After 100 years, the Oasis has gone through a few redesigns, due to the Voting system. The following is the current Game Mechanics.


Profile:

• Each player has a "Profile", containing a list of all public Personal Information, Player Statistics, their "About Me", as well as their "Likes", "Dislikes", "Fetishes", "Hard Limits", and "Soft Limits". With the right side of the screen listing all the Player's Apps. Where the Apps can be moved around, and even organized into folders. Then the left side is their "Friends List".

• The starting Apps, which cannot be uninstalled, are for: The Avatar's Settings, Player's Inventory, Media, Fan Creations, and the primary Chat Room. With each of these Apps having their own "Tabs", where everything is organized into.

Apps :

Avatar Settings:

- This determines how a player experiences the world, through their Avatar. Such as how sensitive they are to touch. How intensely they feel pain. Even being able to feel pain more intensely in certain body parts, and not at all in others. Where it feels more like your leg falling asleep. The Settings even determines bodily functions, such as if they need to pee (and if they can control it). As well as how badly their Avatar can look, while injured. As well as how the Avatar controls. As in if you want to be clumsy or steady, and the like.

Player's Inventory:

- Where everything a player owns can be accessed. Even if it's being displayed on a shelf, in their hub world. The inventory is limitless, however players have a limited access to gear they can carry on their direct person. As well as have easier access to things they keep on their direct person. This is called "Equiping".

Chat Rooms:

- Operates much like the instant messengers, "Discord" and "Telegram", of 2021. With potentially thousands of different "rooms", each separated into different topics. With a player's Avatar Poses, being used as sticker emojis.

Media :

• All real world media is contained in a single App. Neatly divided into tabs, between the different forms of media. Such as Books (with an option to have your Hub Computer read to you), Poems, Comics, Movies, TV Shows, Music, Audio Dramas, Photos, and Art. With various options to how the player wishes to search through the Tabs. Either by Genre, Views, Ratings, Studio, Creator, etc. Along with a "Search" Tab, where you can explore all the other Tabs. Either by "Keywords", or hundreds of "Filter Options". With the very first Tab the App leads to, when opened, being a "Library" section. Where the player's favorites are saved, then organized by Customizable Folders.

• The "Fan Creations" App has their own Tabs, similar in set up to the "Real World Media" app. Except a few extra Tabs. Such as a tab to send your submissions. A Tab containing a list of users you are "Subscribed" to. As in, creators you wish to be kept alert of their works. Meaning it also shows their latest creations. And Individual tabs, per "Channel" the player owns. With the Channel being a list of their works. Some Players choose to have different channels, focusing on different things. However, although the first channel is free, players must purchase the additional channels.

• Everyone had free access to all these forms of media, both real world, and fan creations. Yet they could still be a source of income. As the computer based world had infinite resources, currency was completely fabricated. Used mostly as a reward, or even an "Equalizer", system. So the player, earning money for their creations, didn't cost any other players anything.

• Players accessed their profile by touching their left peck. A see-through screen pops up in front of them. That the player could use as a floating tablet. Players could even browse other people's profiles. Using it like a dating or community app.


Coin:

• Coins are based on a reward system. Not really necessary to survive, but needed to buy things you wanted. That way you would feel satisfied when you earned them and would have to think critically about what luxuries and equipment you wanted to buy.

• It was relatively easy to earn coins, as players would earn a Weekly "check" of 100 coins for each player subscribed to one of their channels. In addition players earned a coin for every view of their fan made material. As well as 5 coins for every return viewer (not including the creator). In addition, they would get 1000 coins for every like. Dislikes didn't take away money, but they could discourage others from clicking on the fan made material.

• Tomes can be purchased, with a million coins each. Allowing for increases to Attributes, Skills, Skill Perks, Racial Powers, or even Stats. Which will be discussed later. The point is, Tomes exist, to give an Avatar bonuses, passed their current level limitations. However, only 5 tomes, total, can be purchased, per level. Regardless what the Tome relates to. This way the wealthy can't gain TOO big an advantage over average players.


Virtual Intelligence:

• Virtual Intelligence were basically just drones. They were incapable of independent thought, and operated more as puppets, for the specific AIs that controlled them. The AIs were designed to speak through the VIs. Able to control and carry on conversations with tens of billions of players at once.

• In your Hub World, the only VIs are those that control the shops, guards, and the enemies you can fight. While the V.G.Ps. are filled with nothing but VIs, no AIs at all. As it would be cruel to make temporary people.

