Hello! I had the idea for this story a while ago and decided it might make a fun RPG, with limited numbers. However, after getting into the story, I realized that it would require quite a lot of railroading (rigid game structure). I hate railroading. Unable to find a fix at the time, I dropped the whole project.
Recently, I figured out how to redo this. So once again, here is the Dream of Two Worlds. This time, we have more numbers, more options, and less railroading!
*Story*
Once upon a time, there were two misfortunate worlds. They were different in some ways and the same in others. They both suffered a catastrophic event in the past, experience strange events in the present, and potentially face a very short future. Although they are two worlds, they are connected and their fates seem to be intertwined.
Earth is the world of the humans and angels. Science and technology have reigned here for thousands of years. At their height, humans were able to bend the laws of physics and create amazing machines. But they brought about their own doom when a nuclear war broke out, obliterating many nations. Nuclear winter set in with heavy radioactivity and low light.
Everything seemed to be at an end, but many survivors came to a place called Metro City. Using what technologies they could find at that desperate hour, they built a thick wall around the city. A forcefield connected to this wall kept out most of the radiation. But even these survivors felt themselves in danger, so they prayed to God as a last ditch effort.
Terra is the world of the Pokemon and legendaries. Magic and wilderness have reigned here for thousands of years. While keeping nature mostly intact, Pokemon learned to tame its powers and do fantastic things. But they brought about their own doom when an experimental spell created a chaotic plague of madness. The victims turned violent and mindless, destroying anything that moved and infecting those they attacked.
As no cure could be found (for no victim could be restrained long enough for testing), the uninfected Pokemon hurried to find safety. They found Azure Island and raised a spiked reef and a magical force field to keep the infected Pokemon at bay. The rest of the world was razed, with almost all life destroyed. However, how long would the infected Pokemon live? And could they reach Azure Island? The survivors prayed to God for safety and protection.
And God answered the call of both worlds through curious means. Each member of the survivors became linked to another on the other world. A human would live out their day and go to sleep that night, to dream of a Pokemon from the other world. The Pokemon would go about its day, then sleep and dream of the human. Through these bonds of dreams, the people of both worlds became safe.
Other connections appeared in the two worlds. The angels and the legendaries became connected, just like the others. Ten individuals (five in each world) were given special knowledge and abilities in order to protect the others. And ten special places (five in each world) became direct connections between the two worlds, where things, words, and, according to legend, people can be exchanged. These places are called the World Mysteries, for they are like the Mystery Dungeons that are scattered in both worlds. The people were safe from the horror and destruction beyond their borders.
And then things changed.
It began seventy years ago when many of the immortal angels and legendaries contracted a sudden amnesia. All of the victims experienced lost memories and identities. At the same time, strange monsters known as Nightmares began to appear in dungeons. They killed all of the wild Pokemon and/or monsters living in the dungeons and harassed explorers who came inside. In regular Mystery Dungeons, the Nightmares were readily handled. But in the World Mysteries, the Nightmares were the strongest.
Ten individuals were immune to this amnesia: Dialga/Michael, Palkia/Gabriel, Giratina/Metatron, Cresselia/Raphael, and Darkrai/Azrael still held their memories. They were also the ten special Guardians, holding vital secrets for reasons unsaid. Suspecting a connection, they went into the World Mysteries to search for clues about the Nightmares and amnesia. They vanished during their search, with only one clue left behind: the World Mysteries were locked down so that only the first ten floors were accessible.
For a long time, nothing much seemed to happen. But in the present day, the mystery has become urgent. The Dreamless, the unfortunate souls that lose their bond partner in death, have been on the rise and are dying faster. The weaker Nightmares have been seen outside of the Mystery Dungeons. And that’s not the strangest of all. The strangest would have to be how, after an earthquake that rattled both worlds, reality seems to be losing its grip on itself.
No clues have been found in searches around Metro City/Azure Island and the regular Mystery Dungeons. That leaves only the dangerous World Mysteries to search. And there is good news in this: recent explorations have discovered that the forcefields that blocked off the deeper parts of these dungeons have vanished. The Guardians are rumored to still be trapped inside. These places demand only the best of explorers to unravel their riddles and mazes. You are the ones who have answered this call.
You will be playing two characters, one Pokemon and one human. Your characters are connected in that they dream of each other. They can only communicate in groggy thoughts in the transition between waking and sleeping. But in order to save one world, you may need information from the other. To save both worlds, you will have to be brave.
*The Fluidity of Dreams*
Earth and Terra are aware that the other exists. However, most residents believe that the other world is a complete dream world. Why is this? Various things don’t make sense to the inhabitants; humans think animals shouldn’t be able to talk, while Pokemon don’t think that the strange creatures in their dreams can exist. Which of the two worlds is real? That is part of the unanswered mystery of this game.
There is also the issue of time. Each world runs on a 24 hour day and most people have 6 to 8 hours of rest during that time. Yet it seems that in a bonded pair, only one can be awake at any point in time. The human will go for a 16 hour day, then dream of a Pokemon that also has a 16 hour day. But the worlds seem to be in sync with each other when it comes to the passing of days and years. The Guardians confirmed that this was true, but never explained how or why it happens.
