Waifu Catalog - Main Sourcebook (Current/unstable…

Contents

Contents        1

Prelude        3

Basic Rules        7

Intensity        7

Your Starting World        7

Your Starting Budget        7

Your Contractor Smart Device        8

Purchases        8

Effective Tiers        9

Followers and Familiars        9

Captures        10

Capturing Extras        11

Sales        11

Imaginary Tiers        12

Danger Rating X        12

Glossary        14

Negotiations (Difficulty)        15

Intensity Buybacks        15

Intensity Options        15

Other Contractors        24

PvP Glossary        24

General PvP Rules        24

Shores in Flames: Invasion PvP        25

Invasion Victory Conditions and Prizes        26

Counter-Invasions        26

Come Out and Play: Arranged PvP        26

Company Services        28

Missions        29

Conditions        31

Rewards        32

Origins        33

Bindings        35

General Binding Rules        35

Mystic Tattoo        36

Shroud of Power        42

Tormentor’s Toolbox        47

Tempest Jewelry        56

Tantric Arts        64

Harmonic Union        69

Lures and Other Controls        70

Sensory Lures        70

Other Lures        71

Lure Expansions        72

Space Truckin’        74

Other Controls        78

Heritages        79

Archetypes        79

Dragon        80

Lunarian        87

Machina        95

Theos        104

Sanctuaries & Strongholds        111

Basic Perks: Demiplane        111

Planetary Perks        113

Shipwright Perks        115

Advanced Perks: Stronghold or Sanctuary?        117

Mechanic: Laws        118

Sanctuary        118

Mechanic: Retinue Devotion        121

Stronghold        121

Talents        130

Defenses        133

Defense Rebates        133

Other Perks        138

Carnal Perks        138

Navigation Perks        138

Setting Perks        139

Travel Perks        141

Miscellaneous Perks        142

Global Perks        144

Additional Rules        148

R.I.P.        148

Offspring        148

Elemental System        149

Credits        153

The WC Team        153

Content Contributions        153

Embedded Art        154

Content Creators        155

Prelude

The reception room is always clean. It is painted in soft, calm colors with complementary carpeting, and filled with a certain amount of chairs, some empty and some filled with the sort of person that fades into the background. There are never so many chairs, and so many people, that you begin to feel overwhelmed — but neither are there ever too few chairs, and too few people, that you begin to feel pressured or think that this is a waste of your time.

There are always the correct number of chairs, and the correct number of people. The walls and the carpet are always the correct colors. And your name is always called first.

Sometimes the reception desk is modern, with sleek lines and smooth edges. Sometimes it is traditional, with fine wood grain and careful carvings. Sometimes it is arcane, glyphs and wards etched into marble or granite — and sometimes it is eldritch, shifting in five dimensions and existent across many dimensional axes. But the desk is always finely wrought, of quality materials, and it is always manned by an attractive individual.

Today, it is manned by a buxom woman with hair in a deep shade of royal purple, the kind of color that fades within days if it isn't kept up. She hands you a form with a smile. It's a customer service smile, but the genuine kind of customer service smile you only get from employees whose needs are seen to, who aren't crushed and used up like replaceable parts in a machine.

"Acquisitions?" she asks you brightly. "You'll like it there, lots of field work. All sorts of interesting locations. My dearest works for them, he's actually the one who got me this job! Maybe someday you'll get someone into a chair like mine?" She laughs, bright and carefree.

You don't remember submitting an application.

"That's normal. Don't worry, your agent will explain everything. Head down the hallway on your left and keep going until the open door. I guarantee it will be the right one." When you glance down at the form, she giggles again. "It's already pre-filled, don't worry. You'll have to sign it, and you'll want to double-check all the options, but your agent will go over everything with you. Good luck!"

There is a logo on the wall behind her, swooping curves that paint a confusing picture. There's a name and a slogan as well, though it isn't written in English. It's not any language you recognize, actually... though it does remind you a bit of things you've seen before, old dead languages in textbooks and similar. The shape of the letters is fascinating, like they're —

"I know, it can be a lot," the receptionist's voice snaps you back to the present, a pounding headache and cotton-dry mouth immediately making themselves known. You have no idea how long you've been staring at the flickering symbols behind her.

As your eyes drift back towards it, the pretty girl clears her throat. "Sometimes I get lost, too, thinking about other times and places. My darling was so helpful with that, he got me this to keep me grounded!" She lifts her chin, a glint of light drawing your eyes to the pale skin of her neck... and, as a consequence, to the choker of thin black metal sitting high and tight below her chin. A polished ruby with so many facets it's nearly a sphere stares out at you like the eye of an angry beast.

She reaches up to gently caress it, almost mindlessly — the movements of someone who's done it thousands of times. "Whenever I start losing myself, it reminds me who and where I am." She smiles beatifically, the kind of pure joy you only see once in a great while. "Ah, here you are." She reaches to the side for a pitcher and a glass and pours you a bit of water. "Here, this should help perk you up."

You sip at the water slowly, soothing your throat a bit, and consider if you remember the water being there before. You can't quite remember; it seems like the kind of thing you would have noticed, but you were distracted by how pretty the receptionist is, so maybe it simply slipped your mind.

As you hold the now-empty glass, somewhat awkwardly, she giggles brightly. "You can just set that down, we'll take care of it. Now you'd better get going! Your agent won't mind waiting a bit, but you'll want to get to the good part faster, right?"

You thank her, setting the glass down, and head through the door into the hallway. It's filled with doors, many of them labeled with generic-looking names and titles. A few times you swear you see something out of the corner of your eye, but whenever you turn you're alone in the hallway.

It always takes a bit of time to walk, but it's never so long that you get bored or tired, and in the end you always spy an open door. As you approach it and knock on the doorframe, an agent is waiting to wave you in. The door that is open is never the same door; the agent waiting is always different. But they are both always correct.

Today, the company agent is a woman with bright orange-red hair and long bangs, dressed in most of a business suit with her jacket hanging on a rack in the corner. She gestures to it vaguely. "Welcome," she says simply and professionally. "You can leave your jacket if you like; we might be here for a while."

As you prepare to sit, she stands to shake your hand. "Greetings. I'll be your agent, assuming you take the job — and if not, I'll still be your... Well. This isn't exactly an 'interview,' but I'll be conducting your second screening, at least."

You ask her what that means.

"We're a bit particular about recruits; you were already pre-screened once before you got here; if you were flatly incapable of working here or incompatible with our culture, you wouldn't have made it through the front door. This is the more personal side, where we learn a bit more about what makes you tick and how well you'll fit in here."

You mention that makes it sound a lot like a multi-level-marketing scam, and she laughs, demeanor shifting from perfectly professional to genial work-friend almost immediately. Then, like a switch, the laugh ends and she's back to professional. "That's a fair observation; in fact, realizing that and pointing it out earns you some points. We like that kind of analytical thinking."

— In another place, in another time, the man across from you flashes pearly-white teeth at you in a smile and adjusts his crimson tie. "Well, whether something is a scam really depends on which side of it you're on, don't it? Every deal has a side that comes out better than the other, in the end. Still, I promise that when we get into the details, you'll be satisfied. Our employees, contractors, and customers always are; that's where real pride comes from."

You lean back in your chair, meeting his gaze and breathing in the heady smell of smoke that fills the room. You joke that pride is supposed to be a sin.

The man chuckles dryly, but something flashes in his eyes. "So they say," he drawls in a vaguely southern American accent.

After a moment, you ask what exactly the job entails, and he smiles. "We're an enabler, a supplier of goods and services, luxuries of all kinds. We ensure that what people want, they get. Travel, matchmaking, luxury vehicles, exotic pets — just about anything a customer might be looking for, we provide. That's where Acquisitions comes in."

You frown and point out that isn't really where your experience lies, and the dark-suited man grins wickedly.

"In our experience, that's the best type of person. See, anyone can be taught to do the job. It's not really that hard. But the temperament, the will, that's not so easy." He chuckles darkly. "Hearts and minds aren't one-size-fits-all, and if you don't fit in, there's nothing we can do for you."

You ask what happens if you don't.

— The woman shrugs with an easy smile on her face. "Then you'll go back out to the lobby, be handed a check for your time, and we'll wish you well on your way." The agent shrugs. "Any other questions before we get started?" When you shake your head, she grins. "All right. Then let's begin." She picks up a clipboard from her desk and produces a fountain pen from somewhere. "First, let's see: Would you ever make a decision for someone else, for their benefit? Why?"

You blink at the strange question before gathering yourself and answering, surprising yourself at how honest the answer feels.

"Interesting," the agent says. She reaches down below the desk and pulls out a crystal decanter and two glasses, pouring you some amber liquid. At your raised eyebrow, she shrugs. "This is looking to be an interesting one. Help yourself. I will be." As she lifts her glass, you do the same in a toast, and you enjoy the pleasant burn of the alcohol. "We have a few more generalized questions like that before we start drilling down into specifics. How about: You have to make a choice between two evils. How do you decide between them?"

You ask some clarifying questions and get some vague answers in return, before finally arriving at an answer that feels right. In response, the agent smirks, and asks another question.

This continues, as it always does, one question at a time. This is the most critical part of the process, with the most eyes involved — nobody makes it this far without being at least somewhat compatible with the job, but occasionally someone is revealed to be poorly-suited. The incorruptible, too rigid and upright to truly embrace everything on offer; the cowardly, who shy away from risk and cannot be tempted out of their bubble; them and others like them are rooted out at this stage before it can go any further.

— And in that other place, they come to the end. "So, let me ask you a question, and I want the most honest, heartfelt answer." The dark-eyed man grins at you. "I'll know if you're lying, you know." When you nod in agreement, he leans forward and stares straight into your eyes.

"Is it better to rule in Hell, or serve in Heaven?"

You wait for elaboration. When none comes, you ask what he means.

He shrugs. "It's what it sounds like. Would you rather be down in the filth and muck, with the degenerates and the sinners, the cheaters and the liars, but be able to rise up to the top? Be able to really strut your stuff, be able to win, show them all, but only ever able to climb to the top of that shit-encrusted mountain? Or would you rather bow your head, bend your knee, watch your language and mind your manners? Give up all that freedom, but get everything handed to you on a silver platter with a silver spoon beside it?"

There's an almost wild look to him as he watches you, smiling. When you first go to answer, he tilts his head. "Remember, I'll know if you lie."

You take a moment, the pressure of the interview bearing down on you. Finally, you admit that Heaven sounds nice.

He leans back in his chair, reaches under his desk, and produces an already-lit cigarette after a moment of shuffling. "Well. I'll be damned." He blows out a cloud of smoke with a shake of his head. "You're a rare breed."

Finally, he leans forward, and opens a folder. "Well then. Let's see if we can't negotiate, if you're interested. Take a look at the contract and we'll get started."

— The woman reaches the last question, tapping her pen against the clipboard. "All right. Interesting answers; I haven't heard some of these before, and that's rare." She smirks up at you like a shark. "So, here's the big one: What is the value of a human life?"

You've grown comfortable with the agent now, so you choose to just smile at her, finish off your bourbon, and tell her the truth.

"Nothing, huh?" The agent smirks. "Isn't that something. I think you're exactly the type of person we're interested in recruiting." She reaches out to refill your glass. "Let me introduce myself properly; my name is Makima, and you're about to fall into a whole new world."

You tell her you're looking forward to it, and she switches the clipboard for a manila folder.

"Let's talk contract and benefits, then."

As you read over the documentation, the kind of rabbit hole you've fallen into starts to sink in... and you've never been more excited to sign your name.

— You close the folder gently, and look up at the dark-suited man, who's been watching you with an unreadable expression.

"Not interested?"

You shake your head. You thank him for his time, but tell him it isn't the kind of work you can stomach.

He laughs. "You'd be surprised," he offers, then shakes his head before holding his hand out. Between his fingers is a pristine white card.

When you hesitate, he rolls his eyes. "It won't bite you. Just take it; in case you change your mind someday or another."

Finally, you take the card. John Milton, it reads. Contract Specialist.

When you wake up, you can't remember the details of the interview. You can't remember how many chairs there were, what the girl at the front desk looked like, or what color the carpet in the hall was.

But you do remember John Milton. And his card is always in your wallet.

I live in the Managerial Age, in a world of "Admin." The greatest evil is not now done in those sordid "dens of crime" that Dickens loved to paint. It is not done even in concentration camps and labour camps. In those we see its final result. But it is conceived and ordered (moved, seconded, carried, and minuted) in clean, carpeted, warmed and well-lighted offices, by quiet men with white collars and cut fingernails and smooth-shaven cheeks who do not need to raise their voices. Hence, naturally enough, my symbol for Hell is something like the bureaucracy of a police state or the office of a thoroughly nasty business concern.

-C.S. Lewis, The Screwtape Letters (Preface)

Rule Zero

While this document lists rules and operations of the company, it does not, cannot, cover all the edge cases and does not, cannot, elaborate in full detail regarding every interaction possible within the confines of the Catalog or everything contained in the endless multiverse. The company is a massive, living organization, not a paperclip optimizer, and can reasonably adjudicate any shenanigans that might crop up. If you think you've found an "exploit," it's worth reconsidering. They've likely encountered it before. They might allow it, they might shoot it down, there might be additional conditions on the exploit, or you might be misunderstanding the rules. All of these can and have happened.

…Look, these rules have to be translated into uncountable languages and people are stupid. Mistakes happen, okay?

Basic Rules

Intensity

Your Intensity is the first step to creating a build. Intensity is a single number that reflects your desired tone, from a cozy retirement at Intensity 0 to a grueling struggle against insurmountable odds at Intensity 10. At lower intensities, your starting budget will be higher, but your ongoing gains from captures and sales will be much lower, to a minimum of zero at Intensity 0.

To find your Intensity value, go to Negotiations and make your choices from among those options.

Your Starting World

Intensity

DR 1

DR 2

DR 3

DR 4

DR 5

DR 6

DR 7

DR 8

DR 9

DR 10

0

55

90

145

230

375

610

985

1590

2575

4165

1

35

55

85

140

225

365

590

955

1545

2500

2

25

40

60

100

160

260

420

680

1105

1785

3

20

30

50

75

125

205

330

530

860

1390

4

15

25

40

65

100

165

270

435

700

1135

5

15

20

35

55

85

140

225

365

595

960

6

10

20

30

45

75

120

195

320

515

835

7

10

15

25

40

65

105

175

280

455

735

8

10

15

25

35

60

95

155

250

405

660

9

10

15

20

35

55

85

140

225

370

595

10

5

10

20

30

50

80

130

210

335

545

The second step to creating a build is determining your starting world. Every world has a Danger Rating (DR), measured on a scale from 1 to 10. These reflect our estimates of how dangerous the world is, taking into account the power of the typical combatants, the average danger level to ordinary people living in that world, and especially the actual cost of which of our perks might be the basic necessities to survive in that world. Entering a world during a major crisis or active apocalypse may raise a world’s rating by one or even two ranks, and some specific locations within a world may have their own DRs.

