supervision
   of a GameMaster, and in almost all cases only ONE such character will
   be a player (the rest will be NPCs). Such situations may only occur
   for the duration of an adventure (i.e. temporarily) and may never be
   permanent.

For more information see EVENTS CONTINUITY 5
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CONTINUITY 5
-------------------------[ Champions MUSH Events ]--------------------------
Now, we will look at the rules concerning continuity for specific characters
(that is, what happens to characters when their owner stops logging in).

4. Players always own their own characters.  Any player who wishes to have
   the creation that he owns destroyed upon his departure from the MUSH
   (or at any other time) may do so at his own discretion.  However, be
   warned -- if your character is @nuked (i.e. deleted from the database
   at your request), this is equivalent to GAME DEATH (see the EVENTS
   files before this one under CONTINUITY). That is, @nuked characters are
   considered dead or moved out of Colonial Bay, and will be gone forever.  If you 
   wish this, you must specifically request it of your GameMaster. IF YOU STOP 
   LOGGING INTO THE CHARACTER IT WILL BE @NUKED BY DEFAULT.  Any character whose 
   player stops logging in will be NOT @nuked ONLY if they put in a vacation time  
   Such requests will always be honored.  However, If the player does not log back 
   in after the vacation time, their character will be @nuked.

For more information see EVENTS CONTINUITY 6
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CONTINUITY 6
-------------------------[ Champions MUSH Events ]--------------------------
5. Any character whose player has not specifically requested to have it
   destroyed upon his departure, and whose player stops logging in regularly
   for any reason, becomes the property of the staff of Champions MUSH.
   This means that, if you stop playing the character, it becomes an NPC
   under the control of the Admins or it will be @nuked. If it becomes an NPC, it is 
   then treated as any other NPC in the game. The character will be copied onto an 
   NPC object owned by Hero Maker or Villain Master, and will then be @destroyed. 
   Once it becomes an NPC, you are no longer the owner of the character and any
   rights you had with regard to the character's use are gone. If you do
   not want the GMs to take control of your character, then you should
   request that we @nuke the character BEFORE you stop logging into it.
   Once the character becomes an NPC, it is a normal NPC in every way,
   and acts like every other NPC in every way.

For more information see EVENTS CONTINUITY 7
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CONTINUITY 7
-------------------------[ Champions MUSH Events ]--------------------------
The point of the last two rules is this: you own your character, but
you may not use your ownership of a character to damage the continuity
of the MUSH in any way. Continuity is damaged when characters are
active for a while and then vanish, and no one knows what happened to
them. Their boyfriends or girlfriends suddenly don't have a date
anymore; their team mates don't have someone to practice with in the
Danger Room, and so on.  If your ownership of a character matters
enough to you that you don't want an Admin to play it as an NPC to
maintain continuity or to @nuke , then your only out is to remove the 
character from game play in a final, permanent fashion . This is called
"retiring" a character -- making it so that the character can't be
played ever again by anyone (including you), and also making it so
that all of the loose ends are tied up (this happens by definition
when the character dies). We don't want this to make the MUSH a bloody
death-trap where characters die constantly.  However, we do want to
make sure there are no characters left "hanging out in the breeze,"
as it were. Therefore, characters must either be formally retired, or
they become NPCs. If the character object is @Nuked, then they are considered 
to be retired. It is acceptable to retire characters in a way
other than killing them.
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CITY
-------------------------[ Champions MUSH Events ]--------------------------
The following topics are available to help you learn more about the
city of Colonial Bay, the primary In-Character city of Champions MUSH:

Topic             Description
MAP CB            A Map of Colonial Bay
CITY DESC         A verbal desription of the city of Colonial Bay
POI               Points of Interest in Colonial Bay
CITY HIST         The IC history of Colonial Bay

To see more information on a topic, type EVENTS <topic>
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CITY DESC
-------------------------[ Champions MUSH Events ]--------------------------
Colonial Bay is a medium-sized city of about a million people
nestled snugly on the western bank of the Chesapeake Bay in Virginia,
on the east coast of the USA. Colonial Bay is one of the oldest cities
in Virginia, and has lots of landmarks and old historical sites. It is
a tourist area in the summer, boasting a beautiful stretch of bay-side
beach, and a historic park from a battle between the English and the
French prior to the revolution, called What Marsh Battlefield
(affectionately known to the local residents as 'Battlefield Park.'
Colonial Bay was founded during the initial settlement of the Virginia
Colony. In the late 1700s, one of Virginia's earliest institutions of
higher education, then called Coloial College, was founded, and since
then, Colonial Bay has been your typical college town. Colonial
College became Colonial Bay State University in 1872, and currently
has an enrollment of over 40,000 students. 