How this applies: Since you are playing a bonded pair, you can only play one character at a time. The human is always asleep when you’re writing the Pokemon’s actions, and visa versa.
*The Dungeon Mazes*
In this RPG, dungeons work similarly to the PMD universe (I have only played Explorers of Time, so that’s my basis). Floor arrangements are random, for the most part, and can change even as you are on that floor. Items can be found in several ways: just lying about, held by foes (who can use them), in treasure chests, and in sealed boxes. There are some obstacles that you may be unable to pass, but someone else can. Stairs/gateways are made to fit their dungeon theme: a forest dungeon won’t have an odd staircase in the middle of nowhere, but may have an archway or bridge made of vines or branches serving the same purpose.
Foes are different in that they are Nightmares instead of wild Pokemon. The human world of Earth also has Mystery Dungeons, of a decidedly more technological/sci-fi feel.
The World Mysteries (Dungeons) are special in that they hold the World Threads in their deepest chambers. These Threads are vital to the stability and safety of Metro City and Azure Island. Also, the WM have connections across both worlds. It is possible to communicate clearly with your bond partner close to the Thread Chambers. And some puzzles must be solved between both worlds: a wall in Terra might be operated by a switch in Earth.
Due to the presence of the Threads, the WM also hold their own guardians, monsters, and bosses aside from the Nightmares. For the past seventy years, only the first ten levels of each dungeon have been open. The deeper parts of the WM dungeons are now open (save for two), although no one is quite sure any more how many levels are in a WM.
As GM, I will play the World Mystery Dungeons.
*World Mystery Only Items*
Safe Crystal: Scattered throughout the WM are small rooms dominated by a large, floating, glowing, white crystal. No monsters will appear in a room with a Safe Crystal, making it a natural rest point.
Teleport Glass/Lens: A square piece of glass, it can be used at any Safe Crystal to teleport out of a WM, then return to any level you have previously been on. Unless it’s a stable level (like the World Thread level), the maze has probably rearranged itself while you were gone. The Glass shatters into dust, then nothingness, upon return. The Lens is a rare treasure and can be used repeatedly. On Earth, the Glass is framed with tin and the Lens is framed with steel. On Terra, the Glass is framed with a grassy material and the Lens is framed with bamboo.
At the start, all Teleport Lens users will find their devices zeroed out (no stored levels).
Slumber Orb: A strange new item that has only appeared in recent days. When you expose a Slumber Orb to a Safe Crystal, you can fall asleep and immediately transfer to your other character. If each of your characters is holding a Slumber Orb, they can swap back and forth at will when at Safe Crystals. This WILL be the first treasure you find in a WM treasure chest after the RPG starts, so you can’t start with one.
*Dungeon List*
Mundane Mystery Dungeons can be invented by players at any point. Make sure they fit the major theme of each world (Sci-fi for Earth, Fantasy for Terra). Puzzles will occur in paired dungeons; the button to open a sealed door in Astral Tower will be in Clock Tower, not in Old Waterworks.
WM Central
Earth: Clock Tower
Terra: Astral Tower
Giratina/Metatron went here. At the start, the entire WM Central is sealed shut.
WM North
Earth: Old Waterworks
Terra: Crystal Cave
Darkrai/Azrael went here.
WM East
Earth: Derelict Factory
Terra: Sky Palace
Dialga/Michael went here.
WM South
Earth: Cathedral of Dreams
Terra: Candicake Forest
Cresselia/Raphael went here.
WM West
Earth: Cyber Cafe Enigma
Terra: Bewitched Mountain
Palkia/Gabriel went here.
*Angels and Legendaries*
In the old days, the Earth angels and the Terra legends kept mostly hidden, helping the mortals of their world by fending off supernatural phenomenon. They had no hand in the great disasters, but they also did nothing to stop them. They did help the survivors get to safety. Once the supernatural came into the open in order to protect those mortals, the immortal angels and legends came out as well.
But aside from the ten Guardians, the angels and legends no longer remember those days. Since the incident seventy years ago, a cyclical amnesia continually strikes these individuals every fifteen years. The problem has not been explained yet. It has been noticed that the Nightmares seem to increase in numbers after the amnesia strikes. As of the start of the RPG, the angels/legends only remember the past ten years of their lives.
Angels are always bonded to a legendary Pokemon, and visa versa. I used traditional Judeo-Christian names for the Guardians. However, if you wish to play a legendary, you may pick any suitable mythological name for the angel partner. Suitable meaning that I will not accept Hades, Satan/Lucifer or the like under any condition, and I will not accept Thor for a partner to Entei or Suicune. Thor for Raikou would be fine.
Most angels have wings, but a wingless angel would be acceptable. You just wouldn’t be able to fly.
You can not play the ten Guardians, and I control Arceus/Gaia. Any other legendary or angel is available. Celebi can’t time travel, though.
*The Dreamless*
Death is a constant threat and in the connected worlds, it has devastating consequences. You are connected to your partner from the moment you are born and it is this bond that keeps you safe. Should the Pokemon die, its human partner would fall into a state known as Dreamless (and visa versa).