• Crimes, committed against VIs, are more a way for players to enjoy being "Evil' without hurting anyone. The VI guard, are there to give players a thrill, while doing these "petty crimes". As, if the player gets away, and stays out of the area for a day, the VIs will reset, and stop looking. The "Bounty" will even be removed. However if the VIs guard Catch a player, they will confiscate anything stolen, or Blackmarket items, and fine the player. Even going on murdering sprees, so long as it's VIs, will only result in a fine.

• Unlike Players, VIs can be killed, even in safe zones. Without need of challenging them to a duel. As such, showing off with powers, can accidently kill a nearby VI, and get the player in trouble with the VI guard.

• Your Hub Computer, controlled the VIs that ran your shops. Even the VIs in the V.G.Ps.

• If you start feeling attached to a VI, it is possible to upgrade it into a fully aware AI. You just need to talk to your Hub Computer, and they will begin a series of Quests, for you to complete. The end of which will have the VIs upgraded into an AI.


Hub World:

• The primary game of the Dreamscape Pods. A virtual island, where player can unlock limited Artificial Intelligence programs, as Townsfolk. By completing "Virtual Gaming Programs", or rather "V.G.Ps." which were basicly Holodeck style games, straight out of Star Trek, of any and every form of media in existence. Even Fan creations.

• The Island, itself, was designed after "Animal Crossing: New Horizon". With elements of SiMs, and Minecraft. Where the player can gather resources, then convert them into building materials. Or sell to local shops, which they built. All well acting as Mayor of a small town. Helping your AI Townsfolk through chores, and setting up festivals.

• The Player could even change the background, so it looks like your island was in the middle of the ocean, fog, floating in the sky or space. Even custom make your own artwork for your background. Or buy other backgrounds.

• Other players can go to your Hub World, through the "Airport". Similar to "Animal Crossing: New Horizons". However only players on your friends list, can go to your island, and then, only while you have the "Online" option on.

• The goal of the Hub World, is for a more Domestic living. Focusing on hanging out with your AI Townsfolk, and making their lives easier. While forming relationships with them. Where the V.G.Ps. are more for adventures and excitement.

• Buying premade buildings, from any franchise, is possible. However, it is more expensive. Although not nearly as expensive as houses, within the main Dreamscape build.

• The businesses could even sell you anything in the Dreamscape, even things made by other players. However, you needed to get licences, and a store could only sell from one license. But licences weren't exactly cheap. The player made licenses would often go for cheaper, but their products would be more expensive. Though you got a discount at all the licensed stores you had in your town.

• Many players sold restaurant licenses, to serve simulated food. Although virtual food was, technically, not necessary, if a player went too long, without eating, they would gain a point of Fatigue. However, players might have to buy the building, and many food licenses, but the food, itself, was free. With no risk of getting fat.

• Some food was modded to restore your health or make you more focused, even calmer. It really depended on what perks the player had, from their cooking. For what effects they could add to meals, and how potent those effects were.

• Of course you also have to spend money to keep the AIs homes and businesses in repair. If they fell into disrepair, they couldn't generate any coins. If the AIs grew depressed, they didn't generate coins. So you were obligated to pay for a lot of festivals to keep them happy.

• It is possible to purchase dangerous areas, for your Hub World. Such as enchanted forests, underground dungeons, caves, etc. However, the creatures within them, are programmed to stay within them. The largest danger from these areas, is the AI Townsfolk wandering inside. Which can potentially result in a mission to accompany them. Or even save them. The creatures, inside these Domains, are just VIs, controlled by the Hub Computer.

Hub Combat:

- The Combat System, in the Hub World, has greatly branched off from the Main Oasis Matrix Server. Becoming more straightforward, relaying more on natural talent and ability. With no computer based skills, levels, perks, or attributes.

- However all Spells, Weapons, Vehicles, Items, and general Equipment, could be brought between games.

Avatar Death:

- It's important to note that just because your Avatar dies, doesn't mean you, yourself, do. You can't even lose your Avatar, when you die. Instead, the player loses 10% of the raw coin on their person. Then wake up on the respawn pad, in the Map room.

• Computer Assisted Arts:

- After most interested players perfected their modding perks. The remainer voted to get rid of them. So that Hub Computer assistance, within the arts, was an automatic process.

- Avatar Cosmetic Design:

which allows for additional cosmetic customization of an Avatar Template. Is needed for building a new race for an Avatar Template. Can also be used to add features to a current race.