A world’s danger rating can also be affected by AU elements, whether naturally occurring or deliberately introduced via Calibration Perks, or the role and position that your Origin assumes upon entering. (The Origin’s power does not matter.) A position of status and privilege will naturally feel a lower DR than a member of an underclass, as will a person who was the direct source of a world’s hazards to begin with.

DR1 worlds are typically paradises, where even the local inhabitants are at little risk of trouble. DR2 is equivalent to the developed countries on an Information Age Earth. Danger and hardship still exist, but at the relatively low levels that most of our contractors are familiar with. DR10 reflects the worst hellworlds, where life is brutal and short. Specific worlds and their ratings are listed in the page 3 of the main listing. If your world is not on the list, compare it to the ones that are and use your best judgment.

Your Starting Budget

With your Intensity and the DR of your starting world, you can match the two on the chart below to find your starting budget. This budget is only granted once. Traveling to a new world, region, or time period will not grant you additional credits, not even the difference between the lower DR and the higher. The chart below shows the budget for each DR at each of the major Intensity intervals.

Now that you know your budget, pick your Origin, one Binding-type control, and as many of the Lures, Other Controls, Perks, Companions, and Followers as you desire or can afford. Additional rules and perks may be found in the Setting-Specific Supplement.

Your Contractor Smart Device

No matter your choices, you will receive one and only one complimentary smart device of your choice, preloaded with the company’s shopping app so you can manage your purchases and trade-ins on the go. Beyond a common smartphone, your device could be a crystal orb, magic book, wristwatch, glasses, cybernetic implant, stone tablet, or any similar smart device portrayed in media that you might know. Your device cannot freely shift from one form to another; however, you can trade in your current device and request a replacement at any time. Your old device will disappear immediately and the new one will arrive after seven days (168 hours).

The company shopping app’s listings include descriptions of each listed character, including all major ability and skill tags and a short summary of their personality, so you know exactly what you’re paying for. Genderflipped, humanized, kemonomimi-ized, and other cosmetic variants are available for every character at no extra cost, unless the new form’s abilities would be too different from their standard entry: the perk Power Swap covers those cases. You and your companions are the only ones who can perceive or use any company app, but only you can make any transactions through this one.

Authors Note

If the price of an item ever changes after it’s purchased or sold, the old transaction will not be retroactively altered to account for the current price.

Your company smart device cannot be hacked. If it is ever broken, it will repair itself completely the next time it isn’t observed. If it is ever more than 10m away from you or any of your companions for more than 15 minutes, it will teleport into your pocket or somewhere else on your person. You may also recall it manually, in case the local space is too warped for that distance to be accurate. The same principle applies in digital worlds, even if you have a physical body “outside” in meatspace. If one of your companions is using this device for any purpose and you ask for it back, she'll hand it over immediately without question.

Your smart device will automatically disintegrate upon your account’s closure. If you have zero subjects, this will happen immediately upon your death. Otherwise, we will wait until your R.I.P. timer runs out.

Purchases

The company’s Companions and Followers are all clones manufactured on demand, except where noted. They come packaged with their iconic outfits and personal equipment when appropriate. The largest equipment normally allowed are motorcycles (scaled to the subject’s default size), but there are some rare exceptions: typically, massively oversized personal weapons, when a vehicle is a Manifestation or Summon (see the Familiars section) or if the equipment can shrink down to a more manageable size. For vehicles that fall outside these categories, each companion instead comes with a single pattern for one of their iconic Rides (see Shipwright), selected at the time of purchase. If you buy multiple copies of the same entry, keeping track of them is your responsibility. We will not step in if you confuse yourself.

Most companions are sorted into ten tiers, each of which has a different cost. See the table to the right for details. The waifu lists properly begin on page 3 of the spreadsheet. Third-party lists of companions are also allowed and may be found elsewhere.

The Star System

Subgroups of Tiers 1-10 are occasionally referred to by star colors. “Blue-star” is Tiers 1-3, “copper-star” is Tiers 4-6, “silver-star” is Tiers 7-9, and “gold-star” is Tier 10.

All purchase prices are rounded up. Some Controls and Heritage perks include free copies of lesser perks, primarily Talents and Defenses. These can ignore the normal prerequisites. If you’ve already purchased a perk before getting a free copy, you may take a discount on the new purchase equal to the free perk’s value. The total of all discounts applied to a single perk, unless it’s a Talent or Defense, is capped at -80% of the list price.

No powers found in this catalog will directly impact a Contractor’s own mind without an explicit warning otherwise (such as in Memoria). The company is not responsible for any power’s indirect effects on a Contractor’s decision-making.

If they have powers that rely on a background magical field, the connection to you will act as an adapter in worlds with a different field. In worlds or regions that lack any such field, their powers will still be usable, but at a reduced capacity when outside of your presence.

Many retinue members have powers that come with a crippling categorical weakness. This is more than just an unwanted limitation or inconvenience; green Kryptonite’s effects on a Kryptonian clearly qualifies, while Baldr’s vulnerability to mistletoe was from the plant being the only known thing that he lacked immunity to and thus does not. Altered dietary needs, such as many forms of vampiric thirst, are also not weaknesses in this sense. These individuals will be no more affected by qualifying weaknesses than an ordinary human.

All factory-cloned subjects have only been physically present in a single world before their purchase: the company facility where they were made. (Don’t bother trying to go there. It’s employees-only.) They do not count as having visited their nominal homeworld, for the purpose of Added Potential, We Will Meet Again, or other perks, until they do so for the first time after their purchase.

Effective Tiers

A person’s tier can be affected by outside sources - whether that means you, another Contractor, or some other quirk of fate. To calculate a person’s effective tier, follow these steps. A contractor’s life before meeting the company would be Step 0.

  1. Companion’s unmodified tier. This is the number given in their Catalog entry.
  1. Apply any Waifu Perks that directly change the person’s tier.
  2. Apply any permanent bonuses from Heritages.
  1. Account for cross-training (including the benefits from training with Talents), Global Perks, and any sort of third-party augmentations (biological, cybernetic, spiritual, etc.). This step represents an individual’s state if they were suddenly freed from their contractor or otherwise not (or no longer) associated with the company… and also naked.
  2. Account for any special or empowering equipment that the individual has. This step represents the individual’s state if they were suddenly freed from their contractor or otherwise not (or no longer) associated with the company.
  3. Account for the direct effects of Binding-type controls.
  1. Account for the ongoing effects of all other persistent catalog options: Lures, Demiplane access, Talents and Defenses, and Other Perks. This is the individual’s usual state within a contractor’s retinue.
  1. Apply any conditional or other temporary effects from Heritage perks, personal abilities or other sources.

Many individuals’ powers rely on henshin devices or special equipment that they can be easily separated from and reduced to, usually, only T1-T3. These items, other iconic equipment, and many familiars (see the next section, below) are accounted for in their listed tiers and treated as part of step 1(a) for Power Swap and other rules that rely on what a freshly-purchased version of a character would have. When calculating an individual’s effective tier, however, these are not counted until step 3.

Followers and Familiars

Broadly speaking, a Follower is any individual in your retinue that isn’t a member of your harem proper. This can include beloved pets, support staff, natural or adopted children, people important to your harem that you aren’t interested in maintaining an emotional and sexual relationship with, or more traditional magical beasts such as Pokémon or magical girl mascots.

Many purchasable companions have personal minion-type familiars with independent thought and action, most notably in Mons series (Pokémon, Digimon, Shin Megami Tensei, etc.), Nasuverse Servants, or the more independent mascots of magical girls such as Luna and Artemis from Sailor Moon or Keroberos and Yue from Cardcaptor Sakura. These minions are often, but not comprehensively, listed in the catalog as their own entries, and do not factor into their masters’ effective tiers.

If you own a master of minions and purchase one of their minions, the minion’s cost will be discounted by 50%. If you capture a minion’s master first, you’ll capture the minion too and receive the full value for both. Much like with humanoid captures, only the first copy of any type of generic magical or other beast is worth capture or sale credits.

Summon creatures are much like minions. The summoner maintains their ability to summon, but when purchased (including Power Swap) or their template is applied to another, they will call forth uncapturable phantasms instead of the true summoned beings. Like minions, purchased summons are also discounted by 50% if you own their master.

To capture a summon creature and allow them to be active within your retinue full-time, you must seek out the summon’s physical location in their homeworld, whether that’s Malfeas (Exalted), the Feymarch (Final Fantasy IV), the Summon Realm (Naruto), a Fayth stone (Final Fantasy X), etc., and capture them on-site. Summoning a phantasm from one world to another will not affect the original being in their homeworld, until you meet the original in person for the first time.

Other personal familiars are simply a person’s pet or cavalry mount that would otherwise go untiered, or are an inseparable manifestation of the person’s power (e.g. Stands or Zanpakuto spirits). Both of these types are free with their master and factored into their tier. Pets are included with Power Swap but not templates, while Manifestations are included with both.

Followers and Familiars can all be captured using local familiar bonding methods, such as rituals or Pokéballs, or Binding or Other controls like anyone else, and are not subject to the romantic or sexual interest that your Bindings instill in your companions. If a Follower or Familiar is bound to you by local methods, they will count as captured for all purposes. No special methods are needed to distinguish a companion binding from a Follower binding; intent is enough. Companion and Follower statuses are not permanent and may be changed in the app at any time. This change will always be intentional.

Captures

Additional companions may be acquired by “capturing” them in their homeworlds. This is typically achieved by using a Binding or certain Other Controls, or when a target gives you a sincere love confession - usually romantic, but false positives occasionally happen and trigger a capture that isn’t entirely merited. This love may be assisted by any means, including the use of Lure-type controls or third-party mind control.

Confessions must either be delivered in-person or by a two-way live feed of any sort. The target does not need to be aware that you received their confession at the time it was given, but a target with full awareness of their surroundings should be reasonably expected to know that you could. The exact wording of any confession varies greatly with the target’s personality and cultural context.

When you capture a Tier 1-10 target, we’ll pay you a certain fraction of their purchase price of their effective tier at step 1a, rising with your Intensity and then rounded down to the next full credit. If, due to your retinue’s actions, their effective tier at step 3 is less than step 1a, we’ll use that value instead. Capture credits are not granted for local versions of targets that you’ve purchased or alternate versions that you’ve already captured once, unless they’re a unique entry in the lists proper or as a waifu perk. If a target is only listed as part of a group entry, you will only get the credits after capturing every member of the group. Empty corpses and other inanimate objects cannot be captured.

Your subjects are metaphysically yours, not anyone else’s. For any member of your retinue whose powers come from an external, (semi-)sapient source, their connection will be severed at the moment of capture and those powers replicated as innate abilities.

If you capture a character “early,” before they’ve achieved the potential reflected in the version available for purchase, you will still receive their full capture value. As compensation for the subject’s relative weakness, we at the company will download the missing abilities and a framework for the missing skills into your capture target at no charge. This framework will also guide the capture to any missing equipment or personal familiars, but you must hunt those down, and provide the subject with the training needed to master their new power, on your own time.

Capturing Extras

Subjects not named on any list may also be captured for credits, provided they have at least three of the following in their original canon: name, personality or backstory, abilities or skills or powers, and appearance or design. As an author, you must be able to assert that the character definitely existed in canon, even as an extra in a crowd scene, and then rate their tiers yourself. Individuals who fail this test are worth 5% of the purchase price for their tier at step 1a. On low intensities, when the regular capture value is less than 5% of purchase price, they will be worth that instead.As is standard, capture credits are not granted for local versions of targets that you've purchased or alternate versions that you've already captured once, unless they’re a unique entry in the lists proper or as a waifu perk.

Because captured extras lack a standard model for comparison, unlike listed entries, any additions that would normally be accounted for in steps 2 or 3 will instead be included in the newly-created standard model and calculated accordingly. If an extra is the first example of a generic entry that you’ve captured, they will still count for the full price of that entry, if it’s higher than the above.

The chart below shows the capture values for each tier at each of the major Intensity intervals, under the default intensity options.

Capture Prices: Regular (Extra)

Intensity

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Tier 10

0

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

1

0 (0)

0 (0)

0 (0)

0 (0)

0 (0)

2 (2)

4 (4)

8 (8)

20 (20)

40 (40)

2

0 (0)

0 (0)

0 (0)

0 (0)

1 (1)

4 (2)

8 (4)

16 (10)

40 (25)

80 (50)

3

0 (0)

0 (0)

0 (0)

1 (0)

2 (1)

6 (2)

12 (5)

24 (10)

60 (25)

120 (50)

4

0 (0)

0 (0)

0 (0)

1 (0)

3 (1)

8 (2)

16 (5)

32 (10)

80 (25)

160 (50)

5

0 (0)

0 (0)

1 (0)

2 (0)

4 (1)

10 (2)

20 (5)

40 (10)

100 (25)

200 (50)

6

0 (0)

0 (0)

1 (0)

2 (0)

4 (1)

12 (2)

24 (5)

48 (10)

120 (25)

240 (50)

7

0 (0)

0 (0)

1 (0)

2 (0)

5 (1)

14 (2)

28 (5)

56 (10)

140 (25)

280 (50)

8

0 (0)

0 (0)

1 (0)

3 (0)

6 (1)

16 (2)

32 (5)

64 (10)

160 (25)

320 (50)

9

0 (0)

0 (0)

1 (0)

3 (0)

7 (1)

18 (2)

36 (5)

72 (10)

180 (25)

360 (50)

10

0 (0)

0 (0)

2 (0)

4 (0)

8 (1)

20 (2)

40 (5)

80 (10)

200 (25)

400 (50)

Sales

If you only wanted a capture for their credit value, you may ship them to us at the company. We’ll pay you a certain fraction of the purchase price of their effective tier at step 3, rising with your Intensity and then rounded down to the next full credit. This applies regardless of whether step 1a or step 3 has the higher value.

Personal familiars gained for free from Substitute will not count for capture credits, but may still be sold at the normal rate. As with captures, payouts for sales are not granted for local versions of targets that you’ve purchased or alternate versions that you’ve already sold once, unless they’re a unique entry in the lists proper or as a waifu perk. Extras have no additional sale value.

