DreamScape: The Game
NOTE: This RP is now KINDA CLOSED. Unless you claim a class that no one else has, I will submit you to a RIGOROUS REVIEW REGIME and it will be tough to get in here!
You are the proud new owner of a patented DreamScape Dream Hood, the virtual portal to the World of Dreams, Lucidia. As a citizen of Neopolis, this MMO is free to play! Developed by the one and only SOLARA CO., it is a marvel of modern gaming that completely revolkutionizes the industry. By putting on the Dream Hood and booting up the game, you will be placed into a deep, but very mentally-active sleep. Your neural pathways will be directly linked to the virtual game world, and you will quickly go through a registration process that will take no more than a few seconds! From there, you will be assigned to a DreamScape server and your journey into the world of Lucidia begins!
While we can’t reveal much about the technical specs behind the Dream Hood, we can ensure that it is completely, 99.9% safe! In your suspended sleep, your body remains at rest while your mind stays active in a prolonged state of REM sleep. This links you up to the collective dreaming stratosphere of players citywide. Fear of becoming too addicted to the game? Time flows differently in DreamScape; the span of many hours of adventuring might only take you 15 minutes of sleep! So what’s the wait? Enter the World of Your Dreams now!!
Your DreamSelf, created of your own subconscious, will serve as your avatar to the game world, and will be assigned both a Class and a Track designed for and unique to your most basic sense of self! From there, endless opportunity awaits! Fight other players! Join Guilds! Slay monsters! Collect Treasure and DreamEther! And please fill out a customer survey so that SOLARA CO. can improve their services!
Dr. Lee Soto,
President of SOLARA CO.
DreamScape: The World
DreamScape, like any game, takes place in an immersive world. The game’s world is called LUCIDIA, and it offers a vast array of environments, blending traditional fantasy settings with modern and sci-fi locales. Lucidia is made up of primarily two overarching zones: a central planet that retains the same name, and a large artificial city-moon known as NOVA.
SpoilerThis massive city orbits the central game world much like a moon. It even looks like one! Boasting a picturesque crescent-shape, the cosmic metropolis sprawls endlessly. It has huge marketplaces and business sectors populated by merchants and adventurers, both human and A.I. It is here on Nova where a new player’s DreamSelf will emerge, specifically on the DREAM PLATEAU in the city’s gardens. Nova boasts a coliseum, residential areas, and many urban-themed quest zones that are perfect for rookie players. The architecture varies from traditional wooden houses of old to sprawling metallic skyscrapers. The city continually orbits above Lucidia, and will transport players to whichever locale rests directly below its Ether Ports. It orbits over each entrance zone twice in a 12-hour period, making it essential for questeers to stock up on necessary items before venturing to the world below.
SpoilerIt is here that the meats of the game’s quests take place. Lucidia is a gargantuan planet that is split into four planetary fragments, called SEMISPHERES. Each of the four Semispheres has numerous points on its map that will allow transport to Nova, which will move over a certain port four times per day. Each of the Semispheres has its own unique set of levels, towns, and dungeons, usually running in some sort of theme. It is very difficult (but not impossible) to travel between the Semispheres. Using Nova as a median to each territory guarantees you the most reliable and safest route, however. Players that work together in a guild have the ability to create their Guild’s Hideout anywhere they see fit on the planet. This allows teams to have a safe haven and resting point far from Nova’s pathways. The four Semispheres are as follows:
•EMERALDIN: The “green zone”, and often the easiest for players fresh off of Nova. It is home to sprawling fields, a few forests, and mountain ranges on the perimeter zones dominated by a gargantuan volcano. There are many villages and outposts located here, so players are never too far from safety.
•SAPHIRON: Also known as the “blue zone.” It is chock full of jungles and many large bodies of water, which all happen to be located on islands as Saphiron is one huge ocean. Traversing the landscape makes it a challenging area, and even if you manage to procure a means of travel, the waters are full of pirates and monsters. Still, it is a favorite zone of treasure hunters.
•RUBIDIA: Primarily an arid locale. The “red zone” is pretty much one huge desert, but with a surprising amount of variation on that concept. You can find traditional sandy dunes, but also dusty western-esque flats. Small towns and saloons pepper the landscape, generally sprouting up alongside rivers and lakes. Though it may seem boring, an extensive network of underground tunnels draws the interest of advanced players looking to find treasure and combat high-level monsters.