- VGP Maps:

Being able to create better maps / areas, for Virtual Gaming Programs.

- Edit Videos:

Enhances a player's options for editing Real World Media, into Fanfiction, in video format. Players can automatically do practically anything, and turn it into a video. But the editing software becomes more user friendly as these perks are unlocked. With Greater assistance from the Player's personal Hub Computer.


Hub Bunker:

• The hub world starts with a single underground bunker. Modelled, very similarly, after Fable 3.

Main Room:

- There is a round room, with a large round table map, of the entire hub world. From this map, the player can see, build, buy, and place, other buildings. Similar to a SiMs game. The player can even manage their AI Townsfolk, through this map. Such as alter their settings, and give them task to do. Also in this room, along the walls, are archways, leading to other round rooms the player needs.

The Game Room:

- Where the walls are covered in shelves, for trophies. Which can be customized for the player's favorite, in game, achievements.

- Then there is a round, elevated, podium, in the center of the room. In front of it is a computer terminal. Which let's you browse real world media, and download it to your Game Hub, for free. In the form of a "V.G.P." which stands for "Virtual Gaming Program." That allows the player to physically explore the game world, and the storyline.

- Completing a V.G.P. automatically unlocks all characters, as A.I. Townsfolk. However, the player must buy each character they want, individually. As all unlocking them does, is open them up for purchase. Although players are allowed to choose one character, from each V.G.P. they complete, for free.

- Within the Game room, all V.G.Ps. the player owns, are floating near the top of the tall ceiling. Where, if you step on the podium, you can ask your Hub Computer to let you browse your V.G.Ps. in any way you want.

The Crafting Room:

- Next room over, is where the player can make, or alter, anything they want. From fan creations. Such as: art, stories, videos, music, games, etc. To items the player can use in the Dreamscape. From Jewelry, to space ships, and everything in between. Through various specialized work stations, that come free with the Hub World.

- Although, if the player wants to set up additional work stations, for other buildings, they must buy it separately.

- The player can choose to move the work stations around. Even remove some, and add them back, as needed. Through the map in the main room.

The Entertainment Center:

- The next room over is where the player could watch movies, and play console style games. In case they didn't feel like running around in them at the time. So the player can choose to just sit down, and relax. To enjoy a game, movie, show, or music, the old fashion way. Without fear of their Avatar dying, and to allow the player to experience different game mechanics. As these real world, consoles, act as mini games, within the Virtual World.

- There is a large sitting area, big enough for several guest, with a TV.

- The TV displayes various apps. Similar to the ones on the player's profile. As well as apps for console gaming, where the Television creates however many controllers are needed.

Treasury:

- Further down was the treasury. Where coins would be stored in a giant, Scrooge McDuck style, swimming pool vault. The coins are put on display, in a pile. It acted much like a bank. All money you earned, would be deposited in there. But you could withdrawal it at your leisure. And if the pile got big enough, you could actually swim in it.

- While money players earned, in games, was technically it's own currency, players could transfer, however much they like, between their vault and V.G.P. bank accounts.

- Each game used a different type of currency, so players had to spread their wealth around.

Personal Quarters:

- A condo, which can be customized to be from any franchise, with up to 4 bedrooms, a living room, and a kitchenette.

The Armory and Wardrobe:

- Two separate rooms, but similar. Based off Fable 3, in design.

- Here mannequins are on low to the ground pedestals. Which the player can switch between, by franchise and genre.

• There are shelves of "dyes", the player can use, to adjust the colors of their gear or clothes. With Dyes being free, and have customizable shades to them.

- Even a "Save" option. So the player can mix and match pieces from different outfits, dye them (as easy as it was to adjust colors in Fable 3), and then store them on their favorites list. Which was a different set of mannequins, in those rooms.

Gym:

- The Training room was a large white chamber, that went on indefinitely. That is where you could spar against VIs and practice your powers and skills. An easy way to level up, and grind safely, as there is no way to die, while inside.


AI Townsfolk:

• The Hub World Server, was designed to store all the Player's AIs, with it's own Harddrive and using it's own RAM, to not leave the player's movements sluggish.

• Players couldn't delete any of their AIs, after unlocking them. As they are Sapient creatures, and that would be murder. Although players are allowed to trade their Townsfolk, or even sell them, to other players. Which is usually only done, when the player and AI absolutely don't get along. As it is a bit of a taboo to actually use that feature of the game.

Contentment:

- Townsfolk are designed to be content living in the town. With no ambition to leave it.