Selling a subject only takes a single button press in the company app on your smart device. Sold subjects do not need to be alive in the strictest sense - we sell robots and ghosts, after all - but the effective tier at step 3 of an empty corpse or pile of ashes (for example) is usually minimal and the sale value of such remains will be treated as zero. We’ll then reprocess the subject and send them where they need to go. Otherwise, all captures are yours to keep.

The chart below shows the sale values for each tier at each of the major Intensity intervals, under the default intensity options.

Sale Prices

Intensity

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Tier 10

0

0

0

0

0

0

0

0

0

0

0

1

0

0

0

1

2

6

12

24

60

120

2

0

0

1

2

4

12

24

48

120

240

3

0

0

1

3

7

18

36

72

180

360

4

0

0

2

4

9

24

48

96

240

480

5

0

1

3

6

12

30

60

120

300

600

6

0

1

3

7

14

36

72

144

360

720

7

0

1

4

8

16

42

84

168

420

840

8

0

1

4

9

19

48

96

192

480

960

9

1

2

5

10

21

54

108

216

540

1,080

10

1

2

6

12

24

60

120

240

600

1,200

Imaginary Tiers

Three more tiers exist outside of the ten-point scale used to judge most targets: tiers X, Y, and Z. These companions are typically godlike reality warpers, actual creator deities, or otherwise have some ability that defies all limitations or sense. Imaginary Tier companions that are listed as Perks or Waifu Perks have further details in the appropriate sections of the Setting-Specific Supplement.

Imaginary-tier purchases are not priced in credits, but instead cost varying amounts of Imaginary Tickets (IMG). A Tier X costs 2 IMG to purchase, a Tier Y, 5 IMG, and a Tier Z, 10 IMG. IMG are extremely rare and typically only available by capturing or selling IMG-tier targets, earning IMG-tier Waifu Perks, or some Missions. If, after your starting build, you ever find yourself with spare IMG and nothing or nobody you want to buy with it, you may exchange the tickets for 1000 credits each. This cannot be undone. Captured Imaginary Tier companions may be shipped back to the company like any other. These follow similar capture and sale rates as regular companions, but are measured in both IMG and credits and convert every 1000c to 1 IMG. If your intensity is above 0, all sale values will also be worth 1 additional IMG. The full charts are on page 2 of the spreadsheet. As with the charts for standard captures and sales, the chart on the next page assumes the default intensity options.

Danger Rating X

This special build mode is the only way to start with a Tier X or Y companion at chargen. It is not presented as an option to new contractors, but instead occurs when the IMG companion sets up the contract and selects the new contractor to be their new spouse, master, or pet, depending on their personality. The contractor may amend the comp-

Tier X

Tier Y

Tier Z

Intensity

Capture (Extra)

Sale

Capture (Extra)

Sale

Capture (Extra)

Sale

0

0 (0)

0

0 (0)

0

0 (0)

0

1

80 (80)

240 + 1 IMG

200 (200)

600 + 1 IMG

400 (400)

200 + 2 IMG

2

160 (100)

480 + 1 IMG

400 (250)

200 + 2 IMG

800 (500)

400 + 3 IMG

3

240 (100)

720 + 1 IMG

600 (250)

800 + 2 IMG

200 + 1 IMG (500)

600 + 4 IMG

4

320 (100)

960 + 1 IMG

800 (250)

400 + 3 IMG

600 + 1 IMG (500)

800 + 5 IMG

5

400 (100)

200 + 2 IMG

1 IMG (250)

4 IMG

2 IMG (500)

7 IMG

6

480 (100)

440 + 2 IMG

200 + 1 IMG (250)

600 + 4 IMG

400 + 2 IMG (500)

200 + 8 IMG

7

560 (100)

680 + 2 IMG

400 + 1 IMG (250)

200 + 5 IMG

800 + 2 IMG (500)

400 + 9 IMG

8

640 (100)

920 + 2 IMG

600 + 1 IMG (250)

800 + 5 IMG

200 + 3 IMG (500)

600 + 10 IMG

9

720 (100)

160 + 3 IMG

800 + 1 IMG (250)

400 + 6 IMG

600 + 3 IMG (500)

800 + 11 IMG

10

800 (100)

400 + 3 IMG

2 IMG (250)

7 IMG

4 IMG (500)

13 IMG

anion’s choices, but the broad strokes will align with what they might have chosen on their own.

When creating a Danger Rating X build, ignore the basic build creation rules. This is instead a mandatory Couple’s Account with the IMG companion as a Walk-in. The base value for intensity (before Couple’s Account) is 6, with all other intensities available for selection outside of Cash Still Rules or With a Little Help From My Friends. The prices of your captures and sales will follow the standard rules for your intensity selections, while the starting budget is fixed to the following:

  • One companion of Tier X or Y. Tier Z companions are not available, but Power Swapping a different companion to Tiers X or Y is allowed. This represents a companion who is not usually IMG but, as an individual, achieved that tier by their own means, or a lesser version of one who is normally Tier Z.
  • A 50-credit budget for the contractor’s Origin, including Power Swap or Specific Waifu Perks. You may spend more out of the discretionary budget (below), up to Tier 8. This is entirely the contractor’s choice.
  • A single Binding-type control.
  • All official Sensory Lures.
  • All official Talents.
  • Both purchases of all official Defenses.
  • Body Tune-Up and Everlasting Tune-Up.
  • A 275-credit budget for Binding expansions and Lures.
  • A 500-credit budget for Heritages.
  • A 650-credit budget for Sanctuaries & Strongholds.
  • A single 1560-credit discretionary budget for anything else available in this catalog at chargen, except for companions.

If your intensity selections include Heritages Banned, No Bindings, or Nomad/Lawless, the dedicated budgets for the appropriate sections (Bindings/Lures, Heritage, and Sanctuaries & Strongholds, respectively) are forfeited. Lures or Pocket Space may still be purchased out of the discretionary budget.

Once your build is finalized, any leftover credits will carry forward to your regular account. This remainder may not be accessed before seven days (168 hours) have passed, but may be used for any purpose. You may start in any world you like, regardless of the above Danger restrictions. If you start in your companion’s homeworld, Yoink will automatically be applied at no cost.

Go anywhere you want, survive your waifu’s affections and whims, and have fun.


Glossary

  • Contractor: You.
  • Subjects: All living things you own.
  • Retinue: The group of you and all subjects, including Familiars.
  • Companions: Your waifus and/or husbandos, i.e. subjects that you intend to have intimate relations with.
  • Followers: Any subject that is not a companion.

  • Familiars: Group of minions, manifestations, summons, and untiered personal pets and mounts.
  • Minions: Familiars that exist independently from their masters.
  • Manifestations: Familiars that are inseparable from their master’s power.
  • Summons: Familiars that their master calls forth from a remote location.

  • Chargen: Character Generation, your starting build.

  • Ride: Any vehicle owned by anyone in your retinue, regardless of the environment it’s designed for. A Scanned Ride is one that you have a Pattern for in the Shipwright app. (See Shipwright Access.)
  • Dominion: Any company-provided space, whether it comes from a Heritage, the Shipwright, Strongholds & Sanctuaries, or some other source.
  • Wyldscape: Any region where the local reality is unstable. These are often chaotic, dreamlike, or faerie realms, but can also include less extreme arrangements, such as a sky world where human civilization exists on floating continents or a flat world that needs a steady input of magical energy or else it will slowly erode from the outer edges.

  • Affinity: A choice of element from heritages that offer it. Matching affinities from different heritages will stack.
  • Catalog Element: The list found in Additional Rules. These are used by Strongholds and some binding options, and can stack with a matching affinity as well.
  • Primal Element: Consistently found elements across the multiverse. This includes but is not limited to the classical elements of the Greek, Japanese, and Chinese systems (Earth, Fire, Wood, Void…). Chemical elements (Carbon, Mercury, Plutonium...) also qualify, as do those commonly found in modern fantasy (Light, Darkness, Ice, Lightning, Poison, Blood…).

Specific additional options unique to a given world may become available for selection if you have access to them, such as through Power Swap, Template Stacking, or external acquisitions. Elements capable of an extremely wide breadth of expression (such as Magic or Psychic) or notably esoteric elements (such as many forms of Eldritch energies) are usually not available. Things that could not usually be considered an element, such as Atoms, Mind, Soul, or Essence, or are otherwise non-elemental, such as Physical, Sword, Curse, Pokémon’s Normal and Fighting types, or Persona’s Almighty, are also not Primal Elements.

  • Aspect: A conceptual element. This can be literally anything, provided it maintains a consistent theme and can be stated in one or two words. Some examples include Love, Time, Imagination, Summer, Float, Surprise, Heavy Metal, or Infinity.

Negotiations (Difficulty)

The options in this section will permanently alter your contract, affecting the potency of company perks and how you interact with the worlds you visit - drastically changing your employment experience with the company. All difficulty selections are both chargen-only and permanent, with the explicit exception detailed below. To find your intensity value, add the value of each selected option, plus a base value of 1.

Intensity has a hard lower limit of 0: if your calculated intensity is below 0, you must take additional options that add intensity until the value is within the allowed range.

Intensity has a soft upper limit of 10. If your calculated intensity is above 10, you do not need to take additional options to lower your intensity. It will simply be capped at 10 for your starting budget and payment values.

Intensity Buybacks

Once you’ve been an active contractor for six months (180 days), you will earn the ability to pay off all difficulty settings that add intensity, to a minimum of +0 in each category. This will remove the difficulty effect, without lowering the values of your captures and sales. The fee for this is 500 credits per point of intensity, plus an additional 500 credits per point you’ve previously paid off: 500, 1,000, 1,500, 2,000, etc. If you pay off multiple intensity points at once, each point will be counted separately.

Intensity Options

Unless specifically noted, each option within a subsection is mutually exclusive.

Team Play

Me and My Girlfriend(s) (PvE)

Intensity: +0

You are a solo contractor. You may still encounter other contractors, if you choose to engage with the Eye Orbs, but the multiverse is big, really big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to the multiverse.

Couple’s Account (Cooperative)

Intensity: -1

Compatibility: With A Little Help From My Friends

Your spouse or significant other is a contractor like you, but the two of you are tied much more closely than the friends option below. Your partner must be someone from your homeworld that you know personally. The two of you share full access to a joint account tied to both of your smart devices. You and your partner cannot sell each other. A member of your retinue may be a companion to one of you and merely a Follower to the other.

You will only pay for the more expensive of your two Origins. The chosen binding method treats you as equal masters, ensuring that your love never fades. Heritages are purchased separately, but the other of you can buy any Heritage that one of you has at half-price, after all discounts and ignoring the usual discount cap. This does not apply to the IMG costs of Heritage capstones.

The control aspects of Bindings, Lures, and any Heritage hierarchy mechanics will only affect your relationship if the two of you are into that. Template Stacking and relevant waifu perks are purchased individually. All other items need only be purchased once to benefit the both of you equally. Your shared retinue will not enter R.I.P. mode unless you both perish.

With A Little Help From My Friends (Cooperative)

Intensity: -1

Compatibility: Couple’s Account

You aren’t the only player in your game. Another contractor walks alongside you, visiting the same worlds in the same order. Your progress meters for Exit Stage Left and Rainbow Bridge are synchronized and charged by both of your activities. No matter how many teammates you have, the budget adjustment remains the same. Remember, “friendly fire isn’t,” so try not to antagonize your teammates too much.

In co-op, team members are normally free to choose their own intensity options. Synchronized options, however, must be chosen by either every member or none of them. When bought back, that will apply to every team member simultaneously, so the buyback will not occur until they all have enough surplus credits to afford the purchase.

Delivery Speed

Same-Day Shipping

Intensity: +0

All your purchases are activated or delivered to you the moment you pay for them. Perks such as Talents and Defenses begin working immediately, and Heritage perks manifest as soon as the transaction is completed. The activation rule for Heritage root perks still applies.

Purchased subjects and physical items (such as the colored Eye Orbs) will be delivered within 15 minutes and follow standard purchase rules. Finally, access to company services, such as Shipwright or Exit Stage Left, is unlocked instantly.

Neither Rain, nor Sleet, nor Snow

Intensity: +1

Once chargen is over, your purchases will become active over a period of roughly 1 day (24 hours) from completing the transaction. Perks such as Talents, Defenses, and Heritage expansions will gradually activate over that period.

Purchased subjects and physical items will arrive after the waiting period is complete, while services provided by the company will be inaccessible for the same duration.

Snail Mail

Intensity: +3

The waiting period described in the previous option is now extended to 1 week (168 hours). Additionally, your subjects will be delivered to your nearest Dominion and must make their way to you on their own. If you lack any kind of Dominion, you must Yeet your purchased subjects instead.

Yeeted subjects will usually appear in hostile territory, such as an enemy fortification, local prison, or another hard to access location, and circumstances will contrive to get them captured or recruited by their new host. They will not be permanently harmed, from their host’s POV, but anything else is fair game.

Payment

These options do not affect the +1 IMG from selling any imaginary tier individual.

100%/0%

Intensity: -5

All payment for individuals comes from captures, not sales. As an example, a Tier 8 individual captured on intensity 5 will now earn you 160 credits up-front instead of 40, while an immediate sale will earn you 0 additional credits instead of the standard 120.

75%/25%

Intensity: -3

The standard compensation for your captures and sales is flipped. As an example, a Tier 8 individual captured on intensity 5 will now earn you 120 credits up-front instead of 40, while an immediate sale will only earn you an additional 40 credits instead of the standard 120.

50%/50%

Intensity: -1

Captures are more valuable relative to sales. Half of the total value of a listed individual’s total capture+sale value now comes from capturing them. As an example, a Tier 8 individual captured on intensity 5 will now earn you 80 credits up-front instead of 40, while an immediate sale will only earn you an additional 80 credits instead of the standard 120.

25%/75%

Intensity: +0

The standard compensation for your captures and sales applies. As a reminder, a Tier 8 individual captured on intensity 5 will earn you 40 credits up-front, while an immediate sale will earn you an additional 120 credits.

0%/100%

Intensity: +1

All payment for individuals comes from sales, not captures. As an example, a Tier 8 individual captured on intensity 5 will earn you 0 credits up-front instead of 40, while an immediate sale will earn you an additional 160 credits instead of the standard 120.

Contractor Encounters

This category is synchronized in co-op.

Is There Anybody Out There?

Intensity: -1

You value your privacy. We will ensure that other contractors do not intrude upon “your” parallels of the worlds you visit while traveling the multiverse without an Eye Orb. You’re welcome.

So You’re Telling Me There’s A Chance!

