Unique to Club Fulcrum is the intense mix of people from every time frame. This is the nexus through which any traveller from any time frame must pass, to move on to another time period. Weapons are confiscated at the door here - only blades are permitted. Electricity functions slightly differently here, as well - any technology one manages to construct on the premises will fail. Only the Fulcrum Corporation has managed to devise working technology here.
Magic is also controlled. This setting allows no magic - the universe is simply hostile to magic, it's a scientific universe. I don't intend this to prevent certain characters from playing in this channel, however. If a character depends on magic for survival, let me know, and I'll see if an exception is permissable.
Also, unique to the Club Fulcrum setting, OOC is tolerated here - it's intended to lighten the mood, and provide a good learning environment, without losing the potential for 'serious' roleplay.
Rules
The rules to each channel are somewhat unique to that channel - and as time passes, and channels diversify, they will only become more so. It's important to keep up on the rules for each room - kicks and tempbans can graduate to permbans if you're not respectful of the rules. Click the 'rules' button to find rules and guidelines usually common to every room - each room is unique though, and on their pages you will find exceptions and variations to those rules.