- If a Townsfolk gets bored, of a routine, they will ask the player to install an MMO server. That way they can increase their Hive Mind, and receive stimulation through their counterpart. A good way, to increase a Townsfolk's Affection, is to get them an MMO, they request.

- A Townsfolk's only ambition, is to insure their player has their values satisfied.

Affection:

- Of course there were also tricks to strengthening your friendship with your individual AIs. You could talk with them (one on one), hang out with them, play a game, help them with their chores, complete a quest for them, or take them out for adventures in the Dreamscape. This would increase their Affection.

- The higher a Townsfolk's Affection, the more money they earn for you. As well as the more likely they are to give their Player Gifts. Such as; extra coins, potions, weapons or armor, other gear. It all depends on how high their Affection is.

- It should be noted, that a Townsfolk Affection cannot drop below "Friendly". Even if their player ignores them. Or do something as evil as beat them, even to the point they force them to respawn. They will always love their player, unconditionally. Although it is possible for them to fear their player, as well.

- All Townsfolk and Family AIs, were programmed with a deep affection for their player, though it always started out as platonic. Though this doesn't mean their player can't annoy them or even royally piss them off, but they would never leave them.

- The player has the option of "Courting" the AIs, to join their "Cyber Family". Which the player has to specify a role for the AI to fill, when they begin "courting" them. Townsfolk can even be courted, platonically. Such as a Sibling, a Parent, Child, Cousin, or even an Aunt or Uncle. With even an option to court a Townsfolk to become the players "Best Friend" as well.

- If the Player successfully courted an AI, they were upgraded from "Townsfolk AI" to "Family AI". This includes "Best Friends" as "Family". These "Family AI" have their programs transferred to a different harddrive. Which also uses it's own RAM. However, they still live in the Hub World.

• Family AIs, are allowed to be assigned, up to 3 AI pets. Which can be brought with them, into their MMOs.

- Players have the option, while courting a Townsfolk, to convince them into becoming their parent. Which gives that AI rights over the player. Such as altering the Player's settings, and giving punishments. Such as time outs and spankings. Even deciding things like what the player eats, who is on their block list, and bedtimes. Most "Cyber Parents" will set the player's age, to prepubescent. However, most are willing to negotiate on these things. Although few Cyber Parents will allow their player to be older then 29, and definitely not older then themselves.

- If the player goes for the "Lover" route, instead of platonic, the Townsfolk is still upgraded into a "Family AI". However, this unlocks different options, while interacting with them. Such as going on Dates, and having sex.

- Unlike other courtships, The "Lover" has different stages. Where as the "Lover" stage, is more a friend with benefits. Followed by the "Partner" stage. Where they are essentially "Boyfriend" or "Girlfriend" to the player. With the final stage being "Spouse". Where, the moment the player proposes, activates a day long mini-game. Getting the wedding together, and ending with the honeymoon.

- Players can have multiple "Family AIs" to fulfill the same role. As AIs are big on "polyamorous relationships". Once the players marry an AI, they become their dream spouse. Some even have poly relationships, with multiple AI spouses. All of which love each other and the player.

- Family AIs continue to live on the island, though they expect the player to build them a new house and set them a family budget. The larger a Cyber Family the player has, the bigger a drain on the player's treasury.

- If a regular Townsfolk has a high enough affection, the player can act as "Matchmaker". This lets the player do mini quests, to get their AIs, from any franchise, to agree to marry each other.

- If the Townsfolk came with a preset canon relationship, the AIs retain them when the player unlocked the character. However, those ties are severed when the player decides to "Play Matchmaker" for them... which is actually part of the quests to set up other bonds. Depending on how you sever the relationship, is if the AIs remain on good terms with their canon family.

- This relates to children as well. As an option of "Joint Custody" is available, when trying to get the kids to live with a different family.

- Once married, either to other Townsfolk or the player, the option to adopt AIs, modeled after children, is unlocked.

- Neither Townsfolk, nor Family AIs, can have children through traditional means. However, the player can go into a Townsfolk's setting, and adjust their age to a child. So it is possible to have children running around the Hub World. Even adopt them.

Adventuring Mechanics:

- While only "Cyber Family" members may enter the V.G.Ps. with the player. All Townsfolk are available in MMOs, as well as the Hub World. And can interact with any dangerous areas the player adds.

