Welcome to the Hall of Mirrors.
"So if you're really wondering why you've all been pulled to this location, it's very simple really. You were all near death, about to breath your last breaths, but I saved you from this terrible fate and I'm giving you a second chance. Anyone who faces the trials and makes it out of this hall alive, will be saved from their death entirely. But keep in mind, this place not only tests the strength of single players, but also of bonds you may form. Are you really up for the task, or will you accept fate and die?"
The location of this side plot takes on the shape of a small island, which seems to be floating above a black abyss. Though it appears that one could walk off the edge, it isn't all that simple, for a barrier is present to hold them back from doing so. In the middle of the island sits a small black cylinder shaped building, and the surrounding area seems to be lush forests, with a small clearing directly in front of the entrance.
I too have decided to use Phile's EXP system, along with having different ways to rank up to ensure you all succeed inside the dungeon. There will be a velvet room, but there is only a single attendant standing by there, Igor himself has not been seen there and probably won't unless it calls for his attention, which means making an attendant isn't an option. There will also be a slot open for the NWC and the PWC if anyone wants to take them, but they are actually not that plot essential.
Everyone will start at rank 3 as usual while also being awakened upon entering. Old characters are allowed to enter, they will just have to be started on a clean slate. This means you can't use your old persona user that is basically ultimate to rush through the dungeon. Also any character who died in RP won't be allowed for the soul fact that these people were taken from the moments they died. To bring a dead character into here would be like trying to erase what has already happened. Your characters can be pulled from any time, since time isn't a concept they use in this world, but more like a reference to make things easier when talking.
The dungeons will have a unique quirk, that will be easy to maneuver once you figure out what is going on. Of course there will be different types of dungeons, and each level is different than the last, but the concept will still be the same, you have to clear the floors to escape. Philemon and Nyarlathotep play small roles in this world, and don't have much effect on the outcome at all. Of course you can pick any potential you want, but sides aren't needed. Finally there will be six NPCs that characters will be able to speak to once they come into play, and PC's will be able to social link with one another as well. There are seven NPCs if you count the one velvet room attendant.
Honestly the plot's duration depends on the activity of the players period. Their progression moves it along which also starts to close in on the plot's end date. Though I will defiantly give it a 5-6 month lifespan, meaning the end game might begin around that time if no one has progressed enough, you have been warned. Basically I just want every one to have fun, but that doesn't mean I'm going to pull back on any ideas I've had.
New Ghost System
As the plot advances, everyone will be able to encounter the ghost of a loved one through a series of events, though they will only get this chance once and it very well might help you advance a bit more.
The ghosts will offer you two things, you either can receive a bit of information that will seriously help you with winning the plot, or you can recruit them as allies. The ghost will be played by you there on after, and will have it's own skill set. If you receive the information, your loved one's ghost will be removed from interaction for cheating. Keep in mind this might be a very tough choice, as for you each only get one loved one to see in the first place.
Also I would like to add that cheating is really looked down upon, and can get your character thrown out of the game, the rules would be posted outside the dungeon to ensure that everyone understands. Mostly because the Antags wants to keep everything fair and just.
One more thing, if a character dies in this world, they will be able to come back in a ghost form if someone chooses them as their loved one. This also counts for past characters that have died. If this happens, the original person will run this character unless permission is given to the user who summoned them. Just keep in mind that if your ghost is brought back, you will have to use the application I give you to be allowed into battle.
All ghosts are of the jester arcana and will have skill sets decided by me unless they are a PC coming back, in which case it will be up to whoever runs them.
I'll also introduce a new Combat Phase, cause I had this idea but I wanted it to be a surprise, might as well show it off.
Basically in this combat, there is a grid consisting of two row, one for Enemies and one for players. The amount of squares in that row depend on the amount of enemies there are in combat, as do the PC ones. After each turn, the enemies will shuffle, changing positions with each other. Their new positions will be taken at the beginning of their turn, meaning they will take the damage for the enemy that was just in that position. You will be aiming your attacks at the squares, not the shadows themself. This doesn't become a hazard until Shadows switch it up and your attack reflects back onto yourself. AoEs work normally, meaning you would hit all enemies anyways, but of course there is still a chance to miss any attack. Tactical moves also count like this, meaning if you use analysis on an enemy, it could switch to an enemy you've already analyzed.
PC's also have a similar board, and are allowed to choose their movements, but only once per battle per person. Meaning if player A wants to switch with Player B, Player B must accept and the switch will happen but will only take effect for that turn, transferring any damage to whoever takes the spot. At the beginning of the battle, the entire team is allowed to switch up to three times, meaning that if Players A and B switch three times, no one on the team can move until combat is over. The switching for PC's does not take up a turn, so it can be done while acting, making it easier to use in a combat situation.
Enemies will all have the same luck, which will be the average amount for all of their luck combined, to make miss chances a bit easier to calculate. Enemies and PC's alike, cannot be effected by a speed up or slow down move in this combat unless it is an AoE, to keep things simple. If a move is reflected from a PC, it will hit the enemy that is in the position it originated from on the enemy's turn. Finally, dead enemy's positions do not disappear, meaning that the remaining enemies will have more places to move to if their allies are dead.
I will randomize the positions out of combat to keep them neat, since there is a chance that two or more shadows might end up on the same positions.
Rita also reminded me that I failed to mention that not all the enemies are shadows. Each advancement floor has different enemies, but they basically all work like shadows. But I will also be adding new types of enemies, that are just like the ones we have seen with different gimmicks. Though there will be two new types of enemies that I think are basically unique.
Yo thanks for reading this, it's just the basics but it's all I got that I can reveal on the matter.