For more information see EVENTS CITY DESC 2
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CITY DESC 2
-------------------------[ Champions MUSH Events ]--------------------------
In addition to the standard "college town" shops and businesses around
the campus (coffee shops, bookstores, etc), Colonial Bay has one of
the largest malls in the Chesapeake Bay area, Boardwalk Mall, and of
course, a nice beach and boardwalk.  The Yacht Club is a 5-star
place to eat. There is also a port, which does much business with
nearby Richmond and Washington DC, giving them both easy access to the
sea. Finally, there is a historic old lighthouse on an island just off
the coast of the city, which is visited by nearly 200,000 tourists a year.

City Power is provided by two main sources. There is the Solsys Power 
company that provides energy via Solar Cells to most of the residential 
neighborhoods in the city. The government offices, industrial, and 
commerical buildings have their power provided by the Chesapeake
Nuclear Plant. 

The city suburbs is located on the western side.  The highways take 
travelers west towards and past the Appalachian Mountains.
----------------------------------------------------------------------------
CITY HIST
-------------------------[ Champions MUSH Events ]--------------------------
Colonial Bay was founded by settlers early in the days of the Virginia
Colony. It figured prominently during the Revolutionary war, and was
the site of a battle between French and English forces. Shortly after
the Revolution, Colonial College was founded, and eventually grew, in
1868, into Colonial Bay State University, one of the top-rated State
Universities in the country. CBSU formed the hub around which the city
grew up. It was a college town with a port, and so there was much
commerce to be found, either in catering to the 30,000 students, or by
engaging in some aspect of trade and shipping through the
port. Colonial Bay is part of Historic Virginia, and has many
landmarks that draw history-buffs and tourists from all over the
country. Its mild Virginian climate, with southern hospitality, nice
beaches, and White Marsh Battlefield Park, also draw many visitors in
the summer months.
----------------------------------------------------------------------------
POI
-------------------------[ Champions MUSH Events ]--------------------------
There are many points of interest in Colonial Bay. One is the Old Prison 
and The Light House across from the Colonial Bay Bridge. There is the 
science museum and art museum. Old cemetaries are always nice if you enjoy
history. There is a large mall and amusement park by the boardwalk. 
Of Course Starguard facilities, while off limits, is a wonder to most people.
Colonial Bay is home to Ming Street which boasts of one of the largest 
Chinese communities in the nation.
-----------------------------------------------------------------------------
CHARACTERS
-------------------------[ Champions MUSH Events ]---------------------------
It is perfectly acceptable to play a tribute character out of the comic books,
or to play one from one of the Champions source books PROVIDED THAT
SUCH A CHARACTER IS NOT ALREADY IN PLAY. Player characters in play are
listed under +DIR. Non-Player Characters (NPCs) in play are listed
under +LIST. See the +HELP files for more information on these
commands. 

For example: Suppose you want to play the Champions villain
Ankylosaur. However, one of the GMs has used Ankylosaur as an NPC
Villain.  Sadly, you are out of luck. NPC Villains are part of the CM
continuity and remain here permanently. Also Villains are no longer allowed.

Also, please note that this MUSH has existed previously during the time
of 1998-2000. Characters who existed in that time may not (except as allowed
by the theme staff, usually as NPCs controlled by a GM) also exist in this
time (although their children, grandchildren, apprentices, and grand-nephews
are certainly allowed).

The type of characters here on Champions MUSH can be very diverse. 
What we encourage is the RP of heroic ideals. These ideals and their
execution could vary from player to player, character to character. One
thing everyone should keep in mind is that we are all heroes.
It is not the appearance of character that makes a hero or villain, but 
their actions. Therefore, Champions MUSH is pleased to allow all sorts
of characters to explore heroics and heroism.
----------------------------------------------------------------------------
NAMES
-------------------------[ Champions MUSH Events ]--------------------------
There following types of names are NOT ALLOWED on CM:

1. Any name that would violate the Ground Rules (i.e. naming yourself
a four-letter word or a pornographic name, etc).

2. Any name that would reasonably be considered offensive to a
reasonable person (calling yourself "Hitler" might be offensive to
Jewish people, for instance; calling yourself "Christ" might be
offensive to Christians -- you get the idea).

3. Any name that is a slight variation on the name of a character who
is already in play, or is an alias for a character already in play
(for instance, calling yourself "The Dark Knight" when Batman is being
played by someone else is unacceptable). Please be careful with this
one. We suggest you use +FINGER to check all possible aliases if you
choose to play an established comic book character.