The Dreamless wake up screaming after the moment of death. They are highly emotional and inconsolable at first (often incomprehensible as well). After two or three days, the Dreamless fall into a state of lethargy, insomnia, and apathy. This continues until the Dreamless victim either connects to another partner (nearly always another Dreamless in the other world) or dies. It is said that the Dreamless will always be dead by the fortieth day after their partner’s death if they don’t get another partner. Lately, the Dreamless have been dying much sooner.
In both worlds, the Dreamless are well taken care of in hopes that they find another partner.
Player characters cannot be in a Dreamless state unless you quit and I kill one of your characters. You can have being Dreamless in your history if you wish, if you are playing a human/Pokemon pair.
*The Explorers Guild*
The Guild for both worlds operates much like the PMD games (admittingly, true explorations are rare cases these days…). There’s a Guildmaster, jobs get posted, most members are part of teams, there’s dues to be paid, etc. Living at the Guild building is optional, as you are a top member, not a newbie apprentice.
When it comes to the World Mysteries, the Guild has special obligations. Guards are always posted at the WM entrances so that no civilians get lost inside (missing person missions in WMs nearly always end in death). Only top rated explorers can get permission to enter them, as they are extra dangerous. And, perhaps obvious by now, no civilian can be taken along as an escort.
You have the option of being a solo explorer or being part of a team. You can make up your own or, with permission, be part of another player’s team. If you wish to be part of a large generic team, you may join Team Orange on Earth or Team Marvel on Terra. If you’d like to be the leader of Orange or Marvel, you’d better have a darn good sign-up.
*Dream Effects*
Reality is beginning to unravel. At first, the effects will be barely noticeable. You will find yourself misplacing minor items, or maybe your memory of some small detail will differ from your friend’s. Later on, things will become noticeable. Objects will change color when you’re not looking at them, distances will seem warped, and, later on, things will inexplicably appear where they’re not supposed to be. Like a tree growing in the middle of a street on Earth or a car appearing on Terra. I’ll keep you informed of how severe dream effects are.
Nightmares are strange creatures that appear to be nothing more than an inky outline. They can be quite powerful. Nightmares take many forms, mostly that of Pokemon or humans. Other creatures may appear as Nightmares, though.
*Rules*
1. Obey all SPPf and RPG forum rules.
2. Respect your fellow players.
3. Part of 2, no godmodding.
4. This RPG is rated PG. More G than anything, but some parts may stray past that rating. No foul language.
5. You will be playing two characters, either human/Pokemon or angel/legendary.
6. You will play one character at a time, as the other will be asleep. There will be occasional exceptions to this, like the starting posts, but while in a dungeon, you must use a sleep transition to switch characters.
7. Be reasonable with any found items.
8. If signing up as an angel/legendary pair, you may only mention history beyond ten years briefly (in maybe two sentences). You must still make up an acceptable length History section out of those ten years. This will prove your ability to play the character.
*Sign-up Sheet*
Pairing: Either Human/Pokemon or Angel/Legend. Again, not the ten Guardians.
Earth
Name:
Gender: Angels are always genderless, Humans never are.
Age: As an experienced explorer, you cannot be under 18 years of age. For angels, put ‘Several thousand’.
Team: ‘Team Name’ or ‘Solo’
Description: 4+ lines.
Personality: 6+ lines I skew acceptance heavily on believability of the Personality section
History: 8+ lines
IQ Skills: You may pick five, mix and match from any skill set. If you make up your own, describe it well. If you want Dimensional Scream, that goes here. You are not allowed: Absolute Mover, Time Tripper, Vertigo, Non-sleeper (that would prevent use of Slumber Orbs), any base skills (those are automatic for all, but ignore Dedicated Traveler).
Key Items: You may have up to 3 between both characters to start with. This is stat-boosting gear (like the Bows), anything that manipulates dungeon objects, Teleport Lens, and the like. Does not include one-time use items like Seeds and Orbs.
Weapon: Since humans rely on technology, and they don’t have a handy skill chart like the Pokemon do, you need to describe the weaponry your human uses. Just about anything works with a good description and/or technobabble. Angels can have, well, rather more mythical weapons.
Terra
Name:
Gender: Genderless counts, but it’s preferred that you have a gender identity.
Species: As an experienced explorer, you are not allowed to be a baby-stage Pokemon. Final stages are preferred. Second-stage or first-stage-of-two will be considered if a good case is made for them in History.
Team: ‘Team Name’ or ‘Solo’
Description: 4+ lines. Please, no shinies.
Personality: 6+ lines Bond partners are said to be like two sides of the same coin, so they should have some common factor here.
History: 8+ lines
IQ Skills: You may pick five, mix and match from any skill set. If you make up your own, describe it well. If you want Dimensional Scream, that goes here. You are not allowed: Absolute Mover, Time Tripper, Vertigo, Non-sleeper (that would prevent use of Slumber Orbs), any base skills (those are automatic for all, but ignore Dedicated Traveler)
Key Items: You may have up to 3 between both characters to start with. This is stat-boosting gear (like the Bows), anything that manipulates dungeon objects, Teleport Lens, and the like. Does not include one-time use items like Seeds and Orbs.
Accepted (no limits, yay!)
