Gate Agreement
界门协议
by Ku Et Al. (枯等)
- Status
- Ongoing
- Length
- 15k Words
- Genre
- Danmei (BL)
- Updated
- 5mo ago
- Source
- JJWXC
Stats
Tags
Synopsis
1. Core settings The world is not a "game", but fragments of civilization that really existed/will happen/are forgotten. Humans are forced to pull into these fragments and complete the gate mission, otherwise they will be "erased" from the world. 1. Entry mechanism - Ordinary people will be pulled into the "gate space" at the moment of death, extreme despair, and strong obsession. - Special invitees: Invitations are sent directly from the main system and you can choose whether to participate or not. They are usually famous alliance figures in the real world. - There is no system sound, no panel, no mall, only the simplest rules. 2. Boundary Gate Space - A pure white/pure black transition space with no concept of time. - At the end of each mission, you will be forced to rest here for 1 to 3 days (randomly). - You cannot kill or attack. Violators will be directly erased from the space. 2. Mission World: It's not a copy, it's a "real fragment" Each world is a slice of real civilization, not a fictional script. The type is not fixed: - Ancient dynasties, doomsday wasteland, deep sea civilization, weird towns, interstellar colonization, theocratic era, forgotten cities, etc. Task form It's not about "killing monsters and clearing the level", but about correcting/complete/witnessing the key nodes of the world: - Prevent a doomed disaster - Find the truth behind the disappearance of a certain civilization - Protect/kill a key person - Bring back a "World Core" item There are no clear prompts for the tasks, it all relies on inference. 3. Three core rules: minimalism, cruelty, and fairness 1. No levels, no skill points, no shopping mall You can become stronger only by: - Real-life knowledge, physical fitness, and psychological quality - Things you really learn in the mission world (fighting, language, medical skills, machinery, witchcraft, etc.) Once you learn it, it's yours and you can take it with you. 2. Death is real death There is no resurrection, no do-over. Failure in the mission means death, but the world will correct itself and eliminate you as a foreign object. 3. You can take things with you, but there is a price Items taken out of the mission world will be taxed by space: - Ordinary items: consume mental energy - Special items: consume "presence" If the existence is too low, it will be slowly forgotten by the world and eventually disappear. 4. No teammates, only temporary alliances Teams are allowed, but betrayal is not punished. The only iron rule: no harm is allowed within the gate space. 4. Power system 1. Ordinary people stage Rely on IQ, calmness, observation, and physical strength. 2. Advancement: "World Gate Adapter" After surviving multiple times, the body will naturally evolve: - Faster reactions, stronger recovery, and sharper senses - Ability to weakly perceive the "rules of the world" - Will not be easily defeated by illusions and psychological attacks 3. A very small number: "Boundary Enforcers" - Can slightly interfere with the rules of the world - You can leave a "mark" in the mission world so that you can locate it next time you enter - is the "unstable variable" of all worlds There is no magic or superpower, everything is the understanding and utilization of the rules of the world. 5. The ultimate truth (main line) - Realm gates are not punishment, but screening. - The real world is slowly collapsing, and the Realm Gate is selecting those who can survive the "end". - All mission worlds are what the real world once/will be like in the future. - Those who clear all the gates will not become gods, but will become the cornerstone of the new world. Purpose: Because I am free