It is the year nineteen hundred and eighty A.D. and the world's survival lies in the hands of a few brave heroes just trying to do their part and get out of the action alive. The rest of the world has an obsession with nonstop glamour, unchecked excess, and wild ambition. Humans are the most common inhabitants of Mundania. And the average ones go about life without battling the occult or solving mysteries of evil. For the few unlucky ones, it is something straight out of a popcorn flick.
Mundania is stuck in a decade-long time loop, and most inhabitants don't even notice. For the enlightened few, it's been 31 years since the original cycle's 1980. Yet the smallest changes can throw off history. The first loop was a mild and uneventful version of our own past. But technology didn't evolve fast enough and humanity got wiped out by a plague of deadly viruses. The second loop avoided this downfall with an extra 10 years to notice and cure the plague. But fate outdid this success with threats from the U.S. to liberate East Germany from a tyrannical Russian rule. The result would be the outbreak of WWIII in 1987. The 3rd loop softened the blow and undermined Russia's power enough to stop the war. Instead, it got hit by greedy computer programmers trying to make a buck from 20 years of practice. Unfortunately, that tech gained sentience called "CloudNet," then unleashed weapons of mass destruction on the unsuspecting mundies.
In the 4th cycle, unsung heroes used mass media and pop culture to warn against the dangers of these alternate timelines. But fate yet again had a plan, and this time no one saw it coming. Bizarre and other worldly beings have begun to rear their ugly heads. Soul suckers, demon bags, zombies, and gangs of vampires have all been spotted. Luckily, these events are contained and have yet to reach apocalyptic levels. Do they herald the end of the cycle? Only time will tell if this decade will be the last.
Humans dress in wild colorful clothing made of fabrics like denim and spandex. They often mask their size with baggy clothing and elaborate headgear or hairstyles. They wear makeup and designs that denote their social status or level of wealth. They are imaginative and thoughtful, but destructive to their surroundings and themselves.
Costume and Roleplay
"Mundies," as they are commonly called by inhabitants of the other realms, have a high tolerance for the bizarre and otherworldly and a below average resistance to physical harm. They are fairly easy to kill, with a natural weakness to decapitation, diseases, dehydration, and claim they can be bored to death although it has yet to be observed in the wild. Their sheer numbers and adaptability to their surroundings marks their most dangerous quality. A human infestation almost never goes away because even a few can always "find a way" when not exterminated correctly.
Humans are also a deeply superstitious lot with a multitude of spiritual taboos and tics relating to their global location and diversity. Most humans have worshiped or will worship individual or even entire groups of Dreamwalkers that claimed to have 'divine' power or managed to find a way into their realm, yet ironically have trouble believing in our world when they first experience it.
Humans have primitive space travel, barely reaching their own planet's moon; still rely on fossil fuels, to power wheeled vehicles; and are just barely able to tap into their mental potential. For as creative, and sometimes gullible, as humans are, their brains cannot harness Magic or Psychic energy in their own world. However, they often show promise once they have experienced the Dreaming. Human society is a highly material one and they often attribute their personal success to the amount of stuff they have hoarded and the relative newness or uniqueness of these possessions. It is not uncommon for humans to get rid of something in good condition because a slightly better version of it exists, regardless of the current something's effectiveness for their needs.