TheSequelReturns: Kail (swordsman) & Lucas (Gallade)
Slipomatic: Kelar (mercenary) & Arla (Glaceon)
Foo Fighter: Gaz (cop) & Ishmael (Garchomp)
Manaphy Mare: Reuel (glaive-user) & Deoxys (Normal/Speed forme)
Purplepassion: Arlea (baton fighter) & Genevieve (Kingdra)
Hazel Nut: Tatyana (gunslinger) & Cerlene (Delcatty)
Zincspider: Raziel (swordsman) & Lugia (Lugia)
Krug: Richard (gunman) & Zalmoxis (Flygon)
greywolf123: Nate (mixed fighter) & Serra (Gardevoir)
Pending
Reserved (primarily for people who want a specific legendary/angel pair)
handymankg2: human/Pokemon
Skillfulness
These are my honorary characters, for when I’m not controlling the World Mystery Dungeons.
Pairing: Angel/Legend
Earth
Name: Gaia
Gender: genderless, prefers feminine designations.
Age: Several thousand
Team: Guildmaster
Description: Gaia appears to be a brown-skinned woman in her twenties, with blue eyes and mossy green hair that varies between at her shoulders to down to the floor, depending on her mood. She doesn’t have wings like other angels, but she does smell like dirt and trees (a good version of that scent). She has an hourglass figure with dainty hands and feet.
Gaia’s wardrobe consists primarily of earthy colors: green is her particular favorite and it is rare to see her in black or white. Her clothes are of natural fibers, sometimes even rustic looking. While she doesn’t care to be glamorous, she will dress up on special occasions.
Personality: Gaia is, as may be expected, motherly and down-to-earth. She seeks to help others at every occasion, even giving up her own personal glory to see to it that younger beings get noticed for their efforts. If caught in battle, she will never go for flashy effects, preferring much more mundane and practical styles. And she will always prioritize another’s safety over her own.
She is, though, slow. She has deep knowledge and wisdom that can get past her amnesia barriers. However, she has a tendency to wait and see, to move slower than others, and to speak a bit slowly. People have said that, in an emergency, she can move quickly, but this is rarely seen. They have also said that her anger is terrifying to be on the receiving end of, but that happens even more rarely.
History: Gaia is respected enough in the community that she has led the Explorer’s Guild for a hundred years, despite losing her memory every fifteen years. Ten years ago, she recovered to find that a man called Leon was her personal assistant. Having prepared for this, Leon was able to get her back on track as the Guildmaster with only a month’s downtime.
This time, she put out a call to all Explorers to search Metro City for any clues about the building mysteries. She was one of the first to realize that reality was fraying, even though the signs were small. She couldn’t go into the World Mysteries herself at the time, as she had to keep the younger groups busy with other things so that they didn’t go into the dangerous places trying to be heroes.
IQ Skills: Vertigo (has a mysterious effect), Map Surveyor, Bodyguard, Self Curer, All-Terrain Hiker
Key Items: Teleport Lens, Green Bow
Weapon: When in a dungeon, Gaia wields a giant mossy wooden hammer capable of causing the floor to tremble. When she really puts her strength into it, it has an effect like Earthquake.
Terra
Name: Arceus
Gender: Genderless, prefers feminine designations.
Species: Erm, Arceus.
Team: Guildmaster
Description: Arceus holds an otherworldly look to her, even in the mystical world of Terra. She has a gazelle-like form, with four tall and slender legs, a long neck, and a head shaped like that of a deer. She has short white fur over most of her body and has black eyes. The most otherworldly thing about her, though, is the golden halo that encircles her body. It has rays that shift and change constantly. Sometimes she equips special items which change her halo’s color and her elemental type. No one else knows how this works.
Personality: Arceus is caring and modest, known for helping out younger teams as much as she challenges them. She often goes after explorers who have gotten in over their heads and doesn’t badger them about it unless they don’t understand the trouble they’re in. She keeps flowers growing in her office and is more enthusiastic about a beautiful landscape than a rare item.
She is also very odd, especially when you’re not used to her. It is said that she can lie down and meditate anywhere, not letting anything around her disturb her internal thoughts. She also speaks in nonsensical phrases often, which means she’s either crazy and weird or mysterious and wise. Even longtime Guild members are not sure which view of her is the truth.
History: Arceus is undoubtedly one of the most unpredictable Pokemon around, making things a hassle for her assistant Charlie the Chatot. He couldn’t even tell for certain when the amnesia struck, as she remained just as puzzling as before. However, a few of the other legendaries in the Guild were easier to tell when they were hit by amnesia, so Charlie took over for a month until Arceus proved that she could manage things once again.
She had been observing the apprentice teams when she noticed odd discrepancies that couldn’t be dismissed as youthful mistakes. One member would describe a large tree in a forest dungeon as being an apple tree, while another stated that the very same tree was a walnut. Further investigations showed that if the tree was discussed at the time the group was there, they all agreed on what it was. But if it were not discussed until later, there might be two or three different interpretations of it. It started in the Mystery Dungeons, but has recently slipped out into ordinary places as well.
As that is one of the signs of reality being in trouble, she decided to call on the most experienced teams affiliated with the Guild to investigate the matter.