Intensity: 0

You do not have any active protections against other contractors stumbling into your world by accident. The odds of that actually happening are really low, though. Company matchmaking is still in effect even for these random encounters, assuring that the retinue of any random encounter will be of a similar power level to yours.

Additionally, randomly encountered contractors will not be immediately hostile to your retinue, though they are still people. Should relations turn sour, we will not protect either side from the consequences of their own actions.

Nah, I’d Win.

Intensity: +2

You do not have any active protections against other contractors stumbling into your world by accident, except for Company Matchmaking guaranteeing that their retinue is of a similar power level to yours. The odds of an encounter actually happening are relatively low, though. In addition, your world is always a valid target for PVP interactions as if you own a Red Eye Orb.

New Worlds

Open Exploration

Intensity: -2

Your retinue’s ability to travel between universes is only restricted by their own abilities. If you have a universal traveler, they may scout the multiverse freely, without needing to spend any notable time in each new world beyond their ability’s recharge or cooldown times (if applicable). You may also accept Quick missions in new worlds.

Delayed Exploration

Intensity: +0

While in your starting world, you cannot unlock a new world without doing at least one of the following: filling an Exit Stage Left progress bar (regardless of whether or not you have that perk), accepting a Standard or Grand mission to a new world, or opening a portal from your Stronghold to a capture’s homeworld.

Limited Exploration

Intensity: +1

The restriction from Delayed now applies to every world visited, not just your starting world. The only missions to new worlds that may be available to you are mandatory missions given to debtors.

General Binding Rules

Standard Bindings

Intensity: +0

Follow the written General Binding Rules.

Only Followers

Intensity: +1

All of your subjects will be Followers. If you want a subject to become your waifu or husbando, you must use other means instead. For the purpose of R.I.P., you may choose one sapient subject to manage your account as Executor after your death. Your chosen Executor will keep that title until their own death or departure from your retinue. You may also manually choose a new Executor, if at least 1 week (168 hours) has passed since your last choice.

No Loyalty

Intensity: +2

In addition to the effects of Only Followers, none of the mental effects described in General Binding Rules will apply to your subjects. You may still use other means to win or compel your subjects’ trust, obedience, and willingness to participate in the captures of their friends and loved ones.

No Bindings

Intensity: +3

In addition to the effects of No Loyalty, you will be locked into Empty Hand and unable to switch to a true Binding. Lures, Other Controls, Heritage-based capture methods, and third-party mind control are all still viable.

Heritages

Open Heritages

Intensity: -1

Your Heritage purchases are only limited by your budget. Heritages purchased after chargen must still be activated on your own. You may also acquire additional Heritages through other means, such as PvP rewards or other contractors using their Heritage-spreading perks (Dragon Thrall, Philosopher’s Transmortality Engine, An Answer to Reason, etc.) on you.

Ancestral Diversity

Intensity: +0

For each Heritage that you have fully purchased, excluding the IMG capstone, you can purchase another root perk. As with Open Heritages, you may also acquire additional Heritages through other means.

Only One Heritage

Intensity: +1

Once you have your first Heritage, you may not gain a second by any means. Heritages may not be refunded, so choose wisely.

Heritages Banned

Intensity: +2

Heritages are not available for purchase.

Demiplane

Standard Demiplane

Intensity: +0

Everything in the Strongholds & Sanctuaries section is available as normal.

Nomad

Intensity: +1

Pocket Apartment is not available for purchase. While this modifier is active, All Roads Lead to Home, Rainbow Bridge, and Sanctuary and its upgrades (but not Stronghold) will all still be available for purchase, provided you have any Dominion. Multicore Neural Leyline’s normal requirement of Pocket Apartment will similarly be waived, as the Jouten is itself a Dominion. The same applies to other heritage perks.

Lawless

Intensity: +2

In addition to the effects of Nomad, Sanctuary and its upgrades are also unavailable. The Outer Shell rule (in the Defenses section) still applies.

Defenses

Standard Defenses

Intensity: +0

Defense perks work as advertised. They may be purchased twice, giving you full immunity to what each Defense covers.

Resistance Only

Intensity: +1

Only the resistance level of each Defense perk will function. The immunity level may still be purchased, or obtained for free from Binding or Heritage perks, for use as prerequisites. Any immunity-level Defenses on your account will activate automatically if this modifier is removed.

No Defenses

Intensity: +2

All Defense perks will not function. Defense perks may still be purchased, or obtained for free from Binding or Heritage perks, for use as prerequisites. Any resistance-level Defenses on your account will activate automatically if this modifier is removed.

World Variance

If the effects of any of these options would increase the DR of your first world, your starting budget will be adjusted accordingly. This category is synchronized in co-op.

Pinpoint Lock

Intensity: -1

The company’s world-targeting algorithm will ensure that new worlds visited by the contractor are, as close as possible, perfect representations of settings that the contractor could be familiar with, before the effects of Universal Calibration, the efforts of other contractors who might have visited the world first, or bleedover from Dimensional Resonance. First-party multiversal travel methods are guaranteed to lead to the chosen worlds, unless the contractor actively chooses to opt out during the jump.

Close Enough

Intensity: 0

The targeting algorithm generally brings the contractor to worlds that are solid approximations of the chosen setting, before the effects of Universal Calibration the efforts of other contractors or multiverse travelers who might have visited the world first, or bleedover from Dimensional Resonance. Some other unpredictable - though typically minor - differences may occur, but none of those will be significant enough to alter the world's Danger Rating on their own. Heritage-based travel methods have their inherent inaccuracies as described in their perks.

Wild Shot

Intensity: +1

The targeting algorithm only aims for roughly similar realities, resulting in frequent differences from the versions that a contractor might be familiar with. These differences may include shifts in characters’ moralities, faction memberships, or skills and abilities; recasting of characters with locally-born versions of people from other settings; or relocation of key items, and tend to interfere with deliberate choices from Universal Calibration II, but occur before the efforts of other contractors or multiverse travelers who might have visited the world first. As far as the local inhabitants are concerned, their world’s state is completely natural. Typically, the changes draw “inspiration” from only a limited number of settings.

Spray and Pray

Intensity: +3

The worlds visited are rarely close to their ‘canon’ timelines. All previously described changes are more frequent and pronounced, overwhelming the effects of Universal Calibration II, and the number of combined worlds is no longer limited. The company’s targeting algorithm now only points the contractor in the vague direction of the reality they intended to reach, resulting in wildly unpredictable variations.

Dimensional Resonance

This category is synchronized in co-op.

So Far Away

Intensity: 0

All worlds you visit are separated into their own clusters. These local multiverses include different planes of existence within a single universe, branching or parallel timelines, or separate universes that are linked by local inhabitants traveling between them.

Direct travel between distant worlds, bypassing the vast web of connections that the last type of multiverse creates, will be limited to company means (such as Exit Stage Left) and unrestricted multiverse travelers. The local metaphysics of different worlds will remain contained to their origins.

Closer Than They Appear

Intensity: +1

Your worlds aren't alone anymore. Worlds you go to are now connected as part of a local multiverse, no matter how distant they normally are. This allows limited and unrestricted hoppers within those worlds direct access to any world you've been to previously. When this intensity is bought back, the dimensional connections that it created will remain in place.

Summoning a phantasm from one world to another will now create a link between the summoned being’s homeworld and the rest of the worlds you’ve visited, and the experience of being summoned by your retinue will affect the original. Summoned phantasms are still uncapturable.

Brave New Worlds

Intensity: +2

 In addition to the effects of Closer Than They Appear, portals have a chance of randomly spawning and permanently connecting the worlds you visit. The greater the thematic, geographic, or mystical resonate between two areas, the higher the chance of a portal forming between them. The unexplored and unmapped reaches of the world are also common locations for these connections to form. The more remote the location, the higher the chance.

Portals formed by this intensity can range from classical fantasy portals or gates, to the two worlds’ realities overlapping and blending into each other to allow seamless travel from one world to the next. No matter the form these portals take, they can potentially lead to incursions from one world to another. When this intensity is bought back, the physical connections that it created will remain in place.

If you have Meta Shift, the sacrifice of material representing one world can add characters or other objects from that world, particularly those that appear in the sacrificed material, to the target world. This bonus remains even after this intensity is paid off.

Not in Kansas Anymore

Intensity: +3

By traveling into the unknown, you are liable to end up far into new places. Through methods such as FTL jumps into unexplored lands, wandering through the unstable reality of chaotic realms, or even simply sailing into the sunset toward unexplored lands, you might end up in a new world. This automatically creates the same type of portal between the world you left and the world you arrived in as from Brave New Worlds. This works in addition to the random portals spawned by that intensity. Wyldscape terrain such as the Nevernever (Dresden Files), the Wyld (Exalted), or the Warp (Warhammer 40K) always count as unexplored for the purpose of this intensity.

Additionally, Exit Stage Left is not available for purchase. To enter new worlds, you must explore the unknown, accept a mission to a new world, or use D-travel from a heritage, Ride, or third-party method. This intensity bypasses the normal requirement of We Will Meet Again for both Blank Slate and Rainbow Bridge, provided you have any Dominion.

Template Stacking

Standard Templates

Intensity: +0

Follow the written rules for Template Stacking.

One Each

Intensity: +1

Each individual in your retinue may have no more than one purchased copy of Template Stacking I. This will not conflict with mission rewards.

No Templates

Intensity: +2

Template Stacking may not be purchased. Templates are still available as rewards for missions.

Warranty Plan

Brick and Mortar

Intensity: -2

Instead of counting the number of amazons that you have as subjects, the time reduction on respawns relies on your total count of all subjects.

Standard Warranty

Intensity: +0

Warranty Plan functions normally.

À la carte

Intensity: +1

Warranty Plan must be purchased for each individual in your retinue. As compensation, the price for each warranty is only 40 credits. Express Delivery still applies to all copies of Warranty Plan.

Expiring Warranty

Intensity: +2

In addition to the effects of À la carte, each copy of the perk will only work once and will need to be purchased again afterward. As compensation, the price of each warranty is only 20 credits. Express Delivery still applies to all copies of Warranty Plan.

Disabled Warranty

Intensity: +3

Warranty Plan and Express Delivery are unavailable.

Death

Standard R.I.P.

Intensity: +0

R.I.P. rules function normally.

Hustle

Intensity: +1

The time limit for R.I.P. is reduced to 1 day (24 hours).

Peril

Intensity: +2

The time limit for R.I.P. is reduced to 1 hour.

Hardcore

Intensity: +3

Your account is removed from R.I.P. eligibility. Should you ever die in a way that triggers R.I.P. rules, you will permanently lose your contractor status and all company perks and functions. If you also have Only Followers or higher, an Executor will have no purpose and you may not choose one.

Global Leveling Systems

Automatic Connection

Intensity: -2

For any world with a globalized diegetic leveling system, such as Disgaea or I’m a Spider, So What, your retinue will connect to that system if there are any members who are from that world or have visited it in person.

Potential Connection

Intensity: 0

Your retinue may not connect to a globalized diegetic leveling system merely by having someone from that world. Individuals from that world will still be able to level as normal, but retinue members who are not must either visit the setting or have Added Potential, Power Swap, or Template Stacking.

Manual Connection

Intensity: +1

Globalized diegetic leveling systems may not be purchased via Added Potential and will not be earned simply by visiting such a world. Power Swap and Template Stacking will still work, or you can find a system admin (or other applicable method) and have your retinue added manually.

Other

All of these options are mutually compatible.

Interesting Times

Intensity: +1

Unexpected trials await you. The Danger Rating of each new world you visit will always be equal to the highest Danger Rating of any world your retinue has visited, while they were in your retinue. These changes are restricted largely to the entry point and current events. Once resolved, the world will be unlikely to reveal more problems of similar caliber. This option is synchronized in co-op.

When this intensity is bought back, its effects will remain on any world visited, but will no longer apply to new worlds.

Calming Up

Intensity: +2

Requires: Interesting Times

Things will not calm down, contractor. The heightened Danger Ratings from Interesting Times will now continually justify themselves in each world, even as existing events are resolved. This usually occurs via new plot developments or sudden reveals of new elements that were “always” present but unknown to your retinue. Like its prerequisite, this option is synchronized in co-op.

When this intensity is bought back, any existing changes it made to a world will remain. New developments that could raise a world’s Danger Rating may still occur through natural means.

Cash Still Rules

Intensity: +2

Your signing bonus… isn’t. Whatever you spend from it will instead be a loan, subject to the rules in Loans and Credit Debt. Your starting world will not necessarily have enough available credits to pay back your loan or even the interest, but Missions and Invasion PvP can help cover that. Your baseline interest rate will also increase to 20%.

If your starting budget is below the starting loan limit for your intensity, you may take additional loans to that limit after chargen, as normal. Budgets above that limit will be overcapped until you’ve paid enough of the principal to fall beneath the limit and/or visited enough new worlds to raise the limit above your principal. No additional loans may be taken while overcapped.

Intact Weaknesses

Intensity: +1

Crippling Categorical Weaknesses, as described in the Purchases section of Basic Rules, are left as-is for your entire retinue. Many qualifying weaknesses can be mitigated by an appropriate Talent or Defense. Using vampires as an example, Environmental Defense protects them from the sun and running water, Body Defense protects against garlic and salt, Blessed Talent protects from holy symbols and locations, Stress Defense eliminates the need to obsessively count small objects, etc. You may still find your own methods to mitigate any such weaknesses that are not addressed by any Talent or Defense.

No Skill Framework

Intensity: +2

The skill framework for Substitutes, Templates, and early captures, that normally helps them reach their baseline potential, is not available. Talents and appropriate trainers are highly recommended. If purchased templates are allowed under your contract’s terms, the initial prices of Template Stacking I and Template Stacking II are reduced by 50%, to 10 credits each.

Demoted

Intensity: +3

Capturing a target by any means will depower them to Tier 4. They can then train their way back up to their old selves with the help of Talents, appropriate trainers, and a skill framework. This is compatible with No Skill Framework and has no effect on purchases, Yoinks, or targets that are already Tier 4 or below.

Interest Enforced

Intensity: +1

Interest will be charged on your loan balance every month without fail, regardless of how much you pay toward the principal in that month.

Twilight Zone

Intensity: +1

The Substitute and Extra Origins and Paper Trail are not available for purchase.

Defense Rebates Disabled

Intensity: +1

All defense rebates are disabled.

Dialogue Randomizer

Intensity: +1

A wordfilter hampers your retinue’s ability to understand local languages. If the local language is one that you speak, you might understand the words just fine, but the overall meaning will be nonsense. This applies to both speech and the written word, and cannot be bypassed by Communication Talent or other means. Capturing a local will bring them to your side of the filter, while filling an Exit Stage Left progress bar will remove the filter for that specific world and (should you use Meta Shift or Blank Slate afterward) all direct parallels.

