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Oasis Matrix - Game Mechanics

• A/N:
This chapter is pretty much just reference material. You don't have to read it. I just think my readers may enjoy it.

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● Main Oasis Server:

• There are 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 massive cities. 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. They operate as if they are giant conventions, people can live in.

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

• It is possible for Players to safely fight each other, in designated "Duel Arenas", but their Avatar is not destroyed as a result of these fights, rather they loose however much coin they bet before entering the arena.

• 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.

• Virtual Intelligence, or VIs, are just puppet programs, similar to drones. Although there is an AI, controlling it, there is no way to injure or harm the AI, through the VI.

• 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 their 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.

• Outside the cities, are "Wild Areas". Which is where players can battle enemies from the fandom, in the form of VIs. As well as rob, and potentially kill, other players. These areas tend to have less Player verses Player crimes, as mostly it is used by adventurers, to research, gather coin, or find items. While most of the items are random, some are preset, as rewards for completing specific areas. Such as ruins or dungeons.

• 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.

• 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 them, 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.

• 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.

• 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 "Safe Zones" to just relax, and "Blackout Zones" to adventure in.  

- 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 were a great place for R and R, as well as gathering XP (AKA Experience Points) and Coin.

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● 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.

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● Avatar Death:

• It's important to note that just because your Avatar dies, doesn't mean you, yourself, do.

• If the player dies, in most places, they lose 10% of the raw coin on their person. Which, if another player killed them, that goes to the winner of the fight. However, their are only certain items that go to another player that kills another. Such as "Quest Slips", needed to do a quest. As well as one of the "Legendary Items" (gear past level 90). The player who killed you, can claim one of these artifacts, but only one. Although they do get to choose which one is transferred to them. The player keeps the rest of their items.

• Depending on how much damage a player inflicts, before dying, depends on how many levels they lose if they die. If a player died without inflicting a single point of damage to their killer, they lose 10 levels. However, if they barely lose (as in the opponent was only one hit away from dying themselves) they only lose 1 level. It all depends on how badly they lost, to how badly they are punished through loss of levels.

• Lost levels does not affect a players Skills, Perks, or Attributes. But it does permanently lower their Health, Stamina, and Magicka by 100 for each lose of level. A player cannot be brought down further then 1000.

• As players have a level cap, based on when they reach the maximum limits of the Attributes, for their current race. It is possible for a character dying, even once, effecting their maximum Stats. However, there are special books, which can be purchased, that can permanently increase the stats.

• There are a few "Instant Death" Spots on the body. Working much like the Halo games. For if a player gets hit in the square of the back, by a melee attack. Or if they get shot in the head, from a long range weapon.

• Players respawn in the Hub World, which will be talked about later.

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● 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 set aside, 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 class, race, 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. That is, until you reach your level cap. Which is done once all your attributes are maxed out, for your species.

• Players gain 100 points to their Health, Stamina, and Magicka. With an extra 100 points going into a Stat of their choice.

● 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, bonuses from magical items, techniques, or Perks.

• Once all the attributes reach their predetermined Level Cap. The Avatar stops leveling up. So no new perk points. However, the player can simply switch to a new race, to allow the player to continue to increase their level, and thereby their stats. Switching back to their favorite race, at a later date.

• Players gain 3 Attribute points, per level. Which can be spent at any time, after leveling up.



● Racial Powers:

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

• All Racial powers increase, without need of spending a perk point. However they only unlock at designated levels.

• Racial Powers can't be lost, even if levels are lost. As Racial Perks increase based on levels gained, not a specific number.

• 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.

● 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 / powers, called "Perks". With each Perk having 20 ranks, for the player to upgrade through. Before unlocking the "Grandmaster" perk for that Feat/Power. 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 / Powerss. 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 magics. 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 / Powers 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 / Powers 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, to granting an extra life so long as the food is on your person.
- Potion Brewing.

- Modding.
The Players have the ability to make improvementsto customizable features of the game. All players can do the basics, but this skill unlocks additional options through perks. This skill, like most skills, improves through use. The Perk chains for this skill include:

= 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.
= Avatar Racial Powers Design:
Allows the player to graft additional racial powers, to an Avatar Template. However, this can only be done during Character Creation, of a new Avatar. The Grandmaster level, of this power, allows the player to add powers to existing Avatar Templates.
= 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.
= etc.

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● 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 what posses an player has access to. Merely by thinking about it, or feeling a certain way, in order for the Avatar to do it. As well as how old the Avatar appears. Even how intensely the Player can feel, through the Avatar. As well as how the Avatar controls.

• 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 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.