IQ Skills: Vertigo (has a mysterious effect), Map Surveyor, Bodyguard, Type Advantage Master, Concentrator
Key Items: Teleport Lens
Recently, I figured out how to redo this. So once again, here is the Dream of Two Worlds. This time, we have more numbers, more options, and less railroading!
*Story*
Once upon a time, there were two misfortunate worlds. They were different in some ways and the same in others. They both suffered a catastrophic event in the past, experience strange events in the present, and potentially face a very short future. Although they are two worlds, they are connected and their fates seem to be intertwined.
Earth is the world of the humans and angels. Science and technology have reigned here for thousands of years. At their height, humans were able to bend the laws of physics and create amazing machines. But they brought about their own doom when a nuclear war broke out, obliterating many nations. Nuclear winter set in with heavy radioactivity and low light.
Everything seemed to be at an end, but many survivors came to a place called Metro City. Using what technologies they could find at that desperate hour, they built a thick wall around the city. A forcefield connected to this wall kept out most of the radiation. But even these survivors felt themselves in danger, so they prayed to God as a last ditch effort.
Terra is the world of the Pokemon and legendaries. Magic and wilderness have reigned here for thousands of years. While keeping nature mostly intact, Pokemon learned to tame its powers and do fantastic things. But they brought about their own doom when an experimental spell created a chaotic plague of madness. The victims turned violent and mindless, destroying anything that moved and infecting those they attacked.
As no cure could be found (for no victim could be restrained long enough for testing), the uninfected Pokemon hurried to find safety. They found Azure Island and raised a spiked reef and a magical force field to keep the infected Pokemon at bay. The rest of the world was razed, with almost all life destroyed. However, how long would the infected Pokemon live? And could they reach Azure Island? The survivors prayed to God for safety and protection.
And God answered the call of both worlds through curious means. Each member of the survivors became linked to another on the other world. A human would live out their day and go to sleep that night, to dream of a Pokemon from the other world. The Pokemon would go about its day, then sleep and dream of the human. Through these bonds of dreams, the people of both worlds became safe.
Other connections appeared in the two worlds. The angels and the legendaries became connected, just like the others. Ten individuals (five in each world) were given special knowledge and abilities in order to protect the others. And ten special places (five in each world) became direct connections between the two worlds, where things, words, and, according to legend, people can be exchanged. These places are called the World Mysteries, for they are like the Mystery Dungeons that are scattered in both worlds. The people were safe from the horror and destruction beyond their borders.
And then things changed.
It began seventy years ago when many of the immortal angels and legendaries contracted a sudden amnesia. All of the victims experienced lost memories and identities. At the same time, strange monsters known as Nightmares began to appear in dungeons. They killed all of the wild Pokemon and/or monsters living in the dungeons and harassed explorers who came inside. In regular Mystery Dungeons, the Nightmares were readily handled. But in the World Mysteries, the Nightmares were the strongest.
Ten individuals were immune to this amnesia: Dialga/Michael, Palkia/Gabriel, Giratina/Metatron, Cresselia/Raphael, and Darkrai/Azrael still held their memories. They were also the ten special Guardians, holding vital secrets for reasons unsaid. Suspecting a connection, they went into the World Mysteries to search for clues about the Nightmares and amnesia. They vanished during their search, with only one clue left behind: the World Mysteries were locked down so that only the first ten floors were accessible.
For a long time, nothing much seemed to happen. But in the present day, the mystery has become urgent. The Dreamless, the unfortunate souls that lose their bond partner in death, have been on the rise and are dying faster. The weaker Nightmares have been seen outside of the Mystery Dungeons. And that’s not the strangest of all. The strangest would have to be how, after an earthquake that rattled both worlds, reality seems to be losing its grip on itself.
No clues have been found in searches around Metro City/Azure Island and the regular Mystery Dungeons. That leaves only the dangerous World Mysteries to search. And there is good news in this: recent explorations have discovered that the forcefields that blocked off the deeper parts of these dungeons have vanished. The Guardians are rumored to still be trapped inside. These places demand only the best of explorers to unravel their riddles and mazes. You are the ones who have answered this call.
You will be playing two characters, one Pokemon and one human. Your characters are connected in that they dream of each other. They can only communicate in groggy thoughts in the transition between waking and sleeping. But in order to save one world, you may need information from the other. To save both worlds, you will have to be brave.
*The Fluidity of Dreams*
Earth and Terra are aware that the other exists. However, most residents believe that the other world is a complete dream world. Why is this? Various things don’t make sense to the inhabitants; humans think animals shouldn’t be able to talk, while Pokemon don’t think that the strange creatures in their dreams can exist. Which of the two worlds is real? That is part of the unanswered mystery of this game.
There is also the issue of time. Each world runs on a 24 hour day and most people have 6 to 8 hours of rest during that time. Yet it seems that in a bonded pair, only one can be awake at any point in time. The human will go for a 16 hour day, then dream of a Pokemon that also has a 16 hour day. But the worlds seem to be in sync with each other when it comes to the passing of days and years. The Guardians confirmed that this was true, but never explained how or why it happens.
How this applies: Since you are playing a bonded pair, you can only play one character at a time. The human is always asleep when you’re writing the Pokemon’s actions, and visa versa.
