abstract
| - == The Menders are clones created by Ouroborous itself. == There is absolutely no reason why villains like Nemesis and Dr. Aeon would work to benefit the time stream, but they've both mucked it up to an extent. So what if some sort of cosmic force, represented by Ouroborous as a whole, is fighting back? And what if this force has taken some kind of genetic imprint of the villains who have messed up time? Ouroborous has created the perfect warriors to fight those villains: themselves. == The PsychoChronoMetron is responsible for respawning bad guys. == One Story Arc in Faultline deals with the PsychoChronoMetron, a device which people with psychic powers can use to change history. At the end of the arc, a budding psychic uses it to prevent itself or any copy of it from ever working again. However, as with all CoH missions, the arc is still there for your next character. It's possible that the PCM is built in such a way that it protects its own existence; therefore, whenever it would be destroyed, it does a limited reset of history so that it still exists. This effect, in turn, could have splinter effects that cause all kinds of heroic missions to come undone, leading to the "zero sum game" effect where bad guys are back on the streets five minutes after they've been arrested.
* The PCM could also explain why Rage has always only just been discovered when your character is level 16, and why Countess Crey is just outted as being corrupt beyond belief when you're level 40.
* Or perhaps the whole game uses the Literary Agent Hypothesis. By playing the game, you are reliving various portions of Paragon's history. Obviously, it wasn't you who discovered the Clockwork King's powers or cleared Faultline's name, but by playing those arcs, you are reliving the adventures of the heroes who did.
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