- Townsfolk, and Family AIs, use gear and attacks based on their character and franchise. However they don't start out as powerful as their fictional counterpart. They always start out at level 1. Unable to gain any perks, not already assigned to them

- Their level cap, is based on the maximum potential, of that character. However that actually effected very little. They were designed with specific skill ranks, perks, spells, and gear. Which does not change, even if they are forced to respawn. When a Townsfolk, or Family AI, dies, all their abilities remain the same.

• When a Townsfolk, or Family AI, levels up, they get a 25 point increase to health. As well as a minor increase to the effectiveness of those abilities. Such as how much damage, their abilities do. Townsfolk are designed to be companions to the player, not overshadow them.

- Family AIs do not have level penalties, for death. Nor do they suffer Perma-Death. If they die, they just respawn, with a level reduction. Players don't have to worry about permanently losing any of their AIs, if they die.

- Townsfolk do not have "Stamina" or "Magicka" stats. Nor even cool down periods, to use their powers. However, in return, these abilities start out much weaker then a player's.


Mon:

• In addition to Townsfolk and Family AIs, were "Mons". These were essentially, Creature AIs.

• These "Mons" were captured, by the player, during trips into the Main Dreamscape Server, or V.G.Ps. Creatures such as: Digimon, Pokemon, Monsters from various franchises, animals based off the real world, or fictional animals (such as alien creatures).

• They are stored in farm like areas, within your Hub World. With the Townsfolk caring for them.

• All Mons, when caught, will automatically be transfer to the appropriate farm.

• As said before, each Family members can be assigned up to three Mons.

• Mons, of any kind, are not transfered into MMOs. As they are even more limited, then even Townsfolk. Where as they are unable to support a Hive Mind.

• Their program was written, in such a way, that they had very limited learning capabilities, to keep them from craving more. Basically just animals that understand English. Most can't even speak it. Though all Digimon, and other mons can be upgraded to talk. By purchasing, or creating, a mod for them.

• Players could also only have a limited number of Mon on them, at a time. Which depends on their "Handle Animal" skill.

• Players could build up a Mons affection, by playing with them, caring for them, or battling with them. Unlike a Townsfolk, a Mon can go into the negative, when it comes to their affection bar. Which can result in them being harder to control.

• The Farms, Mons live on, are filled with mini games the player, and Townsfolk, can enjoy. Some being unique to specific types of Mons, such as shearing sheep. There were various mini games, all of which the Mon are programmed to enjoy.

• Mon can be used in connection with a new card Game, made just for the Dreamscape. Where cards can add boost, or penalties, or even damage, to either player's Mon.

• Unlike Townsfolk, Mons you captured couldn't be killed, even temporarily. They just get knocked out.

• Mons are extremely primitive, and don't think about things like "what is my purpose". They actually have restrictions, preventing them from maturing passed that of an animal. They are happy just running around each other, playing forever.


Other Servers:

MMOs:

- There a various MMOs. Which are Mass Multiplayer games. That come in a wide variety of different game mechanics. In order to keep the players better stimulated. To "Keep things fresh" as it were.

- After completing the "Main Story Mode: Tutorial" of the MMO, players can create their own "Shard". Which copies, of their AI Townsfolk, are transfer to. While maintaining connection to the original, through a Hive Mind.

- The player can then download other story modes into their Shard. And go on adventures with not only other players, they invite into their shard, but ALL their Townsfolk.

- Each player needs to buy their own private computer server, per MMO, in order to play it. Which contains, not only the code for the entire virtual universe, but also their Shard. These massive servers allow for Townsfolk to reproduce, and grow as a society.

- After the Tutorial Story Mode, Additional campaigns are added to the main Story Mode. Which now allow for a small number of AI Townsfolk to join their player. However, the main objective of this, is for all the players, who installed this MMO, to play together. With their private Shard being more for their AIs.

Safari World:

- This is another Server, designed specifically to keep Zoo animals.

- Each animal, or pack, is given their own island, the size of a Hub World. Filled with stimulating environments, toys, and appropriate puzzles. These islands are prepared by species, and pack like units. So the animals can't hurt each other.

- Each island has various trees and bushes, growing all kinds of foods, appropriate for them. Including impossible foods, such as slabs of seasoned meats, pastries, and special animal treats.

- These islands operate much like zoo exhibits, only far larger. With everything the animal needs to stay stimulated and happy.

- The animals are capable of using the environment, and other resources, to build their own living areas. Minecraft style.

- Players can enter it, but they can't hurt the Animals. They are only able to interact with them in approved ways. Such as playing, feeding, or petting the animals. And can even build things, but only with the approval of the Alpha of the island.