*The Dungeon Mazes*
In this RPG, dungeons work similarly to the PMD universe (I have only played Explorers of Time, so that’s my basis). Floor arrangements are random, for the most part, and can change even as you are on that floor. Items can be found in several ways: just lying about, held by foes (who can use them), in treasure chests, and in sealed boxes. There are some obstacles that you may be unable to pass, but someone else can. Stairs/gateways are made to fit their dungeon theme: a forest dungeon won’t have an odd staircase in the middle of nowhere, but may have an archway or bridge made of vines or branches serving the same purpose.
Foes are different in that they are Nightmares instead of wild Pokemon. The human world of Earth also has Mystery Dungeons, of a decidedly more technological/sci-fi feel.
The World Mysteries (Dungeons) are special in that they hold the World Threads in their deepest chambers. These Threads are vital to the stability and safety of Metro City and Azure Island. Also, the WM have connections across both worlds. It is possible to communicate clearly with your bond partner close to the Thread Chambers. And some puzzles must be solved between both worlds: a wall in Terra might be operated by a switch in Earth.
Due to the presence of the Threads, the WM also hold their own guardians, monsters, and bosses aside from the Nightmares. For the past seventy years, only the first ten levels of each dungeon have been open. The deeper parts of the WM dungeons are now open (save for two), although no one is quite sure any more how many levels are in a WM.
As GM, I will play the World Mystery Dungeons.
*World Mystery Only Items*
Safe Crystal: Scattered throughout the WM are small rooms dominated by a large, floating, glowing, white crystal. No monsters will appear in a room with a Safe Crystal, making it a natural rest point.
Teleport Glass/Lens: A square piece of glass, it can be used at any Safe Crystal to teleport out of a WM, then return to any level you have previously been on. Unless it’s a stable level (like the World Thread level), the maze has probably rearranged itself while you were gone. The Glass shatters into dust, then nothingness, upon return. The Lens is a rare treasure and can be used repeatedly. On Earth, the Glass is framed with tin and the Lens is framed with steel. On Terra, the Glass is framed with a grassy material and the Lens is framed with bamboo.
At the start, all Teleport Lens users will find their devices zeroed out (no stored levels).
Slumber Orb: A strange new item that has only appeared in recent days. When you expose a Slumber Orb to a Safe Crystal, you can fall asleep and immediately transfer to your other character. If each of your characters is holding a Slumber Orb, they can swap back and forth at will when at Safe Crystals. This WILL be the first treasure you find in a WM treasure chest after the RPG starts, so you can’t start with one.
*Dungeon List*
Mundane Mystery Dungeons can be invented by players at any point. Make sure they fit the major theme of each world (Sci-fi for Earth, Fantasy for Terra). Puzzles will occur in paired dungeons; the button to open a sealed door in Astral Tower will be in Clock Tower, not in Old Waterworks.
WM Central
Earth: Clock Tower
Terra: Astral Tower
Giratina/Metatron went here. At the start, the entire WM Central is sealed shut.
WM North
Earth: Old Waterworks
Terra: Crystal Cave
Darkrai/Azrael went here.
WM East
Earth: Derelict Factory
Terra: Sky Palace
Dialga/Michael went here.
WM South
Earth: Cathedral of Dreams
Terra: Candicake Forest
Cresselia/Raphael went here.
WM West
Earth: Cyber Cafe Enigma
Terra: Bewitched Mountain
Palkia/Gabriel went here.
*Angels and Legendaries*
In the old days, the Earth angels and the Terra legends kept mostly hidden, helping the mortals of their world by fending off supernatural phenomenon. They had no hand in the great disasters, but they also did nothing to stop them. They did help the survivors get to safety. Once the supernatural came into the open in order to protect those mortals, the immortal angels and legends came out as well.
But aside from the ten Guardians, the angels and legends no longer remember those days. Since the incident seventy years ago, a cyclical amnesia continually strikes these individuals every fifteen years. The problem has not been explained yet. It has been noticed that the Nightmares seem to increase in numbers after the amnesia strikes. As of the start of the RPG, the angels/legends only remember the past ten years of their lives.
Angels are always bonded to a legendary Pokemon, and visa versa. I used traditional Judeo-Christian names for the Guardians. However, if you wish to play a legendary, you may pick any suitable mythological name for the angel partner. Suitable meaning that I will not accept Hades, Satan/Lucifer or the like under any condition, and I will not accept Thor for a partner to Entei or Suicune. Thor for Raikou would be fine.
Most angels have wings, but a wingless angel would be acceptable. You just wouldn’t be able to fly.
You can not play the ten Guardians, and I control Arceus/Gaia. Any other legendary or angel is available. Celebi can’t time travel, though.
*The Dreamless*
Death is a constant threat and in the connected worlds, it has devastating consequences. You are connected to your partner from the moment you are born and it is this bond that keeps you safe. Should the Pokemon die, its human partner would fall into a state known as Dreamless (and visa versa).