4. You MAY NOT take the name of an NPC character.  Make sure you
+list/villains, +list/heroes, and +list/npcs to check the names of all
established characters.
----------------------------------------------------------------------------
LAW MENTAL
-------------------------[ Champions MUSH Theme ]--------------------------
Although psychic abilities such as telepathy, mind-control, etc. have
been proven to exist for decades, legislation regarding them is still
rather ambiguous, gappy, and sometimes contradictory.
 
However, a body of legal precedent has emerged that is generally
considered to have the force of law.
 
In practice this means three things:
 1) Police and courts are empowered to arrest/convict mentalists for
    psychic crimes.
 2) They are not obligated to do so. In fact, they frequently look the
    other way rather than get embroiled in the legal
    complexities. Even when they do, sentencing is entirely at the
    judge's discretion.
 3) Evidence of psychic crimes committed during a criminal
    investigation or trial will generally lead to a mistrial, or to
    successful appeal of the court's ruling.
 
See EVENTS LAW MENTAL 2 for more details. 
---------------------------------------------------------------------------
LAW MENTAL 2
-------------------------[ Champions MUSH Theme ]--------------------------
Some things that AREN'T crimes:
* Establishing a mental link is NOT a crime, even if
  unwelcome. However, it can be used as evidence of intent to commit
  such a crime, much like carrying a gun.  (In game terms, this is a
  mindlink or a successful ECV roll. This also applies to attacks that
  fail to achieve their effect.)
* Telepathic transmission is NOT a crime, even if unwelcome, as long
  as the effect is not unduly unpleasant, painful, dangerous or
  distracting.  (In game terms: using telepathy to "send", some mental
  illusions, some other powers depending on SFX.)
* Telepathic reception from a consenting target is NOT a crime, even
  if information is obtained that the target did not intend to reveal.
* Mental influence of a consenting target is NOT a crime, AS LONG AS
  the influence is restricted to what the target agreed to. (For
  example, you could hire a mentalist to mind-control you to stop
  smoking, or to provide mental illusions of a Caribbean vacation.)
 
See EVENTS LAW MENTAL 3 for more details. 
---------------------------------------------------------------------------
LAW MENTAL 3
-------------------------[ Champions MUSH Theme ]--------------------------
Some things that ARE crimes:
* Telepathic reception from an nonconsenting target IS a crime. (In
  game terms: using telepathy to "read", some Detects depending on
  SFX.)
* Mental influence of a nonconsenting target IS a crime. This also
  applies to targets who consented to a different influence. (For
  example, agreeing to influence someone to stop smoking, then telling
  them to give you their wallet.)  (In game terms: mind control, mental
  illusions, other powers depending on SFX)
* Telepathic transmission of unpleasant, painful, dangerous or
  distracting signals IS a crime. (In game terms: some mental
  illusions, EGO Blast, some other powers depending on SFX.)
 
In all these cases, the severity of the offense generally depends on
the scope and intensity of the influence. Also, these things may be
grounds for a civil suit. As with all consent laws, coerced consent
does not count.
 
See EVENTS LAW MENTAL 4 for more details. 
---------------------------------------------------------------------------
LAW MENTAL 4
-------------------------[ Champions MUSH Theme ]--------------------------
Additional notes about mentalists and the law:
* It is generally known that targets of mental powers can often detect
  the effect, detect failed attempts, and identify the source of the
  power. Also, it is known that in many cases they cannot detect the
  effect at the time, but are aware of it afterwards.  Reports to this
  effect are treated like eyewitness testimony.
* In general, defendents are not convicted for acts performed under
  mental influence. However, the decision of guilt is ultimately up to
  the jury (and in some cases the judge). There is precedent for
  conviction, especially for acts the target was inclined to perform
  anyway.
* The courts do not retain their own mentalists - too expensive.
  However, a mentalist can testify as to what they perceived with
  their abilities. For example, a mentalist might testify to reading
  the defendant's mind and confirming that she remembers events the
  way she described them in court.  This is generally treated as
  expert testimony, just like a psychiatric evaluation or polygraph
  test. It is not common except when a lot of money or publicity is
  involved.
* Modern technology can identify traces of mental influence on a
  target mind.  Such scans are routinely used as evidence when mental
  powers are involved.  Either attorney can demand at any time that
  all jurors and court officers be scanned. Evidence of such tampering
  is grounds for immediate mistrial.
* An individual CANNOT be required by law to consent to telepathic
  examination, as this is a violation of their Fifth Ammendment
  rights. This ruling is challenged from time to time, usually by
  judges giving "search warrants" to telepaths in various criminal
  cases, but has been consistently upheld by the Supreme Court.
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