•GARNETTE: Generally considered the least traditional locale, the “yellow zone” is home to some very unique levels. It boasts a much colder climate than the other semispheres, with dramatic cliffs made of ice making it a dangerous land to traverse. Many high-tech cities are located here, and a mystical aurora is nearly omnipresent in the sky. Many ancient temples are hidden in its landscape, and Garnette is said to house the portal to the game’s mystical “Spirit Zone”, which few players have found.
There are 8 basic classes available to a player’s DreamSelf upon entering the game. These assigned to a player in perfect synchronicity with his or her thoughts, behaviors, personality, and role to play. As a player advances in levels, they will continue down their class track and obtain new class titles. There are an unknown number of high-class titles available, but the system is designed so that nearly every player in a server will have a unique class upon reaching their highest level. The 8 base classes are as follows:
The I-class is based around combat and as such their stats reflect this: with high physical power but somewhat low magical aptitude, expect them to lead the front lines of the charge and acquire Dream-Ethers through raw muscle.
KNIGHT: Knights are a very basic I-class role; they are defenders at heart and have the ability to intercept and either destroy or resist attacks. Often utilizing stately weapons such as the sword, shield, or lance, they are reliable and work well in a group.
High-class examples: As a Knight ascends to higher levels, they may become a Paladin, Prince, or Magical Knight.
WARRIOR: This is the class with the greatest physical prowess. A warrior’s weapon is their body, and their strength lies in literally that. They can bulldoze their way through a line of enemies in order to attack and destroy without regard to self-maintenance.
High-class examples: Barbarian, Monk, Warlord
ROGUE: The resident thieves and miscreants of the DreamScape world. A rogue uses their physical strength and cunning to bewilder and confuse their enemies. They can often destroy a target before they’re even detected, and are not above obtaining spoils with as much pragmatism as necessary.
High-level examples: Bandit, Vigilante, Pirate
The polar opposite of the I-class roles; those of the S-class will focus on destroying their enemies through a magical means. Their physical power is low, but this is compensated for vast magical knowledge and a variety of handy spells that can even be utilized out of combat. Expect them to be hard to predict and reliant on crippling combos. This is the only sect of classes distinctly separated by gender. The two S-class bases are functionally identical save for a few differences in spells and after-effects.
MAGE: Their minds are their weapon; if they can think a spell, they can use it! A mage commands elements and arcane forces to do their bidding and tear their foes apart. The male half of the S-class. They can obtain familiars such as hawks and dogs and utilize any Mage School found throughout the world.
High-class examples: Wizard, Warlock, Elementalist
WITCH: The female half of the S-class. They excel at channeling magic using a mystical means and often have a clear affinity for a certain element or type of magic. As a Witch, they can access familiars such as cats and owls and gain the ability to fly around on brooms in both combat and on the field.
High-class examples: Sorceress, Witch Queen, Enchantress
The E-class is associated with their ability to attack over great distances. Though the two classes start out very similar, they have wildly divergent tools, abilities, and destinies. Boasting nearly equal physical and magical ability, those of the E-class excel at the versatility granted by their long-range weapons and spells.
RANGER: Those with an affinity for nature will find the Ranger class suited to their free spirit and love of roaming capability. This class most often utilizes weapons such as bows and slingshots. They have an incredible tracking ability and will also be able to bond with the very monsters they fight in order to obtain pets.
High-class examples: Warden, Huntsman, Beastmaster
GUNSLINGER: Anyone with a love for firearms and a much more refined sense in combat will enjoy the huge armories afforded to the Gunslinger class. Using guns, bombs, and other technical tools, they are very good at eliminating their targets in a quick and precise manner. They can work well alone, but are even stronger in groups.
High-class examples: Mercenary, Gadgeteer, Sniper
This lone class is as rare as it is mysterious. Few are afforded access to the O-class abilities, but those that are assigned one are generally regarded as very creative, but unpredictable and often even dangerous. They always have random stats across the board.
BARD: Though often thought of as musicians and performers, this isn’t exactly the case in the world of DreamScape. Bards are a very strange class that essentially excels in their wildcard natures. Despite having low weapon affinity, they can use ANY weapon kind in the game and generally have decent magical ability. They also gain abilities to modify the stats of themselves and others. It is said that an experienced Bard player can either make or break a mission.