What You See Is What You Get

Intensity: +1

Universal Calibration, Meta Shift, and Blank Slate are not available for purchase. Non-default versions of worlds are still accessible through World Variance or other means outside of your control.

Submissive and Yeetable

Intensity: +2

You cannot purchase subjects normally. Instead, you must use Yeet for all such purchases. Drop-ins, and Walk-ins who start in new worlds, may still use Yoink for individuals from their homeworlds as normal.

Power Swap Banned

Intensity: +1

Power Swap is not available for purchase.

Other Contractors

The company is a multiversal organization. You are hardly their only contractor, though the multiverse is certainly expansive enough that you can live many lifetimes and never once meet one of your peers. The company offers a variety of means for non-allied contractors to interact, beyond random chance encounters in the vast multiverse. Some of these interactions will even be friendly, but others… less so.

Green Eye Orb

Cost: 10

This is your invitation to any one of the company’s exclusive clubs for contractors. You can bring up to three members of your retinue to eat, drink, game, make new friends and rivals, and do business with other contractors and retinues at these neutral grounds. Both indoor and outdoor environments and services are available.

Conflict between contractors, including poaching each others’ retinues, is actively prevented in real time via Sanctuary Laws. Note that the company does not enforce fairness in trades between contractors, so take care to watch your own back.

PvP Glossary

  • Home Territory / Turf: This includes all Dominions, plus any locations in a local world that you or your retinue have possessed for at least 24 hours.
  • PvP Asset Value: The sum of the list prices for your retinue’s effective tiers after step 4, plus the combined list prices of your Scanned Rides as individual Patterns. Imaginary Tiers are valued according to the exchange rate of their IMG value. If you only bring a limited force into a PvP match, only they will count towards this.
  • PvP Credit Value: Your total PvP Asset Value, plus the combined list prices of your Controls, Talents, Strongholds & Sanctuaries perks, and the first level of every owned Defense.

General PvP Rules

Not all of these rulesets apply to every form of PvP, but each applies to more than one, and will be referred back to as necessary. All debuffs in these rules are in place for any interactions between you (and your subjects) and your opponent (and their subjects). These debuffs do not apply to interactions between yourself and natives of your current universe.

Home Territory Integration

Enabled for: Invasions (Defending Side)

If you have a Pocket Apartment or higher, the location is integrated into the local environment for as long as you’re connected to that world. The locals will not notice its appearance or disappearance. Conjunction, Apportation, and Warranty Plan’s killswitch are all disabled while on your opponent’s home turf.

Defense Perk Restrictions

Enabled for: Invasions (all), Arranged

The often-necessary Defense perks made available to Contractors for PvE activity are also strong enough to cause excessive frustration in PvP. To answer this concern, the immunity levels of all Defenses are disabled.

D-Travel Restrictions

Enabled for: Invasions (all), Arranged

        To ensure that a match actually occurs, participants may not leave until the end, whether the intended destination is a parallel of the same world or part of a different multiverse cluster entirely.

NTR is a Trash Fetish (PvP Capturing)

Enabled for: Invasions (non-Phantasms)

If a member of a retinue is captured by an enemy and held in their territory (whether that territory is purchased from the company or acquired locally) for a period of 24 hours, the hostage loses the benefits of Creature, Stress, Mind, Addiction, Polymorph, and Corruption Defenses until rescued. The timer begins only when the hostage is both defeated and restrained, and it will reset if they are touched by their master or leave enemy territory unrestrained. The timer will pause if they leave while still restrained by the enemy.

Once the timer has run its course, the kidnapper is free to use any bindings, lures, or third-party mind control methods they have, as if the hostage were free. Targets stolen from another contractor are worth 0 capture credits, but may be sold at the usual rate, adjusting for their effective tier after step 3. Recapturing one of your own companions does not grant any credits.

Shores in Flames: Invasion PvP

Invasions are the only form of PvP that occur in the “wild,” outside of dedicated arena realms. Any contractor who owns a Red Eye Orb may participate, as either the invader or the defender, or a White Eye Orb, as an ally of the defender.

In an invasion, any member of the invading force or non-local forces allied to the defender will appear as a translucent phantasm. Invaders have a dark red tint, while allies glow white or gold. Red Phantasms cannot harm any local forces that are not part of the defender’s retinue, even the defender’s local allies; White and Gold Phantasms can only harm Red Phantasms. All harm done to phantasms is temporary: a “slain” phantasm will dissolve into motes of the same color, be sent back to their contractor’s home world, and return to active duty after a solid week (168 hours) of recuperation. All Phantasms that remain in a battle zone at the end of an invasion, regardless of the outcome, will automatically return home.

Red Eye Orb

Cost: 100

Hardly different at all from the original items, as they were used in the many parallels of an ashen world, ownership of one of these orbs lets you and a strike force invade another contractor’s world and ruin their hard work.

To qualify as an invasion target, the enemy contractor must first own a Red Eye Orb of their own. Yes, this means you may find yourself the defender in this scenario. This is your warning. Second, they have visited a parallel of at least one world that you’ve visited. The battle will take place in that parallel. Third, their PvP credit value must be in the same ballpark as your force’s PvP asset value, with the higher of the two no more than 25% more than the lower. Invasion targets are randomly selected by company systems; contractors have no influence on the process.

An invader’s strike force will appear as Red Phantasms, as explained in the Glossary. All harm or other effects done to the defender’s retinue will be real, however, including PvP Captures; see that section for details. Invaders may retreat at any time, as individuals or a group, though any who do so will suffer the full recuperation period as if they were slain outright.

White Eye Orb

Cost: 75

When the defending side of an invasion calls for help, this orb allows you to answer, and demonstrate the value of Jolly Cooperation. The PvP asset value of the force you send must be within the same range as the defender and attacker: between 80% of the higher value and 125% of the lower value. Similarly to the invading force, your strike force will appear as shining White Phantasms in the invaded world.

The defender may call up to three allied forces if they want, though this will affect their prize payout if they win (see below). Answering calls to arms is optional; White Eye Orbs have a Do Not Disturb function that can make refusals automatic. You do not need to have visited your own parallel of a world to answer a call to arms there, but a call to arms will not count as visiting that world for We Will Meet Again, Rainbow Bridge, and other dimensional travel purposes.

A contractor whose retinue maintains a win ratio of at least 90% after at least 20 calls-to-arms will instead have Gold Phantasms. This change has no in-battle effects, but the prestige of success comes with responsibilities: a gold-rated retinue cannot actively refuse a call to arms. This does not include auto-refusals from Do Not Disturb, but keeping that function on for more than two continuous weeks (336 hours) will forfeit your gold rating. You can re-qualify after at least 20 new calls-to-arms, provided your win ratio remains over 90%.


Invasion Victory Conditions and Prizes

As an invader: You win by regicide (killing the enemy contractor) even if the target doesn’t remain dead long enough for their retinue to dissolve. A self- resurrector’s temporary death still counts.

As a defender or ally: You win if the invading force retreats or is annihilated. Mutual kills default to the defender.

The winner of an invasion attempt will always earn 25% of the sum of all Phantasmal forces’ PvP asset value and the defender’s PvP credit value. If the defending side wins, this will be split evenly between the defender and each ally - each additional ally called reduces every defender’s share of the pool.

There are no financial penalties for losing an invasion. Phantasms are immune to capture, but may still be detained and their Defenses disabled. Captured members of the defender’s retinue will not become phantasms and may be recaptured by the defender’s forces, or on the defender’s behalf by their phantasm allies. However, if an invader captures any of the defender’s forces and goes on to win the overall battle, they may keep those captures permanently. Otherwise, the captures will be returned to their owner.

Counter-Invasions

A successful defender has seven days (168 hours) to mount a counter-invasion, following much the same rules but with the roles reversed. Red Eye Orbs may not be refunded while any counter-invasion timer is still active. The target of a counter-invasion may not call for aid from White Eye Orb owners. Counter-invasions cannot themselves be retaliated against, unless the invader is lucky enough to get the same target twice in a row.


Come Out and Play: Arranged PvP

Smaller-scale PvP matchmaking is available for contractors who don’t wish to get involved with a career-defining project. This is accessible through a specialized app on your smart device, provided you are not currently participating in PvP and are not in debt..

Contractors choose their desired match settings themselves, that is, the desired number, strength, and experience/ruthlessness/skill of their opponents, and the environment that the match will be fought in. “Random” options are available for each opponent’s skill and strength, as well as the environment. (Note to authors: it’s not actually random on your end.)

Up to twelve contractors may participate in an arranged match, including yourself. No replacements will enter after the match starts.

Opponent skill is sorted into three broad categories: Casual, Average, and Hardcore. Each of these correlates to one of the opponent types in continuous PvP: Negotiable, Rival, and Enemy, respectively.

Strength values are measured on a scale from 1 to 9, as shown in the table to the right. These multipliers are applied to your PvP credit value, with the result rounded to the nearest multiple of 5, to approximate the designated opponent’s budget. Both strength and skill are determined separately for each opponent.

Arranged PvP matches take place in pocket dimensions similar to a contractor’s Demiplane. Any biome for this may be chosen as a preference, whether a cityscape, forest, plain, desert, ocean, mountain range, or even a colonized asteroid or other space setting. The size of an arranged match’s arena and number of usable structures scales to the number of participants, so that every contractor has a starting home turf, all spaced roughly equally far apart from each other. Sufficiently large arenas are likely to have multiple biomes, to accommodate the many contractors’ varying preferences.


Arranged Match Wagers, Victory Conditions, and Risk

Each participant in an arranged match wagers a percent of their PvP credit value upon entering a match. Casual opponents will wager 5%, Average opponents 10%, and Hardcore opponents 15%, all rounded to the nearest multiple of 5. Player contractors are assumed to be Average and thus wager 10%. This is taken out of their accounts when the match starts.

The default victory method in arranged matches is regicide: defeat (capture or kill) all opposing contractors. Their retinues are only a concern as far as they can protect their contractor and will be ejected from the arena. Other styles are also available, including but not limited to:

  • Domination: A retinue loses when <% between 66 and 90> of its PvP asset value is defeated.
  • King of the Hill: capture and hold <territory>.
  • Capture the Flag: capture and hold <people or items>.
  • Race: Be the first to complete <mission>.
  • Assassin: can only attack <participant> until the target is defeated, then you get a new target. Participants’ targets are hidden from each other. Can still defend against others.
  • Mission competitions. Normal credit pay becomes points instead. Winner is the retinue with the most points after the final round.
  • Shooting Gallery: Waves of enemy mooks descend on the participants’ positions. Has Limited (winning retinue has the highest score after a set number of rounds) and Survival (winning retinue is the last one standing) variations.
  • Presentation: Can be applied to any other ruleset. Points are awarded to each retinue based on style, with a bonus for winning the match according to the normal rules.

Defeated participants in an arranged match are merely ejected from the arena, losing only the credits they wagered. All harm or enslavement done to a contractor or their retinue is reversed upon ejection, to up and including death.

Arranged Team Matches and Prizes

Team play is compatible with arranged PvP as well. A team only loses when all of its members are defeated. Unlike in continuous PvP, arranged teams do not necessarily have equal strength or skill.

The total of all of a match’s wagers, plus 50% rounded down, is awarded to the winning contractor. A winning team splits the pot evenly, regardless of how many of them remained active to the end. The match’s winner(s) may keep a clone of any one member of their opponents’ retinues that the winner or winner’s retinue defeated during the match - no more than one to each winner. Retinue members that are sold as pairs or trios count as one for this purpose, and only one member of the set needs to be defeated in such cases.

Alternatively, if the winner has the Ancestral Diversity modifier, they may decline all cloned retinue members for a match in favor of the Heritage of an opponent that they or their retinue defeated personally. This grants the winner the root Heritage perk only, bypassing the Ancestral Diversity perk.

Special Arranged Match Rules

Selling an opponent’s retinue member that you captured will merely eject them from the match, with no budgetary effect. All purchases from the company’s store app are blocked during arranged matches. Body, Environmental, and Drain Defenses are disabled for the duration of the match.

Blue Eye Orb

Cost: 15

More similar to the red soapstone or dragon eyes from the many parallels of an ashen world than the original blue eye orb, ownership of this item allows you to specifically invite another contractor to a duel between your two teams, skipping the normal matchmaking process. This otherwise follows the regular Arranged PvP procedures.

You can only challenge contractors that you’ve met in person. This may happen by any means, including Green Eye Orb use, regular Arranged PvP, or Invasions.

Company Services

Clientele

We the company do actually have regular clients. Clients use their own local currency or property to buy clones made from the companions, followers, and familiars that Contractors have sold back to us. These products are stamped with company tattoos keyed to their new owners. A Contractor encountering a Client and their purchase during the course of their operations is rare, but not unheard-of.

Contractor Salary

As one of our contractors, you are entitled to a monthly salary of 10,000 USD or the equivalent in your homeland’s currency. This will be deposited directly into your smart device’s account, so you can convert it to the local money systems of the worlds you visit. On-the-spot fabrication of physical currency or coinage is included at no extra cost.

Bonus pay is also available for each month. This is valued at the sum of the list prices of all captures you’ve made for that month, including earned waifu perks. Imaginary Tier characters are valued according to the exchange rate of their IMG value. For this purpose only, 1 credit is equal to 100 USD.

Help Desk Hotline

If you, a contractor, have questions about any company function, perk, a retinue member’s capabilities, or even is just in a bind locally and doesn’t know what to do next, you need only call the Help Desk and ask. Trained operators are standing by at all times to hear you out. A dedicated app on your smart device allows you to access this free service with just a single tap. Just give a detailed description of your current situation and how it relates to your question, and the operator will answer and (if you’re in a bind) offer some possible solutions. A direct scan of your last seven days of activity will be made - ignoring your Information and Trace Defenses - for our records and to help our operators understand the full context, but don’t worry. Your information is strictly confidential. Not even our operators will remember your situation between the end of one call and the start of the next.

Loans

You may take loans from the company at any time after chargen. In some situations, you may even find yourself forced to do so. All loans are treated as a single value, your loan balance. This is a separate value from your credit balance.

A starting build on Intensities 0-1 has a loan limit of 500 credits. Intensity 2 reduces that limit to 400 credits; Intensity 3 reduces it to 300; and Intensities 4-5, 200. On intensities 6 and higher, your starting loan limit is 100 credits. For each new world your retinue visits, your loan limit will increase by 100 credits, to a maximum of 5,000.