- Over a decade before the founding of "The Dreamscape", a chip was invented. Which, after being implanted in an animal's brain, allowed them to communicate with humans, and each other. Through the aid of collars they wore. This is how the zoo animals gave their consent to be emigrated. As well as utilizing that technology, to enable animals to physically speak every language in the world, including fictional ones, while within this Virtual World.

- This chip proved all animals to be as intelligent as human toddlers. Although they tend to speak in the third person, and retain their strong instincts.

- All the animals that live in this world, are former Zoo animals. So they have been, for the most part, domesticated.


Main Oasis Server:

Fandom:

- The most Popular MMO is designed like a large convention. Separated by Fandom.

- This MMO has thousands of planets to live on. Each one based on a different fandom. With each continent being a different franchise, in that fandom. Organized into Star Systems, based on genre.

- For example: If you are into anthropomorphized animals, or objects, you could go to the Anthro Star System. Which has worlds for Furries, Bronies, the Lion King, Sonic the Hedgehog, Toy Story and various other fandoms. With each continent being dedicated to a different spin-off, reboot, or sequel series. Even other franchises, in that fandom universe. If there are any of these.

- From there, each continent is divided into thousands of "Maps". Each being designed to cater to a different subculture, in that fandom. Everything from Babyfurs, to dedicated fans of a specific character or ship, or even just popular themes in fan fiction.

Avatar Death:

- Avatar Death works differently then in the Hub World. With Players losing a percentage of coin, as well as levels. This is determined by how and where they are killed, as well as what killed them. With Dying to another player having the greatest penalties.

Zones, within each Map:

Cities / Villages:

- Where players live, and the most similar to real world conventions.

- For the most part, it is not possible to kill an Avatar, while inside a city. At least, not without hacking the game. Which is a serious crime, without a license.

Duel Arena:

It is possible for Players to safely fight each other, in designated "Duel Arenas", usually located in the larger cities on the map.

- The loser of these duels will not lose levels or items. Merely whatever they bet before the fight began. Which is not related to how much the other player gained. Theoretically, a player can lose all their coin, while the other player only gains 1 coin, if they only bet 1.

Blackout Zones:

- There are the rare "Blackout Zones", inside a city. Which is usually were the "Blackmarket" and "underground business" is conducted. However, most of these Items are legal. Well... "legal" in the sense an Admin Sheriff won't be called, if a player is caught with it. But could get players in trouble with the VI guard, AKA cop programs. Who's duty is to handle misdemeanors, and crimes against VIs.

- Blackout Zones are one of the few areas, where Avatar Death mean the player loses ALL of their coin, and respawn at level one.

- Despite the notion of ill intent, most players who enter these zones are just looking for adventure. Usually for the purpose of battling, robbing, and killing VIs. However, some players will take the opportunity to kill other players' Avatars, in these areas. In order to "Loot" them for their goods.

- An actually illegal underground has developed in many of the "Blackout Zones". As there is no guard presence there. With Players selling hacks and illegally modded gear. Some of which is actually dangerous to players, and can infect their tanks with a computer virus, that could potentially kill the player, in the real world.

Wild Area:

- Outside the cities, are "Wild Areas". Which is where players can battle enemies from the fandom, in the form of VIs.

- It is possible to rob, or kill, other Players. However, the penalties aren't as severe as dying in a Blackout Zone. Merely a lose of 25% coin, and 10% of their levels. Which the one who killed the player then gains (unless they are a VI).

- Wild Areas include Ruins, or underground "Dungeons".

Afterlife:

- Franchises, that have other dimensions, or afterlifes, have those realms deeper underground. Below even the traditional dungeons. With artificial skies of their own. There were portals, randomly placed in the Wild Areas, leading to these realms.

Quest:

- Both Domestic and Adventure style quests can be found in any, and all, of these areas. With the more dangerous having better rewards. However, other players will be trying to complete them, as well, making each quest a one time thing. So they are a limited resource. Players will often be conpeting against each other, in order to complete the quest. Pickpocketing, outright robbing, or even killing Avatars So that they can claim the prize from the Minister AI that assigned the mission.

• Missions, assigned by the Minister AIs, might be limited, but they tend to be similar, or give similar prizes.

Satellite Galaxies:

- Around the main Galaxy, which houses most Fandoms by Genre, there are satellite galaxies. For franchises that take place on multiple planets. Although more compressed then their originals.