High-class examples: Vagrant, Captivator, Demigod
DreamScape: Weapons & Magic
While a player’s class is important to determine their means of attacking, it is the weapons and magic that truly cement one’s aptitude for combat. There’s a near infinite amount of weapons programmed into the game, and the unique magic system allows for many different possibilities.
WEAPONS:Each player’s class (bar the Bard) will have an affinity for one particular weapon type. This is the type of weapon a player will use right away and find the easiest aptitude in. It is generally hard-wired into a player’s destiny to use a certain kind of weapon. However, with the proper training, nearly any class can utilize a vast array of weapon types (once again, this does not apply to Bard players). Each player will start out with a particular –kind of weapon type. For example, a Knight player will often use weapons classified as sword-kind, while a Gunslinger may use pistol-kind. There’s a huge amount of –kind available in the game, anywhere from the obvious knife-kind to the unconventional umbrella-kind.
MAGIC:Every class in the game has access to magic, however some are much more proficient than others. Every kind of magic is assigned a certain element.
The four Primary elements are:
•FIRE: Flames, Heat, Etc.
•WATER: Drawn from bodies of water, advanced players can create it
•WIND: Air, currents, wind, etc.
•EARTH: Rocks, tremors, etc.
These four elements can be mixed with each other to create six additional Secondary Elements. While players will generally learn spells of the Primary Magicks first, nothing will stop them from the acquisition of a Secondary-Elemental spell. A master of a Secondary Element will often be proficient in its base elements as well.
The six Secondary Elements are:
•POISON: (Fire + Water) The ability to manipulate poisons, acids, toxic gases, etc
•LIGHTNING: (Fire + Wind) Control over electricity
•METAL: (Fire + Earth) The manipulation of ores and other metallics
•NATURE: (Water + Earth) Plant-related powers and spells
•ICE: (Water + Wind) Cold, freezing, etc.
•SAND: (Wind + Earth) Manipulation of sand and smaller sediment
There are also two additional elements, but are a bit more complicated. Classified as Meta Elements, they are only accessed under certain conditions and by the proper player. It is possible that some players will go their entire gaming career without ever utilizing one.
The two Meta Elements are:
•LIGHT: Players with a greater affinity for the light may find themselves able to tap into the great white potential to utilize some serious spells. It draws those attracted to order, righteousness, and rule-following.
•DARK: A player that walks on the darker side of life may find themselves able to use these shadowy arts. It tends to follow those who value cunning, a free spirit, and a general disregard for formal rules.
However, one should not label a fellow player based on their metaphysical affinity. Both good AND evil draw power from both magical spectra!
So that was a lot of information, huh? Sorry bout it, but what we have here is my newest RP, one that has been in the works for a very long time! And I’d be flattered if people joined, because with this type of roleplay, the more the merrier! Here are the basics:
You play DreamScape! This cutting-edge MMO is available free to play for anyone living in Neopolis’s borders. The city itself is a country-wide expanse of technology and urban sprawl; the largest city in the world, it boasts massive wealth and entertainment facilities, as well as housing some of the poorest areas. Your role in the RP will be to craft a single character that takes on a dual role: both as the gaming DreamSelf and as the average citizen Waking Self. Don’t fret though, the bulk of the RP will happen in the game world.
As a player of DreamScape, your mission is simple: play the game! The main goal is to collect DreamEther, a mystical substance found all over Lucidia and excised from monsters and other players upon their defeat. DreamEther is necessary to become a better player: it can be used to craft and create new items/weapons, purchase special skills/spells, and much else! You also collect the much standard Gold currency and EXP from slain monsters.
The Waking Self won’t be as relevant, only playable 10-20% of the time, so don’t fret! Why would you want to take control of an average citizen of some city? Well, there are definitely some reasons, and most of them have to do with the mysteries surrounding the game and its parent company. Appearing out of nowhere, SOLARA CO. instantly laid waste to its competition in a matter of months and is now the most dominant financial force in the great city. Rumored to have a history creating high-tech, military-grade weapons, there is much to discover about this enigmatic corporation.