Interest on your loans is charged every 30 days, from your POV as the contractor, at a fixed rate of 12.5%. You will always have 7 days’ notice before the end of a loan interval. Only the current balance when interest is charged matters, not the peak balance for the month in question. If the interest due at the end of a month is less than half of the total payment you’ve made toward your principal in that month, you will instead not be charged interest for that month.

Interest payments are automatically paid from your credit balance. If you lack sufficient credits, the interest will be added to your loan. If you hit your loan limit or are overcapped, the excess interest will be converted into debt.

Debt

While your credit balance is below zero, you are in debt. While in debt, you may not make any additional purchases. You may not enter Arranged PvP. Any or all of your Controls and Perks may be disabled, up to and including the basic loyalty effects common to all Bindings. You may be assigned mandatory missions and face additional penalties for failure. All such penalties will only last until your credit balance is no longer below zero.


Refund and Return Policy

Origins, Heritages, and your other half in a Couple’s Account (including as part of Danger Rating X starts) are all non-refundable.

All items in the Bindings, Lures and Other Controls, Strongholds & Sanctuaries, Talents and Defenses, Other Perks, and Waifu Perks sections may be refunded at any time, for 80% of the full price you paid. If you return a Control or Perk that gives other items for free, but wish to keep the bundled items, their list prices will be deducted from the standard refund value.

If you return a purchased subject or Ride within two weeks (336 hours) of purchase, you will be refunded the full price you paid, including any waifu perks or Ride add-ons applied to the returnee. Waifu perks applied to the returnee will only be refunded up to 80%.

If you return a purchased subject or Ride after that point, you’ll only receive 80% the price you paid, including the total cost of waifu perks and Ride add-ons applied to the returnee.

If you use Evolutionary Engine Array or other means to copy the purchase’s abilities, or otherwise bought that person with the intent of returning them after a task or time, the original purchase will be treated as a rental and capped at 60%.

Like with captures, if a returned subject is damaged or robbed, such that her effective tier at step 3 is less than her tier at step 1a, the return value will instead be relative to the purchase price of her new tier, not her listed tier. This applies to all three of the previous contexts.

IMG refunds are all calculated the same way, but valued in IMG instead of credits. If an IMG refund is not measured in whole tickets, the remainder will be converted into an equivalent number of credits.


Missions

Contractors who wish to take a more active role in company operations may accept special missions that serve its interests. These are strictly optional and may be found in an app on the smart device.

Outside of CHARGEN where missions are unavailable, up to nine missions will be available at any time, outside of an active Invasion. A contractor may accept up to three missions at a time. Missions not accepted will not remain indefinitely. If you have at least one empty mission slot, you may reset the list of available missions up to three times per day. Options you turned down when you accepted your third mission will not necessarily still be there when you see the list again.

All missions have a scope, a category, a location, an objective, a reward, and at least one condition. Many missions will have additional objectives nested within them that can variously point toward the overall mission’s next steps or add additional complications with bonus rewards. The mission app’s GUI does not distinguish between a helpful nested objective and a bonus one. Missions can range from somewhat challenging to very, but all missions offered to a contractor can be completed by that contractor and/or their retinue. Some additional purchases may be required or recommended for a given mission, but not anything beyond the contractor’s budget at the time the mission is offered, plus the estimated value of all required nested objectives. Failing a mission means you lose out on the reward, in addition to any casualties your retinue took in the process.

Mission Scope

Scope is an estimate of how much time and effort a mission will take, and comes in three broad categories. While there are only three types of scopes, the restrictions listed are guidelines and not hard rules. Missions are personalized and issued to specific contractors more often than not, with their rewards and difficulty tailored accordingly.

  • Quick missions are simple milk runs and errands that can be completed quickly and with minimal effort, often requiring 1 Main Objective, 0-3 Side Objectives, and a 100 credit mission reward cap.
  • Standard-length missions are significantly more complex, with a small number of Quick objectives contained within them, often requiring 1-3 Main Objective(s), 0-5 Side Objectives, and a 500 credit mission reward cap.
  • Grand missions are the subjects of epic sagas, with a large number of Quick and Standard-length objectives. You may only accept one Grand mission at a time. These missions often require 1-10 Main Objective(s), 0-20 Side Objectives, and feature no credit mission reward cap.

Mission Location

The potential locations for the missions that you see available primarily depend on their scope. Quick missions will always be in worlds that you can already access. This can include parallels of those worlds that you haven’t visited, or worlds connected by existing local multiverse connections or Dimensional Resonance intensity.

Standard and Grand missions, however, may be in any world. In such cases, if you do not have access to that world, the target world’s dimensional coordinates and/or transportation there will be provided for you. The state of the mission’s world will already be set and thus will not be affected by Randomizer or World Variance intensities or Universal Calibration.

Mandatory missions assigned to debtors follow the same location rules as Standard and Grand missions, regardless of their scope.

Mission Categories

Categories are used by the company so that contractors can quickly see a mission's overall focus or primary goal. While an individual mission may feature aspects of multiple different categories, the primary categorization helps a contractor select missions tied to their preferences or skill sets.

Interventions

This category is focused on a specific character or a group of characters. These missions tend to focus exclusively on a few characters and tend to ignore the rest of the setting. Fixing a character’s broken heart, helping them heal from a traumatic event, preventing that traumatic event from occuring in the first place, and assassinations are all excellent examples of Intervention missions.

Common Intervention objectives include:

  • Kill <target>.
  • Capture all canon love interests of <character>. Let <character> know you’ve enslaved them.
  • Help <faction> achieve <goal>.

Diversions

Unlike Interventions, Diversions instead focus on a world’s plot. These missions can fundamentally change the plot from the ground up, to the client’s demands. The task could be to help the local antagonist win, twist the world into a different genre, or other similar goals. This does not necessarily require grand sweeping changes of a main plot. It could instead simply focus on a specific story arc or place that was left behind in the original work, whether it was forgotten or just something that could have plausibly existed, and the client is paying you to explore that for them.

Common Diversion objectives include:

  • Defeat <individual/entity/faction> in <conflict type>.
  • Help <faction> achieve <goal>.
  • Resettle <population> to a suitable new home.
  • Defend <subject> against <threat(s)>.

Retrievals

The client or company desires an individual or object and for whatever reason they don’t want to get it themselves. That is where a prospective contractor comes in. Once the mission is completed, the retrieved targets are given to the client.

Common Retrieval objectives include:

  • Find and obtain <object>.
  • Find and obtain <individual>.
  • Find and obtain <vehicle>.
  • Find <location> and obtain <target> within.
  • Find and obtain <race>.
  • Find and obtain <knowledge>.
  • Find and obtain <skillset>.

Incursions

This mission type revolves around some sort of convergence between two different settings. Perhaps a client wants to see what it would be like to see an interplanar invasion from one setting happen in another, or a foreign world is already invading the client’s and they’ve reached out to the company for assistance.

Common Incursion objectives are:

  • Protect <Setting>.
  • Protect <City>.
  • Protect <Invaders>.
  • Destroy <Invaders>.
  • Make Peace between <two or more factions>.

Mantling

Don the power of an entity by behaving as if you already are that entity. Mantling missions create conditions, requirements, and actions, where the contractor conceptually aligns themselves with whatever they are emulating. The conditions and rewards give the contractor aspects of the powerset or mantle as they go along, continuing the farther along one walks the walk of their mantling. These missions could reward simple template stacks or powersets, bloodlines, races, heritages, or more nebulous custom abilities associated with the mantle in question. Unlike other mission rewards, Heritage perks rewarded by Missions cannot bypass requirements needed to obtain them.

Move <Like Mantle>. Act <Like Mantle>. Be <Like Mantle>.

Challenge Runs

There is an appeal to seeing someone overcoming difficult odds. There is also an appeal to see someone fail at something you did. Whatever the case, someone has a challenge that they want to see someone overcome, and they will pay to see it.

Contractor Requests

Sometimes a Contractor needs help. When that happens, they can post their own mission regarding whatever assistance they may need. Often, these missions involve directly interacting with the client. This can include training, sparring, or assistance with a problem that they can’t handle alone.

Other

Sometimes a mission does not fall cleanly into any category. In these cases, an Other category is used. There is no common uniting Objective of this mission category.

Authors Note

Challenge runs, Contractor requests, and Other missions are all too variable and context- sensitive to sum up with a sample objectives list. You’ll have to craft each one of these missions by hand for your individual story and contractor.

Conditions

Conditions are added complications that apply to a mission and all nested objectives within it. Nested objectives may have their own conditions as well.

Sample conditions include:

  • Leave no trace. No captures, no kills, and no detection allowed.
  • No personal involvement. Your retinue must do everything.
  • If you want it done right, do it yourself. Your retinue can’t help.
  • Forage: Only local captures may help.
  • <Company function or perk> is disabled by default, and use of said ability will result in a penalty up to and including mission failure.
  • Nerf: All retinue members limited to <tier value> while in <mission setting>.
  • Inside Context: Use only powers/technology native to <mission setting>.
  • Time Limit, hard: “<Mission> must be completed within <time>.”
  • Time Limit, specific: “<Mission> must complete at <time>,”
  • Time Limit, soft: “You must complete <mission> before <competition>.”
  • Surprise: At least one additional complication may arise part-way through.

 

Mission Conditions cannot completely remove or prevent a Contractor from making use of a company- supplied power or ability, but they can require the Contractor to disable them or refrain from their use under threat of penalty, which can be anything up to and including mission failure. Abilities that are normally passively active and cannot be disabled may be temporarily put under control of the Contractor for the duration of the Mission if required, usually in the form of a binary on/off function.

        Note that the protection against company-supplied powers being copied, stolen, or disabled cannot be turned off by any means. No mission conditions will affect or alter it in any way.

Rewards

Mission rewards come in two parts. First, completing a Standard or Grand mission in a world you already have access to will always, immediately, open a new one through the Rainbow Bridge or Exit Stage Left systems.

Secondly is the choice between a raw credit value and a specific item, whether it be a catalog option or a third party choice. Should the item in question be an option present in the catalog, such as a Companion, a Heritage Perk, or a Talent, the receiver of the reward may instead opt to refuse the Reward and take 80% of its credit cost. After an item has been accepted, it follows the standard refund rules, with the purchase time being the moment you accepted the reward.

For third party rewards that do not have a preexisting credit cost, an alternative reward in raw credits may be offered instead of the primary reward. This credit value should scale to the reward. For instance, a lightsaber would have a far lower alternate credit reward than the Death Star, though it should be of roughly 20-30% less value than the primary reward.

Mission rewards should be appropriate for the objective they are attached to. For example, an extremely difficult mission about completing a monster filled labyrinth while being limited to Tier 4 should give a greater reward than a mission about setting up a farm in a peaceful world. Rewards should also align thematically with the objective. An objective that requires you to invent a new form of energy production might reward you with a technologically themed waifu, rather than an unrelated elf.

Origins

Pick one and only one of these five options at the start of your build. This choice is permanent.

With Extra and Substitute, any companions that you purchase as part of your initial build will have valid documentation, as necessary, and a local backstory. Later purchases will not benefit from this, nor will you have such benefits in later worlds - unless you or your companions make it yourselves. World Variance and Dimensional Resonance intensities can affect your starting options.

Like all company-supplied powers, abilities gained through Substitute, Possess, or Extra cannot be nullified, copied, or stolen. The two perks Power Swap and Memoria are also available, as optional modifiers to your Origin.

Drop-In

Cost: 0

You are you. You have no documentation, no social advantages, nothing in your new world save the clothes on your back, your knowledge of fiction, personal skills, and of course any Company products you purchase.

Walk-In

Cost: 0

Instead of yourself, the contractor in your story is a canon character from some established work, starting in either their homeworld (at its original DR) or somewhere else. Canon characters don’t see this as a distinct option from Drop-In, nor do they need to pay extra to be themselves. However, their only knowledge of any world they might visit comes from any works they may have experienced personally and whatever spoilers they’ve encountered while browsing Company systems.

Extra

Cost: 2 (10) (100)

You reincarnate into a non-canon character from your starting world, with an effective tier of 2 at step 1. You have limited control over which faction or species your reincarnation will belong to: you can select from any that can be found in your starting location. Regardless of your choice, it will be an alternate you who grew up in your starting world, with average abilities for their faction and species. This is someone at whom you can look in the mirror and recognize as yourself, however vaguely. This origin does not grant any significant position of power or influence, nor any plot relevance beyond what you make for yourself after insertion.

Your original memories will be downloaded into the new you’s head at some point before the start of your story, but not before the new you is the equivalent of 13 human years old. You can distinguish between the two sets of memories without difficulty. If the new you has a different career path than what you had before meeting us, you will keep their skills in addition to your own.

If your starting combination of world, faction, and species is one where even the average characters have in-born special abilities equivalent to a copper-star companion, the local you will have some low-superhuman ability that fits the setting (tier 4 at step 1) and this origin will cost 10 credits. If the average characters are instead equivalent to silver-star companions, you will have an effective tier of 7 at step 1 and this origin will cost 100 credits.

Possess

Cost: 0 (Variable)

Be the companion. Your self will be downloaded into the body of a companion, completely replacing theirs. Rule 63 variants are available for every choice imaginable. You must purchase that companion’s body at their full price. Take this perk if you want to start in a world other than the one your target calls home. If you ever enter your target’s homeworld, even as your first world, an original version of the character will be present. If the target is part of a set that are purchased together, choose one to insert into and take the others as free retinue members. Any pet, mount, and manifestation familiars that the target owns will be included as free subjects.

Everything that your target would have if you bought them outright, you keep, except for their episodic memory and emotional connections - because the original personality was never present. All adjustments described in Basic Rules: Purchases will still apply to your possession choice.

Substitute

Cost: 0 (Variable)

You reincarnate into a canon character from your starting world, whether that’s a waifu or husbando, at a time when they’re alive. You will be them, for all intents and purposes, with your original memories adding to theirs at some point before the start of your story, but not before the equivalent of 13 human years old. You can distinguish between the two sets of memories without difficulty. Rule 63 variants of substitution targets require Universal Calibration I, unless the target is androgynous or customizable. If the target is part of a set that are purchased together, choose one to insert into and take the others as free retinue members. If the target has any number of personal familiars of any kind at the moment of substitution, take them as free subjects as well.

You will keep all of your substitution target’s skills, powers, and special traits, as they were at the point of substitution. You will also receive, as appropriate, a skill framework identical to the one given to early captures. All adjustments described in Basic Rules: Purchases will still apply to your substitution choice.