The Dreamless wake up screaming after the moment of death. They are highly emotional and inconsolable at first (often incomprehensible as well). After two or three days, the Dreamless fall into a state of lethargy, insomnia, and apathy. This continues until the Dreamless victim either connects to another partner (nearly always another Dreamless in the other world) or dies. It is said that the Dreamless will always be dead by the fortieth day after their partner’s death if they don’t get another partner. Lately, the Dreamless have been dying much sooner.
In both worlds, the Dreamless are well taken care of in hopes that they find another partner.
Player characters cannot be in a Dreamless state unless you quit and I kill one of your characters. You can have being Dreamless in your history if you wish, if you are playing a human/Pokemon pair.
*The Explorers Guild*
The Guild for both worlds operates much like the PMD games (admittingly, true explorations are rare cases these days…). There’s a Guildmaster, jobs get posted, most members are part of teams, there’s dues to be paid, etc. Living at the Guild building is optional, as you are a top member, not a newbie apprentice.
When it comes to the World Mysteries, the Guild has special obligations. Guards are always posted at the WM entrances so that no civilians get lost inside (missing person missions in WMs nearly always end in death). Only top rated explorers can get permission to enter them, as they are extra dangerous. And, perhaps obvious by now, no civilian can be taken along as an escort.
You have the option of being a solo explorer or being part of a team. You can make up your own or, with permission, be part of another player’s team. If you wish to be part of a large generic team, you may join Team Orange on Earth or Team Marvel on Terra. If you’d like to be the leader of Orange or Marvel, you’d better have a darn good sign-up.
*Dream Effects*
Reality is beginning to unravel. At first, the effects will be barely noticeable. You will find yourself misplacing minor items, or maybe your memory of some small detail will differ from your friend’s. Later on, things will become noticeable. Objects will change color when you’re not looking at them, distances will seem warped, and, later on, things will inexplicably appear where they’re not supposed to be. Like a tree growing in the middle of a street on Earth or a car appearing on Terra. I’ll keep you informed of how severe dream effects are.
Nightmares are strange creatures that appear to be nothing more than an inky outline. They can be quite powerful. Nightmares take many forms, mostly that of Pokemon or humans. Other creatures may appear as Nightmares, though.
*Rules*
1. Obey all SPPf and RPG forum rules.
2. Respect your fellow players.
3. Part of 2, no godmodding.
4. This RPG is rated PG. More G than anything, but some parts may stray past that rating. No foul language.
5. You will be playing two characters, either human/Pokemon or angel/legendary.
6. You will play one character at a time, as the other will be asleep. There will be occasional exceptions to this, like the starting posts, but while in a dungeon, you must use a sleep transition to switch characters.
7. Be reasonable with any found items.
8. If signing up as an angel/legendary pair, you may only mention history beyond ten years briefly (in maybe two sentences). You must still make up an acceptable length History section out of those ten years. This will prove your ability to play the character.
*Sign-up Sheet*
Pairing: Either Human/Pokemon or Angel/Legend. Again, not the ten Guardians.
Earth
Name:
Gender: Angels are always genderless, Humans never are.
Age: As an experienced explorer, you cannot be under 18 years of age. For angels, put ‘Several thousand’.
Team: ‘Team Name’ or ‘Solo’
Description: 4+ lines.
Personality: 6+ lines I skew acceptance heavily on believability of the Personality section
History: 8+ lines
IQ Skills: You may pick five, mix and match from any skill set. If you make up your own, describe it well. If you want Dimensional Scream, that goes here. You are not allowed: Absolute Mover, Time Tripper, Vertigo, Non-sleeper (that would prevent use of Slumber Orbs), any base skills (those are automatic for all, but ignore Dedicated Traveler).
Key Items: You may have up to 3 between both characters to start with. This is stat-boosting gear (like the Bows), anything that manipulates dungeon objects, Teleport Lens, and the like. Does not include one-time use items like Seeds and Orbs.
Weapon: Since humans rely on technology, and they don’t have a handy skill chart like the Pokemon do, you need to describe the weaponry your human uses. Just about anything works with a good description and/or technobabble. Angels can have, well, rather more mythical weapons.
Terra
Name:
Gender: Genderless counts, but it’s preferred that you have a gender identity.
Species: As an experienced explorer, you are not allowed to be a baby-stage Pokemon. Final stages are preferred. Second-stage or first-stage-of-two will be considered if a good case is made for them in History.
Team: ‘Team Name’ or ‘Solo’
Description: 4+ lines. Please, no shinies.
Personality: 6+ lines Bond partners are said to be like two sides of the same coin, so they should have some common factor here.
History: 8+ lines
IQ Skills: You may pick five, mix and match from any skill set. If you make up your own, describe it well. If you want Dimensional Scream, that goes here. You are not allowed: Absolute Mover, Time Tripper, Vertigo, Non-sleeper (that would prevent use of Slumber Orbs), any base skills (those are automatic for all, but ignore Dedicated Traveler)
Key Items: You may have up to 3 between both characters to start with. This is stat-boosting gear (like the Bows), anything that manipulates dungeon objects, Teleport Lens, and the like. Does not include one-time use items like Seeds and Orbs.
Accepted (no limits, yay!)
