~ The Only Fear Is Fear Itself ~
Invite Only
There's many ways you could've gotten here. It doesn't really matter, however: the point is, you didn't mean to arrive, yet here you are. It’s a very empty room in a very empty building on a very empty landscape. The door is unlocked, the goal is unclear - all that is evident is that you aren't alone, for there are four others in the room with you.
At first, it's odd, but doesn't seem too spectacularly crazy. Until, that is, someone steps the first step outside. Dark, dusty soil, like that of burned ground, spans the length of the flat plain. It's entirely featureless. It's even bare of rocks. The sky above is gray and blocked out by clouds or smoke or something else entirely and it's honestly a mystery how any light is getting through cover so thick. But if you continue to walk - which I'm sure you will, because it's the only option you really have - you find yourself standing on the edge of a vast chasm.
That's where the magic happens.
In this roleplay, the characters must relive one or more of their most potent and intense memories that involves a fear, a regret, or both - and not a small one. It must be major to the character. Here's the catch: every time a memory is triggered all party members are pulled into it together. And, in each memory, all characters, including those who haven't already lived the memory, play a part and may have an effect on and change the chain of events. Think of group time travel and you're about there (note that this doesn't affect the actual timeline, since this is akin to a dreamscape). The memory ends when it is somehow resolved. That's open to interpretation by the players. It may be the death of the main character's nemesis, a resolution of the fear/regret, the death of the character themselves, or something else.
Rules of the Dreamscape
Note: in the following, the term “spectator” refers to the characters who are in the “main” character’s memory; the “main” character is the one who triggered the memory and is reliving it. A “player” is a character who is corporeal and interacting with the environment, just like NPCs and the main character in the memory.
1. Spectators may alternate between being corporeal and present in the memory and being mere spectres (specters are merely observers and are not seen by anyone who is not either another spectator or the main character; they may also not interact with the environment). However, in any given encounter, one may only change states from either a spectre to a player or from a player to a spectre once in any given encounter.
2. At least one spectator must be a player at all times.
3. The main must always be a player; never may the main become a spectre. Period.
4. All memories must be of great emotional importance (negative or positive) to the main.
5. No main is pulled into the Dreamscape more than twice in a row.
6. NPCs or other characters that are a part of the memory treat the main as though they are in the same state they were at the time of the memory. For instance, if the character was a child, all the NPCs treat them and perceive them as a child.
7. The abilities of the NPCs all are adjusted so that they are proportionally the same in relation to the main as they were at the time of the memory. For instance, if they are now a bodybuilder but at that point in time were extremely physically weak, the school bully will still be able to fling them around the same way they were able to when the main was physically weak.
8. Any non-spectre is subject to physical harm or death.
9. The main possesses only the abilities they had at the time. For example, if a character was once a normal human but now has regeneration, the regeneration won’t kick in if they’re harmed until after they’ve left the Dreamscape. This also means that if, at the time of the memory, they possessed abilities they no longer have, they have access to those abilities until they exit the Dreamscape. Additionally, this may apply to age and appearance, attire included.
10. A memory may only be resolved in three ways:
1. The main is killed.
2. The primary subject of the memory (if the memory revolves around a person/object) is killed or destroyed.
3. The emotions around the memory are somehow resolved (writer adjudication).
11. If a main is killed in the Dreamscape, all characters are pulled out of the Dreamscape in the player’s last 5 seconds of life. If, outside of the Dreamscape, the character has abilities that may save them, they are allowed to go in effect. However, if a player is killed in the Dreamscape, all characters still remain in the Dreamscape.
12. All players must remain in the same room as the main. If the main steps into a separate room, all players are spoofed after them.
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