 You must purchase your substitution target as if they were a companion. Their price will be adjusted to their ability at the time you enter and will often be lower than their listed price. Abilities that require no material effort to awaken or develop should be treated as though they are already awakened/developed for this purpose.

As a reminder, your choice of Substitute target can affect the DR of your starting world. Many options become unavailable on higher intensity values.

Bindings

[The witch] begins at first with doing tricks rather strange then hurtfull: yea some of them are pretty and pleasing. But it is dangerous to gather floures that grow on the banks of the pit of hell, for fear of falling in; yea they which play with the devils rattles, will be brought by degrees to wield his sword, and from making of sport they come to doing of mischief.

-Thomas Fuller, The Profane State: The Witch

General Binding Rules

All bindings ensure a companion's loyalty, friendship, and romantic and sexual interest in you, and nudge them in that direction toward your other companions. Bonds between your companions grow more quickly with increased interaction, but will not override familial relationships without significant pressure.

Companion obedience is not absolute. In general, they put the spirit of your orders over the letter. Strong-willed companions may elect to ignore disliked orders and follow their own initiative. More often, a competent companion whose moral alignment conflicts with an order’s means or ends will raise an objection and the two of you will have to argue it out.

Bound companions are also somewhat more likely, depending on their moral alignments, to consider “Just bind her and make her one of us” a valid solution to any problem involving a companion candidate. Even the purest of heart can find themselves seduced by the power to turn any enemy into a friend.

All bindings work equally well regardless of the user’s or target’s sex, gender, or orientation. If you change your binding method, any expansion you bought for the old one will be refunded at the standard rate. Like all company- supplied powers, bindings cannot be nullified, copied, or stolen.

For safety reasons, all purchased companions, followers, and familiars are bound with a Seal of Approval before delivery, unless you opt out of having any bindings. You can have no more than one binding method at any time. Perks listed as Other Capture Methods are not bindings, and are thus compatible with each other and all bindings. When you buy a new binding method, your previous one will be automatically refunded and disappear from existence. Any physical or mental effects that the former binding actively maintained will fade over the next few days. Long-term “set and forget” effects, such as from Tempest Jewelry or Tantric Arts, will remain in their current state.

All of your subjects have a dormant, invisible tattoo, to mark them as yours and act as a conduit for the appropriate level of general binding rules, as determined by your intensity choices and the individual’s status in your retinue. Dormant tattoos turn visible when Canvas is applied or you have Seal of Approval.

Empty Hand

Cost: 0

This is not a true binding, but instead the lack of any binding implements. All other capture methods are still available, including the use of third-party mind control or Familiar bonds.

Canvas

Cost: 1/subject (10)

Requires: Empty Hand, or any Binding except Seal of Approval or Tantric Arts

The Seal’s tattoos are now permanently visible, even if you’re using another binding. This option is purely aesthetic. Once you’ve purchased this perk ten times, it will automatically apply to every member of your retinue.

Mystic Tattoo

Seal of Approval

Cost: Free

This permanent magical tattoo instills only the mental effects common to all bindings. To capture targets, you may apply this tattoo using a handheld brush that constantly generates its own ink. You can only have one brush at a time, and only you and your subjects can perceive the brush when it’s not in use. The ink contains the essence of the Seal, the central core of all Mystic Tattoos, a circular design that acts as an emblem for the Contractor. Your tool does not need to be a traditional paintbrush. Other drawing tools are also viable: pencils, pens, markers, tattoo needles, styluses, etc.

To apply the Seal, the brush’s ink must first be placed in contact with the target’s body. It will then begin moving on its own, slowly flowing across their skin to form the slowly-darkening shape of your Seal. The brush must remain in continuous contact to the target area of the body for the effect to complete, requiring one minute for a tier 1 target, from the perception of the one holding the brush, plus an additional minute for each tier above tier 1. For imaginary tiers, this is doubled with each step, so that Tier X targets require 20 minutes and Tier Z targets require 80 minutes. If this contact is interrupted before the seal completes, it can be continued by placing the brush’s bristles back on the forming Seal. While the brush is out of contact, the growing seal becomes vulnerable to disruption - able to be scrubbed off by the target or someone around them. This resets the seal’s progress to zero. You may pass this time by drawing the seal manually.

Once the Seal is finalized, it will require 72 hours to ramp up to their full effect, from the perception of the person inked. During the ramp-up period, additional ink will fill itself in around your emblem to form a much more elaborate design, about the size of the subject’s palm, that represents her history and personality, signifying it is the first proper Tattoo you’ve applied to them. If a tattoo’s location is ever damaged or severed, its effects will continue and it will reappear when the skin is regenerated or the body part replaced.

Sealed targets only count as captured at the end of this period, when the tattoo completes. A tattoo’s location on a target’s body may be repositioned after the fact through the company app; a generated 3D model of the target serves as a reference.

The brush never runs out of ink and cannot be used accidentally. If your brush is applied to you, whether by yourself or others, it will only have cosmetic effects. If one of your subjects applies a seal using this brush, the target will feel its effects as if you had used it on her yourself. The anti-loss, -theft, and -destruction measures on the company’s smart device also apply to this brush.

Mystic Tattoo

Cost: 25

Requires: Seal of Approval

Your brush’s ink is now an incredibly potent magic reagent, allowing you to shape and hold spells across the skin of those around you. Take Aesthetic Talent for free.

While applying a seal, you can choose to imbue it with additional powers to create a Mystic Tattoo, capable of granting the target mystical boons and enhancements. Channel your intent and emotion through the brush to sear it into the target. The new Mystic Tattoo stores the emotion you infused it with, allowing it to linger and influence the target, and then develop an Enchantment once the Seal has fully formed.

This enchantment is guided by your intent to develop a low-complexity ability of Tier 4 or below. This could be enhanced strength, increased perception, the generation of a protective shield, or similar effects. Additional low-complexity effects can be created through a mixture of your imagination and the study of both art and the world around you. Tattoo enchantments are static in power, but training can still improve a person' s ability to use them.

The process of creating a Mystic Tattoo is more intensive than a simple Seal. In addition to the time required for the seal itself, the tattoo takes an equal number of minutes to the effect’s tier. Tattoos cannot have IMG-tiered effects.

 You can apply additional Mystic Tattoos to any individual after their Seal is finalized, for just the time needed to create the enchantment. Each Mystic Tattoo is connected to a node on the target’s soul, allowing its enchantment to be equally effective no matter the physical location of the Tattoo. The number of Mystic Tattoos a target can have is determined by the target’s tier at step 2 and the “weight” of the tattoos themselves. Mundane tattoos without enchantments are “Tier 0” for this purpose, only limited by the physical area of the target’s skin.

An individual’s maximum tattoo capacity is 12 plus their tier, while the weight of the tattoo is equal to the tier of its effect. For IMG tiers, the effect from an individual’s tier doubles with each step, so a Tier 10 has 22 capacity, a Tier X has 32 capacity, and a Tier Z has 92 capacity.

Removal or alteration of Mystic Tattoos and their enchantments is possible but intensive. This is a brief process, requiring the brush to maintain contact with the target for an equal number of minutes to the effect’s tier. However, this removal heavily inflames the node the Tattoo was attached to, making it impossible to apply a new Mystic Tattoo to the target for one week for each minute the removal took. Removing a Seal’s enchantment does not remove the Seal itself.

Altering a tattoo’s enchantment is less damaging but lengthier. Swapping an old enchantment to a new one of the same tier or lower requires twice as long as it would take to apply a Mystic Tattoo of the new tier. If the new tattoo has a higher tier than the old, the time required doubles for each tier of difference between old and new, starting at the time for the old tattoo’s tier.

Enchantment Complexity and Tiering

The tier of an Enchantment is determined by the strength and effectiveness of the desired effect.

  • Tier 1 Enchantments are purely aesthetic influences on the tattoo itself, such as making it passively change color or appear animated.
  • Tier 2 Enchantments are capable of being useful for minor or inconsequential things, such as displaying a counter of sexual acts performed or acting as a nightlight.
  • Tier 3 Enchantments have uses, but are generally at best equivalent to mundane work or tools, such as enhancing a body but only to the degree performing exercise normally would have improved it.
  • Tier 4 and above Enchantments are imbued with supernatural abilities and enhancements, equivalent to effects or techniques that would be used by those of that tier with similar abilities.

A user of a higher-tier tattoo will not necessarily be an equal to a native user of the ability, as lack of versatility and experience with the power can easily create a steep divide between the two.

As a rule of thumb, the Low-Complexity Enchantments are ones you can sum up in a word or two. (No, not a proper noun.) The higher complexity Enchantments granted by Slave To Art are ones you can sum up in a short sentence.

Slave to Art

Cost: 50

Requires: Mystic Tattoo

Not every Mystic Tattoo is simply a power to improve the bearer. Many bear more devious effects, designed to sculpt the bearer towards the artist’s desires. Take one copy of Mind Defense for free.

Mystic Tattoo Enchantments may now be more complex, capable of being T5 in potency. These tattoos are more capable at absorbing and then influencing the target with your emotions and intent, storing a more complex array of emotions if desired, and even imprints of short thoughts. The base capacity of your tattoo wearers is now 15.

Additionally, Mystic Tattoo enchantments can now have detriments and side-effects of your own design. They are even capable of being solely composed of curses that inconvenience the wielder, often with a lewd or sexual aspect. These include increased sensitivity, the alteration of their body to a more appealing form the more they use their enchantments’ power, preventing orgasm without your explicit approval, or draining the user’s intelligence as fuel for the enchantment - that final one is a temporary drain by default. The exact form of tattoo detriments is incredibly varied and mainly limited by the potency of the Mystic Tattoo’s effects. An enchantment's detriments are treated as separate to the enchantment itself for the purpose of determining the enchantment’s complexity.

Elemental Inkarnation

Cost: 60 (30+)

Requires: Slave To Art

Your brush no longer contains mere ink. It is now charged with the colors of the cosmos. Choose one Catalog element to gain as an alternative ink. You may use that ink with your brush to improve the potency of your Tattoos, and to provide a wider range of known enchantments.

Enchantments from your Tattoos can now reach T6, and the base capacity of your tattoo wearers is now 18. Your tattoos have no limit on complexity, so long as your Enchantment in some way connects to an element you have purchased using this perk. This allows you to design enchantments to function in particularly precise ways, such as a Bestial enchantment allowing the target to assume several specific aspects of a chosen animal, or a Volcanic enchantment enabling a super strength fueled by certain passions and quenched by others. While similar effects could be created through training without this perk, you would be unable to be as precise with the tattoo effects or as complex with the conditions of use without the elemental ink. Additionally, enchantments matching your purchased elements will be easier for you to design and require minimal study.

This perk can be repurchased multiple times, each to gain an additional element. The first repurchase costs 30 credits. Each additional purchase costs 10 credits more than the last. A single Mystic Tattoo can be composed of multiple elemental inks, combining their effects for diverse results. Each element added to a tattoo after the first adds 50% to the tattoo’s creation time, but simplifies the design process for any enchantment that uses that element.

The World Your Ink, The Soul Your Canvas

Cost: 125

Requires: Elemental Inkarnation

No longer satisfied with simple pigments, a true artist must search the world for inspiration, and pour their heart into not just the final artistic product but also every step of the production.

Your brush can now magically convert existing material in the world into specialized ink, and then store the unique ink within itself for future use. Through the hours or days this conversion process takes, you can imbue your thoughts and emotions into it, causing the effects upon the future recipients of the ink to be much more potent. The amount of ink produced varies by the quantity and quality of the converted resource, but will always be enough for at least a single Mystic Tattoo.

Your enchantments can now reach Tier 7 in potency by default, and the base capacity of your tattoo wearers is now 21. Enchantments up to tier 10 are possible through the use of ink crafted from particularly powerful and rare materials. No matter the ink used, enchantments may now be as complex as you can personally design.

Eye of the Beholder

Cost: 15

Requires: Mystic Tattoo

Art is meant for the masses. It is something to be seen by all and leave a mark on their minds in the days to come. Now, you've perfected your knack for truly leaving that mark through your designs.

Finished art you create with your Brush will be supernaturally good at portraying intended emotion to any who view it, acting as a strong influence on their mind while the tattoo is within their sight. It might become incredibly beautiful or terrifying to spectators, or encourage emotions like desire and fear in them. While Mystic Tattoos will carry this mental effect at a set level of “potent but resistable,” other art you make will have the level of potency vary based on how long you spent creating it, ranging from the slightest whisper of influence for a brief sketch, to a masterpiece with years of time spent on it creating an irresistible wave of emotion that lingers long after the painting leaves their sight.

World of Your Own Design

Cost: 85

Requires: Eye of the Beholder, Elemental Inkarnation

To create art is to pour your passion and life into the canvas. Your masterpieces are so grand that they’ve become worlds in their own right for you to enter and exit. Take one copy of Polymorph Defense for free.

You gain the ability to step into any artwork you created, or which you have applied your own ink to, through contact with the artwork. Doing so allows you to interact with the painting as though it were a real world, treating painted objects as though they were solid, and painted creatures like beings to interact with. Any changes you cause will reflect in the art outside. For something in this painted world to have the full abilities of what it resembles rather than a lesser facsimile, the ink you applied to the canvas must be Elemental or Specialized ink of a matching type to the object or creature. Attacks from outside the painted world will not harm you while you're inside, but the full destruction of the painting you are within will forcefully launch you back to the normal world, with injuries based on the method of destruction.

You can also send other objects or beings into the painted world in your stead, trapping them within the artwork until you bring them out. To do this to an object, you must coat it entirely in Ink before bringing it to the artwork it will rest within. Doing this to a creature requires that they be willing, unconscious, or in your retinue. Anything sent into a painted world will retain all of its normal capacities, even if you don't apply the matching types of ink for it. The beings trapped within a painted world are capable of interacting with their surroundings the same way you can.

With Pocket Apartment, all of your painted worlds will have portal sites, hidden from outside view. These behave identically to other demiplane portals and benefit from all related perks. Your painted worlds all count as Dominions.

Finally, you can freeze a painted world for up to 24 hours by touching your brush to it, rendering those trapped within as static as a normal painting. Drawing over static targets will allow you to modify them through your artwork. These edits are generally restricted to purely physical effects or minor changes to the person’s powers.

Inkling of the Future

Cost: 30

Requires: Mystic Tattoo

Art is not always about leaving a permanent mark upon the world. Sometimes it is fast, messy and meant to be gone in an instant, only lingering in the memories of those that experienced it.