TheSequelReturns: Kail (swordsman) & Lucas (Gallade)
Slipomatic: Kelar (mercenary) & Arla (Glaceon)
Foo Fighter: Gaz (cop) & Ishmael (Garchomp)
Manaphy Mare: Reuel (glaive-user) & Deoxys (Normal/Speed forme)
Purplepassion: Arlea (baton fighter) & Genevieve (Kingdra)
Hazel Nut: Tatyana (gunslinger) & Cerlene (Delcatty)
Zincspider: Raziel (swordsman) & Lugia (Lugia)
Krug: Richard (gunman) & Zalmoxis (Flygon)
greywolf123: Nate (mixed fighter) & Serra (Gardevoir)
Pending
Reserved (primarily for people who want a specific legendary/angel pair)
handymankg2: human/Pokemon
Skillfulness
These are my honorary characters, for when I’m not controlling the World Mystery Dungeons.
Pairing: Angel/Legend
Earth
Name: Gaia
Gender: genderless, prefers feminine designations.
Age: Several thousand
Team: Guildmaster
Description: Gaia appears to be a brown-skinned woman in her twenties, with blue eyes and mossy green hair that varies between at her shoulders to down to the floor, depending on her mood. She doesn’t have wings like other angels, but she does smell like dirt and trees (a good version of that scent). She has an hourglass figure with dainty hands and feet.
Gaia’s wardrobe consists primarily of earthy colors: green is her particular favorite and it is rare to see her in black or white. Her clothes are of natural fibers, sometimes even rustic looking. While she doesn’t care to be glamorous, she will dress up on special occasions.
Personality: Gaia is, as may be expected, motherly and down-to-earth. She seeks to help others at every occasion, even giving up her own personal glory to see to it that younger beings get noticed for their efforts. If caught in battle, she will never go for flashy effects, preferring much more mundane and practical styles. And she will always prioritize another’s safety over her own.
She is, though, slow. She has deep knowledge and wisdom that can get past her amnesia barriers. However, she has a tendency to wait and see, to move slower than others, and to speak a bit slowly. People have said that, in an emergency, she can move quickly, but this is rarely seen. They have also said that her anger is terrifying to be on the receiving end of, but that happens even more rarely.
History: Gaia is respected enough in the community that she has led the Explorer’s Guild for a hundred years, despite losing her memory every fifteen years. Ten years ago, she recovered to find that a man called Leon was her personal assistant. Having prepared for this, Leon was able to get her back on track as the Guildmaster with only a month’s downtime.
This time, she put out a call to all Explorers to search Metro City for any clues about the building mysteries. She was one of the first to realize that reality was fraying, even though the signs were small. She couldn’t go into the World Mysteries herself at the time, as she had to keep the younger groups busy with other things so that they didn’t go into the dangerous places trying to be heroes.
IQ Skills: Vertigo (has a mysterious effect), Map Surveyor, Bodyguard, Self Curer, All-Terrain Hiker
Key Items: Teleport Lens, Green Bow
Weapon: When in a dungeon, Gaia wields a giant mossy wooden hammer capable of causing the floor to tremble. When she really puts her strength into it, it has an effect like Earthquake.
Terra
Name: Arceus
Gender: Genderless, prefers feminine designations.
Species: Erm, Arceus.
Team: Guildmaster
Description: Arceus holds an otherworldly look to her, even in the mystical world of Terra. She has a gazelle-like form, with four tall and slender legs, a long neck, and a head shaped like that of a deer. She has short white fur over most of her body and has black eyes. The most otherworldly thing about her, though, is the golden halo that encircles her body. It has rays that shift and change constantly. Sometimes she equips special items which change her halo’s color and her elemental type. No one else knows how this works.
Personality: Arceus is caring and modest, known for helping out younger teams as much as she challenges them. She often goes after explorers who have gotten in over their heads and doesn’t badger them about it unless they don’t understand the trouble they’re in. She keeps flowers growing in her office and is more enthusiastic about a beautiful landscape than a rare item.
She is also very odd, especially when you’re not used to her. It is said that she can lie down and meditate anywhere, not letting anything around her disturb her internal thoughts. She also speaks in nonsensical phrases often, which means she’s either crazy and weird or mysterious and wise. Even longtime Guild members are not sure which view of her is the truth.
History: Arceus is undoubtedly one of the most unpredictable Pokemon around, making things a hassle for her assistant Charlie the Chatot. He couldn’t even tell for certain when the amnesia struck, as she remained just as puzzling as before. However, a few of the other legendaries in the Guild were easier to tell when they were hit by amnesia, so Charlie took over for a month until Arceus proved that she could manage things once again.
She had been observing the apprentice teams when she noticed odd discrepancies that couldn’t be dismissed as youthful mistakes. One member would describe a large tree in a forest dungeon as being an apple tree, while another stated that the very same tree was a walnut. Further investigations showed that if the tree was discussed at the time the group was there, they all agreed on what it was. But if it were not discussed until later, there might be two or three different interpretations of it. It started in the Mystery Dungeons, but has recently slipped out into ordinary places as well.
As that is one of the signs of reality being in trouble, she decided to call on the most experienced teams affiliated with the Guild to investigate the matter.
IQ Skills: Vertigo (has a mysterious effect), Map Surveyor, Bodyguard, Type Advantage Master, Concentrator
Key Items: Teleport Lens
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