However, our RP will follow the exploits of one particular server: It is here that one player and his few close friends are recruiting for their guild. The higher-ups of SOLARA are running a competition on every server that involves low-level guilds competing to win a coveted sponsorship. This involves them battling in the coliseum, accomplishing missions on Lucidia, and other things. Sponsorship will grant the winning players fame and fortune and give them a leg up on competition as they level up in the game.
So there you go!
- Vinn Tempest--celowein--Knight
- Arrino Falk--Nazo--Rogue
- Mouse Rekasthies--Dalyuk--Mage
- Ada Lovelace--benit149--Warrior
- Crow--Lucian Heart--Bard
Oh here's the bio!:
Uhhh that's all really! You don't even have to fill out the "Info" since it's not important yet or can gradually be revealed for the sake of mystery.
Username: Seldom-used, only for logging in and forums and stuff.
Character Name: Generally how your character will be referred
Age: Can be anything, really. Though SOLARA has put a minimum age of 13 for whatever reason (but rumor has it that there are ways around this).
Class: One of the 8! We're all starting out as base classes for now, but you get a new class at an intermediate level (level 20). These new classes are your own creation, and you can name them as you see fit. If we get this RP far enough, we may be able to catalogue them for future reference, so always be aware of your class's strengths and weaknesses!
Level: Really doesn't matter and is just an abstraction, just below 20 for now
Font Color: Totally not important and not even required, but if YOU SO CHOOSE to give your character a unique font color, do so! You can find a bunch of cool codes for them at this place! Make sure to tell us what it is!
Appearance: Character's physical appearance, generally what the waking self looks like but more digital. Extra things like horns and cat ears or whatever can be purchased. You can provide a picture, but a description is preferred!
History: What their adventures have been like thus far, how experienced are they, etc.
Weapons: What's the primary weaponkind? Any additional weaponkinds they know can go here too.
Magic: What kind of magic they know, if any. You can give names of spells you make up or just be general.
Theme Song: Completely optional and just a fun thing I like to include. Give your character a theme! Battle, overworld walkin', whatever.
I am looking for about 4-8 people to join the adventure! I will be submitting my own application, which you can use as sort of a template to get the feel of things. I may ask you to tweak some things if necessary, and may actually have to accept/reject bios if I get that many! But don't worry, I don't foresee that being a problem. Try to keep your characters varied--remember: they will all be inevitably joining this guild for the duration of this "first arc." I would also prefer that you only use one character for the time being. But don't worry, there can be plenty of named NPCs and you can make more characters as the RP progresses and the world expands! If for some reason you want to submit more than one, just tell me, and if I like your ideas, I may make an exception. As you can tell, I am a pretty flexible person and would like my RP to reflect this!
Okay so have fun! I will be submitting my own bio very soon.
- - - Updated - - -
Name: Vincent M.
Info: Just your average everyday unassuming student
Character Name: Vinn Tempest
Font Color: gold?!
Appearance: Your basic brown-haired male of average build. He has blue eyes and his hair sticks up in a sort of frontal mohawk-esque tuft. His equipment is standard far for the Knight class: a chest plate and two shoulder pads, thick combat gloves, a red under-tunic with white leggings, and light brown boots. A red hood comes up over the back of his tunic, which he can wear if he so chooses. There's a stylized bolt of lightning in the center of his chest armor.
Personality: Friendly, but can be a bit sarcastic when things don't go exactly as planned. he generally makes friends easily but only has a few really close ones, more of a drifty free-spirit that can generally be welcomed anywhere. However, befitting his class, he stands up for what's right and has an inner drive to become a powerful and well-known. Get in his way and you'll have to contend with the business-end of his sword.
History: He's got a lot of gumption for such a low-level player. Rumor has it that he happens to be so knowledgeable because his character somehow got rebooted. This is kind of a rare occurrence, and only happens when someone changes servers or if an admin wants to punish an out-of-control player. Who knows what his story is, but whatever it is Vinn doesn't seem to want to share. He's the founder (and therefore de facto leader) of the LIGHTNING LANCERS guild.
Weapons: Just his sword, the ever-reliable T-BLADE. So therefore he's a user of the swordKind. It's got a good mix of offensive and defensive capabilities. he also has a new gloveKind weapon known as the THUNDERHAND, which is a mechanized glove that can fire pulses of electricity.
Magic: A few low-level Wind spells. Knights generally don't focus on magic so these are primarily evasive and movement spells. His Thunderhand grants him a few offensive Lightning spells.