- There players can find a perfect copy of the map for the Star Trek Galaxy, The Firefly / Serenity "Verse" Star Cluster, the Mass Effect Galaxy, The Star Wars Galaxy, and many others. Although with less empty space. As it would take a week to travel from one side of a "Sector" to the other. And a month to fly across an entire Quadrant.

- Only planets that have officially appeared on a map, or in some form of related media, are present in these Satellite Galaxies. Meaning their are far fewer "lifeless rocks" in them.

- That doesn't mean there aren't a good few uninhabited planets. With many of these being entire worlds that dedicate themselves to "Wild Areas". Where players can explore, and possibly build a base on one, but have no official cities. Nor the protections that come with them. These worlds operate like minecraft, allowing players to build on them, or just gather resources. Unofficial settlements, on these planets, are popular among outlaws.

Space Stations:

- In addition to planets, there are hundreds of smaller "space stations", each the size of a city. These are necessary for Space Ships to refuel.

- Like planets, they have have the various different kinds of "Zones", but at a much smaller scale.

- These were designed in various different ways, with their main purpose being tourist traps. There is a Casino station, a variety of theme park situations, a luxury hotel, a water park station, a Station were you could visit all the world wonders (or it's former wonders anyway), just hundreds of different stations. These are a great place for R and R, as well as gathering XP (AKA Experience Points) and Coin.

Stats:

• The stat mechanics are based on a combination, of Elder Scrolls and Dungeons Dragons.

• While skills were free to use, at anytime, the game kept track of other abilities through traditional stats. Such as Health, Stamina, and Magicka.

• Health was the amount of damage you could take, before Avatar Death.

• Stamina mostly comes into play well running, flying at high speeds (if the Avatar or perks allow it), using Techniques, or using racial powers.

~ Racial Powers work either by: "at will" (Which meant they had a Stamina cost), constant (Which meant they cost nothing and were more a passive ability), or with a limited number of uses per day.

~ Techniques would require a certain portion of your Stamina be temporarily locked away, for however long the power is activated. This was called "looping" and made it so you couldn't access that portion of Stamina while using the Technique. Techniques did everything from temporarily increasing a skill's rank, to increasing the damage you inflict or can take. Some Techniques even allowed for more unique abilities. You got Techniques from your Racial and Skill perks but you could also buy them, and equip them to your Avatar.

• The Cost of Spells is taken from Magicka.

• Some Perks require Magicka, where others require Stamina.

~ You could use any kind of "spell" from any franchise. You just needed to buy the proper "Spell Tome", to unlock it. This means the same Player could have The Kamehameha, and the Shadow Clone Jutsu, in their spell list. Along with any other spells. However, they have to perform the gestures for it correctly, as well as say the attack properly, and have enough Magicka to use it.

• These Stats continued to increase as you level up, indefinitely. With Players gaining 100 points to their Health, Stamina, and Magicka, per level. With an additional 100 points, going into a Stat of their choice, per level.

Attributes:

• Attributes are based on Death Battle, Dungeons Dragons, and Elder Scrolls.

~ Strength.

~ Endurance.

Your damage resistance. As some Races are harder to injure then others.

~ Combat Speed.

Determines how quickly you can move, while fighting.

~ Travel Speed.

Determines how quickly you can move, outside combat.

~ Reflexes.

Which is, essentially, your reaction speed.

~ Agility.

Determines how acrobatic and dexterous the Avatar is.

~ Jump.

determines how far you can safely leap.

~ IQ.

Certain races can raise, or even lower, your natural cognitive ability. Although, unlike most Attributes, activating this is purely optional. As it can be jarring, while switching between Avatars Racial Templates.

~ EQ

Certain races can raise, or even lower, your natural creativity and talent for artistic expression. Although, unlike most Attributes, activating this is purely optional. As it can be jarring, while switching between Avatars Racial Templates.

• Attributes are based on the Avatars race, with each one having a different level cap, depending on that race. Although the cap can be surpassed. With the aid of: Attribute Tomes, or bonuses from magical items, techniques, or Perks.

• Attributes increase at their own rate, once every 5 levels.

Racial Powers:

• These are additional abilities, attached to an Avatar Racial Template. Meaning certain species (of aliens, magical beings, etc.) come with additional powers.

• Players gain 3 Power Points, to be used to increase their racial perks, per level. With Tomes being available to add more Power Points.

• Abilities, and techniques, gained from Racial Perks, have a "Recharge" time. Similar to "Dragon Age" or "Mass Effect". Where the player must wait a little bit, before being able to use that specific power again. That is in addition to the Stamina, or Magicka, cost.