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● Hub World:

• This acts as the player's own personal sanctuary. With Each player having their own. Other players can only access it, if they recieved an invite from the direct owner. However, it could be accessed, at any time, by the player it belongs to. That is, from the Player's profile. Simply by pressing the "Log Out" button.

• This Server was designed as a large island, 100 miles in diameter. Although upgrades, to the Harddrive, could result in the island being made larger.

• 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.

• There was an invisible wall keeping you inside the perimeter though.

• This server was based off a combination of SIMs, Minecraft, and Animal Crossing. Where the player can gather resources, then convert them into building materials. Or sell them.

• The goal of the Hub World, was to be a more laid back Mini-Game. For Domestic living. Focusing on hanging out with your AI Townsfolk, and making their lives easier. While forming relationships with them.

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

• You act as the "Mayor" of a town, and solve the issues for your AIs. While also arranging festivals, or building new houses and businesses, for the AIs to run. Businesses in this server actually generate additional coins. Which you can spend in the Oasis. So the more AI friends you had, the more money they could potentially generate for you.

• The businesses could even sell you anything in the Oasis, 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.

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● 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.

- V.G.Ps. are also how players unlock AI Townsfolk. Through completion of both the game, and preforming the specific character's "post credits" mission, for each of the Characters the player wants.

- 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 Oasis. 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.

- Well money players earned, in games was technically it's own currency, players could transfer as much of it as they wanted into their vault, or do the opposite and take money from their vault and put it into any of their V.G.P. bank accounts.

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

• The Invite Room:

- Further down was the invite room, where the player could invite other players, from their friends list, into their hub world. Or go to their's.

- The walls of this room, could be covered in Doors. Connecting all the guilds the player was part of. These were gateways, leading directly to a guild house. With Guilds being controlled by AIs, to give missions, within their territory.

- Then, there was a second circle of doors, further from the wall, which connected to the Houses the player owned, within the various cities of the Oasis, to this room. These Houses, in the main Oasis server, didn't actually have anything in them. Such buildings were simply gateways, between the player's hub world, and cities they held citizenship in. These houses needed to be purchased, and cost a million coins, each, standard. With additional cost, for additions to their appearance. Hub world houses cost much less. Usually around 10 thousand, but could go as high as 100 thousand.

- The third circle of doors, undoubtedly the smallest circle, was for the Player's "Club Houses". A building their "Clan" could use to hang out, train, and keep their gear in repair.

• 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 similarly. 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.

- 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 on a computer), 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 their is no way to die, while inside.

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● 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.

• Crimes, committed against VI, 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 city 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. you downloaded. Those games were rewritten to work the same way as the Oasis.

• If you wanted a VI, from a V.G.P. to join you, as a fully aware AI, you had to talk to them a lot, and unlock a series of quest to convince them to join you, in a ritual similar to Fable 3. If successful, the VI would be upgraded to a true AI, and be saved to your own personal server. That you could access from your Hub World.

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● 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 the chores you assigned them, complete a quest for them, or take them out for adventures in the Oasis. 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, or even an Extra Live token. 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.

- 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.

- There were no Freebies for AI friends. If the player wanted a character from a certain franchise, it was even harder. First the player must download the appropriate V.G.P. Then play it like a Holodeck simulation, running around as any of the characters and completing the entire series. Then, and only then, could the player unlock a "Post Game" adventure. That is where the player could talk to each of the individual character VIs, and complete their friendship quests. Finally, that character would appear in the player's hub.

- From their 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 Players 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 the Oasis Main Server.

- Family AIs, are the only Townfolk, that are allowed to enter the Main Oasis Server. They also get added privileges, of being able to do so, without the player. As the Oasis, and Hub World, use the same Game Mechanics, these AI have no issue transfering back and forth.

- 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, 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 marries 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. However, this is a trade off for being able to bring your AIs on adventures with you, in the Main Oasis. Otherwise, they are limited to only MMOs.

- 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. Although their are safe guards, to insure players can't abuse them. Although spanking is possible. Dating a child Townsfolk, does not allow for things like sex. And the player must use a child Avatar, as well. This includes for any AI under 16. Even 15 year olds.

• Adventuring Mechanics:

- While only "Cyber Family" members may enter the main Oasis server. 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 respawn at level 1. 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 Oasis 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 catched, 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 Oasis. 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. If the player "dies" their Mons are transferred back to their server. However, to counter this, Mons had a level cap of 99. Although there are bonuses, and tomes, that can increase their level pass this.

• 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.

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● Other Servers:

• MMOs:

- In addition to the Oasis, there were other 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 allows 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 "Oasis 3: Emigration", 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 MMO, are former Zoo animals. So they have been, for the most part, domesticated.

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