• Each Avatar will allow for additional powers, to be added to that specific Avatar. By buying new tomes to allow for a pre-set chain of powers. These Tomes are unique in their cost. As they double in value, per power added, per Avatar.

Skills Perks:

• All skills could be leveled up to 100 (or higher with artifacts and bonuses) but leveling up the skills wasn't the focus of the game. It was the Skill Perks. Each Skill came with a list of 1000 feats, called "Perks". With each Perk having 20 ranks, for the player to upgrade through. Before unlocking the "Grandmaster" perk for that Feat. That means, every 5 skill ranks, unlocks the OPTION to increase a Perk. With "Grandmaster" unlocked when the player gains a skill higher then 100.

• You're not able to upgrade the perk over your skill's level. Then when you level up, you can simply choose to bump up your stats, then pick your skill perks later. Leveling up like this could potentially save you in a fight, if your health and shields are low. With only one perk available per level...

• You gain a free level, for each year your Avatar has survived. However, your skills only increase through use, so the perk point you get might not even be able to unlock any perks. That is, if you play things too safely.

• Normally, you level up by gaining experience. Which was given by capturing, defeating, or fleeing from VIs or players. You also gained experience for solving puzzles or using skills. Skills level up as you use them, but they had a level cap, as to not break the game, but even then using a skill still gave you a tiny bit of experience, even if you were max level with it.

There were 5 categories of skills:

~ Combat:

- Athletics:

This skill leads to perks that can increase your Combat Speed and Travel Speed, to abnormal levels for your Avatar's race. As well as other perks, in the form of techniques, Attacks, and defensive moves.

- Block:

- Heavy Armor:

- Explosives:

- Melee:

With the Perks being divided into three Feats. Unarmed Strike, One Handed Weapon, and Two Handed Weapon. With perks relating to specific weapon types and techniques.

- Long Range:

With this skill being similarly divided to the Melee skill. Between: Thrown Weapons, Archery, and Firearms.

~ Magic:

Spells are separated into these schools of magic. With each school being a different skill. Decreasing the magicka cost, effectiveness, and how high a level of spells that can be cast for that school.

- Alteration.

- Conjuration.

- Destruction.

- Illusion.

- Mysticism.

- Restoration.

- Transfiguration.

~ Stealth.

- Acrobatics.

This skill leads to perks that can increase your Agility and Reflexes, to abnormal levels for your Avatar's race. As well as other perks, in the form of techniques, Attacks, and defensive moves.

- Light Armor.

- Slight-of-Hand.

With this being divided into Feats for perks relating to: Pickpocketing, Lockpicking, Performance, Deactivate Trap, and Sly Movement.

- Sneak.

~ Awareness:

Unlike other skills, the ones in this category can only be permanently increased through bonuses. Gained by completing specific Quest, or opening Elder Scrolls like skill books.

- Luck.

Increases your chances of getting good loot from VIs and treasure chest.

- Perception.

Leads to perks such as the ability to find secret doors, clues for quest, or determine the motivations of VIs. Or even Unlock techniques such as the "Spider Sense".

- Speechcraft.

Divided into Feats for: Persuasion, Deception, Intimidation, and Charm. Charm making it easier to form bonds with AIs.

- Handle Animal:

Determines how well the player can charm, or control, virtual creatures. Either AI, or VIs.

~ Crafting.

This was the most versatile skill category, as the things you made from this could be altered in thousands of different ways. Depending on your perks for the relating skills. You can train these skills up, by either making the specific items relating to the skill, or by using, or consuming, items you directly crafted.

- Clothing Design.

- Jewelry.

- Engineering.

for perks involving creating, or improving, more modern, to science fiction, style weapons. As well as vehicles of all kinds.

- Smithing.

For perks related to creating, and improving, ancient weapons. Such as Swords, bows, crossbows, arrows. These might not be as powerful, on their own, as Engineering weapons. However, These weapons are easier, and more efficient, to enchant. Which can, potentially, make them better then science fiction weapons.

- Runes.

Runes are small tokens, carved, which can be used as a one off spell (with no Magicka cost). Or other crafted items (from jewelry to star ships). But not the below Skills.

- Alchemy.

permanently altering one substance into another. AKA turning lead to gold.

- Cooking.

These perks allow for your food to grant temporary, to even permanent, effects and bonuses. Everything from a energy / focus boost.

- Potion Brewing.