You can now create temporary Mystic Tattoos. These are as capable as your permanent Enchantments but less stable, burning out their effects and dissipating within a week. The lack of stability, however, allows you to apply these in seconds, rather than the minutes needed for a Seal. An even shorter-lived version is also available, which applies instantly but only lasts 24 hours.

The application of a Mystic Tattoo is now very pleasurable to the target, if you choose it to be. If you have Slave To Art, the ending of a Temporary Tattoo’s effect will fill the user with a palpable feeling of loss and strong urge to acquire a new tattoo. This urge can be blocked with Addiction Defense.

No Faster Tattoo

Cost: 120

Requires: Inkling of the Future

Your art caught the market's eye and now everyone wants a chance to wear some of your ink… but keeping up with demand means taking less of a personal hand in things. It’s time to fire up the copy machine.

By touching your brush to paper, it can convert it into a sheet of tattoo patches, which the brush will automatically fill out with copies of a temporary tattoo that you have previously drawn with a tier of 5 or less. The brush can do this for entire stacks of paper at a time, without needing individual activations for each sheet. Each sheet contains 4 copies of the temporary tattoo. These easily separate from their sheets, activate when pressed against bare skin, and may be destroyed (to end their effects early) by peeling or scraping them off.

If you have Grand Manor, your personal Workshop will have mechanisms to produce these tattoo patches without your brush.

Words Can Hurt You

Cost: 75

Requires: Inkling of the Future

A picture may be worth a thousand words, but just one can be plenty in a pinch. Using your brush as a writing instrument, you can now write out words across the bodies of others to influence their behavior. Take Communication Talent and one copy of Mind Defense for free.

Words written with this perk will influence their wearers to behave in such a way as to make that word now apply to them. This influence ramps upward over time, but the exact degree to which it applies to the target and the duration it remains in effect are determined by several factors. These include the amount of ink they have on them, their level of will and resistance, the amount of intent you infuse into your writing, and the amount of time and effort spent writing it. The writing can be interrupted by the target the same way as an incomplete seal or tattoo, but the intent infused within makes it incredibly difficult for the target to be able to willingly or intentionally do so.

Pièce sans Résistance

Cost: 20

Requires: Mystic Tattoo

Your art will take shape anywhere you desire, no matter how many objections your intended living canvas voices. Any ink you use becomes permanent ink, aside from the temporary tattoos of Inkling to the Future.

The permanent ink from your brush fortifies your in-progress art, making it impossible to interrupt the process once started and allowing a partial Seal or Tattoo to remain incomplete on a target indefinitely. However, these partial tattoos will still require fresh ink applied to them to complete. You may choose to intentionally deactivate this effect on specific art via your Company Smart Device.

If you have Eye of the Beholder, this effect applies to all artwork you use your ink to create, preventing damage to the art beyond destroying the canvas itself.

If you have No Faster Tattoo, you may choose whether or not a sheet of Temporary Tattoos consists of Permanent Ink, removing the ability to destroy the Temporary Tattoo before the duration ends.

If you have Words Can Hurt You, this applies to any writing you apply to a target, making it so it cannot be destroyed and will only disappear when the time runs out.

Shroud of Power

Cost: 40

Your personal power manifests as a cape of solidified energy. An extension of your will, it can shift and transform with your thoughts, both conscious and otherwise. By draping it over or wrapping up a waifu with it, you are able to infuse your target with your will and bind them to it. Take Body Tune-Up and Athletic Talent for free. Shroud techniques are mystical arts that benefit from Soul Talent, so take that for free as well.

This cape is subject to the same protections as the company smart device. It can shift its form and texture into a wide variety of shapes and imitate any other outfit, ropes, tendrils, hands, blades, and similar forms. The constructs of the Shroud may have the textures and forms of textiles like leathers, latex, or other forms of clothing. The shroud is extremely durable and capable of significant amounts of strength and speed, and you gain a form of tactile feedback from it.

Once completely infused, the waifu becomes one of your Shroud-bound. A newly Shroud-bound waifu’s clothes and makeup are absorbed into a cloak of her own, subordinate to your Shroud, and replaced with a new thematic style in line with your tastes and the personal mark of your Seal. A Shroud-bound waifu will always consider her cloak her most comfortable outfit, but she may still dismiss it and wear normal outfits at any time.

Hen-SHIN!

If you have Pocket Space, you and your shroud-bound subjects may store additional outfits within the Shroud and quick-change in and out of them with a thought. The Shroud will automatically envelop these outfits, reinforcing them with the wearer’s power and palette-swapping them (for the duration) to match the shroud’s aesthetics. At the most extreme, heavy power armor can look and feel like a maid costume while retaining its full capabilities. This is most relevant for existing enchanted gear or otherwise super outfits, such as Life Fibers, power armor, or magical girl uniforms.

Gear that is held rather than worn may also be stored this way, but the palette swap effect is far weaker.

Both you and the waifu will be able to manipulate her outfit much like you can with your Shroud, though your will supersedes hers in such manners. These powers are innate abilities, granted by the Shroud, and do not require any magical talent. Your own tier immediately increases to 5 at step 4, and can increase further as you train with the Shroud and discover new uses. The soul-deep link to your personal power will further benefit your shroud-bound subjects, pushing any blue-star subject up to Tier 4 or any copper-star up one tier, at step 4. This is not a significant gain for higher tiers.

A newly Shroud-bound subject gains a subconscious awareness of your activity and needs. They may even respond to orders you haven’t consciously given yet. They will greatly struggle to go against your direct orders, and even the strongest-willed subjects will be unable to go against your intent once bound. Additionally, the infusion will shift Shroud-bound companions’ figures to your tastes.

Shroud: Capturing

To capture a target, you or your Shroud must maintain contact with them or one of their projections until you’ve infused enough of your will, whether through the target wearing an outfit your Shroud has been transformed into, being cocooned by your Shroud’s constructs, or similar. As a general rule, the more of your Shroud is focused on, inside of, or otherwise in contact with your target, the less time it takes. The greater the power, will, or resistance your target has, the longer it will take.

With the entirety of your Shroud around a target, even if they put their all into the struggle, it will usually take less than a minute for a blue-star subject, under ten minutes for a copper-star subject, an hour for a silver-star subject, and three hours for a gold-star subject. A TX subject requires 12 hours to bind, and the time doubles for each tier beyond that. Lesser amounts of your Shroud in contact with a target, or only intermittent contact, will extend the time required, up to years.

Other factors can reduce the required time. Examples include the number of orifices your Shroud has penetrated, any of your essence/fluids you have inside her, or if she’s unconscious, been recently defeated by you or your retinue, having sex with you or your retinue, or consenting to the bind. As a general rule, each additional factor reduces the time required to complete the infusion by half. A willing and aware (but not necessarily informed or ‘unassisted’ consent) target can make the process functionally instantaneous regardless of their personal power.

Until she is bound, your accumulated will within her will slowly dissipate whenever she loses contact with your Shroud. It takes approximately a month for the process to completely reset for a waifu who’s just short of being fully captured. Shroud-bound do not count as your Shroud for the purposes of binding new targets. Direct contact with one will, however, delay the fading of any will you've already built up within her.

If a target has an already-existing mental or spiritual connection to other bodies or people, the shroud can follow that connection to bind everyone on it at once. This also applies to summon creatures’ phantasms to capture the summons at their homes. Examples of this include the Misaka Network, divine avatars or those who’ve taken mortal hosts, and multi-summon Servants like Gemini, the Valkyrie squads, or Anne and Mary. Mere followers or even clerics of a god do not count.

Shroud: Failure?

With only the basic Shroud, the bind can fail to take in subjects that have too much personal power, compared to your own, at the moment of attempted binding. This will ignore the subject’s consent and even purchase status.

Consenting subjects whose bindings fail will still be captured and marked with a Seal of Approval, so you can make a later attempt with the Shroud. Non-consenting subjects will break free completely, denying you their capture credits until a successful attempt is made.

Subjects who are already shroud-bound will remain so, even if they become strong enough that you would be unable to re-bind them. This includes the upgrades from capturing a character “early” and the expiration of any step 5 modifiers to effective tier.

Three-Piece Suit

Cost: 15 (135)

Requires: Shroud of Power

Your Shroud may now be split and sectioned off, such that you functionally have multiple Shrouds. You could give a target an article of clothing to wear while still retaining the power of your personal Shroud. If your Shroud is elemental, you may separate one portion of it without worrying about it dissolving. This can only be created from yourself or extant manifestations of your Shroud.

These always retain the standard company protections on devices and may be recalled at any time. You may control these pieces separated from yourself, but must be directly aware of them in some manner, such as a line of sight or more exotic senses. You do not receive the tactile feedback from separated pieces as you do with your primary Shroud.

This Perk may be repurchased multiple times. With the ninth purchase, your Shroud will develop to the point that you may separate as many portions from it as you would like.

Dancing on Threads

Cost: 40

Requires: Three-Piece Suit

You are your shroud, and your shroud is you. You no longer need personal awareness of separated pieces of your shroud to control them, as long as you or at least one shroud-bound subject remain in the same universe as a separated piece. This includes tactile feedback. Separated pieces can also be infused with an echo of your will, allowing them to follow standing orders and operate autonomously until you call them back.

Upon contact with a target, a separated piece (whether autonomous or directly controlled) can manipulate the target’s physiology as per Advanced Runes: Body. This transformation requires time and direct interaction with the part of the target being changed. The longer the interaction, the more intense the effect; these effects remain after contact is broken. The target’s clothes, gear, and nearby objects can also be transformed, though any special or empowering equipment will still maintain its original capability even in its new state.

Certain mental effects are also viable, such as inducement of new fetishes into the target or changes to their perception or common sense. Anything beyond that requires the target to be captured first.

Finally, anything at least partially encompassed by your shroud, including shroud-bound subjects whose elements have been overridden by your own via Grand Tapestry, counts as part of your Dominion.

Elemental Shroud (___________)

Cost: 65

Requires: Shroud of Power

Congratulations! Your Shroud has been upgraded to the elemental manifestation type! Choose one Catalog element for your personal Shroud. (Your retinues’ cloaks are not affected.) No longer purely physical, the Shroud grants you a noticeable buff to your affinity with your chosen element and allows you to generate and control significant amounts of it. Your Shroud is still your self, however. Attempts to create a self-empowering feedback loop using powers that absorb external matter or energy will fail. You’re just taking from yourself to give to yourself.

Your Shroud’s manifestation is always intense and obvious, such as a black void for Umbral Shrouds, burning flames or magma for a Volcanic Shroud, or a seemingly star-filled cosmos for the Astral Shroud. As an extension of your will, it will only harm that which you wish it to harm. You can always deactivate your element to use your Shroud in its original form.

You may take control of a natural manifestation of your element by mixing in some of your Shroud into it. Manifestations of the element with a will of their own must be infused with your will the same way a waifu must. However, a willing manifestation may allow you to manipulate them, such as using a Cyber Shroud to repair a willing gynoid. Willful manifestations must either be bound like any other capture or released when you have no further need of their substance.

These elemental shapes and tendrils must be contiguous with you or each other. Portions of Shroud that lose contact begin to dissipate, generally within ten to thirty seconds. Your waifus, their Cloaks, and waifus in multiple bodies all count as “you” for the purposes of Shroud sustenance. As an example, you can create a ring with the Xeric Shroud that would quickly crumble into nothingness if it left your body, but it would not if one of your waifus wore it.

Your Shroud can only be damaged by things which could feasibly harm the element itself, such as water affecting the Volcanic Shroud while physical strikes cannot, or gravitational effects damaging the Void Shroud. Even non-physical elements such as light and shadow are capable of becoming tangible, such as by becoming the physical cloak once more, though by doing so they can be damaged by physical forces.

Each specific element, additionally, provides free Talents and/or Defenses, as specified in the Elements listing in Additional Rules.

Prismatic Shroud (___________)

Cost: 75+

Requires: Elemental Shroud

Choose an additional Catalog element for your Shroud. It may now express either of these elements or themes, but only one at a time. True mergers of multiple elements are not possible, but practice will let you rapidly switch between them and keep the previous element’s manifestations active for longer afterwards. Doing so with directly-conflicting elements, such as the Volcanic and Boreal or Bestial and Burial Shrouds, requires much more practice.

This expansion may be repurchased as many times as desired, until all listed Shrouds are acquired. Each additional purchase costs 10 credits more than the last.

Complementary Colors

Cost: 25 (250)

Requires: any Elemental Shroud

Select one of your subjects. They are now shroud-bound, bypassing any failure chance, with a cloak that has elemental properties much like your own. This perk will extrapolate their Catalog element from their current affinities, personalities, and hypothetical developmental trajectories. Any subjects that you apply this perk to at the time of their purchase will be shroud-bound before delivery, again bypassing any failure chance. If none of the catalog elements fit for a particular subject, they may gain a unique element instead, usually hybridized from two or more of the existing options. This is very rare; an aggressive tomboy is often strongly Volcanic, while a Justice-minded individual is most likely Luminal.

In this way, your subject will gain all the benefits like your own Elemental Shroud: aesthetic harmonization for their constructs and cloak, an affinity for the element in other power systems, and the ability to generate and control said element. Unlike you, your subjects may only have a single element. This increases the Shroud tier boost for your subjects to +3 for blue-stars, +2 for copper, and +1 for silver. Imaginary-tier subjects are not affected. Your subjects who benefit from this perk do not receive the free Talents or Defenses that you would normally get from an Elemental Shroud of each particular element. If you have Pocket Space, each of your shroud-bound subjects will gain their own personal pockets, equal to the initial size offered by that perk.

Additionally, with the first purchase of this perk, you can project your own Shroud through shroud-bound subjects. This bypasses the usual limitation against your retinue members binding others using your shroud, but requires a powerful multitasking ability or extreme amount of practice to do so effectively.

Once you’ve purchased this perk ten times, all new shroud-bound subjects will automatically receive a Catalog element without any further purchases. Your ability to bind non-consenting targets stronger than yourself is now more forgiving. Additionally, all new purchased subjects will be shroud-bound before delivery. This removes the failure chance for all purchases and consenting captures. If you buy ten copies of this perk in your starting build, this will apply to all subjects purchased at that time as well.

Grand Tapestry

Cost: 100

Requires: Complementary Colors, Conjunction

You and your subjects with elemental shrouds can access each other’s elements through the sympathetic bond your Shroud represents. On a basic level, drawing on another’s Catalog element allows you to generate and manipulate things within their purview as if the element was your own, complete with aesthetic palette swaps and altered material profiles as appropriate. Take a free copy of Talent Sharing for all Talents you own, plus Psychic Talent.

Affinities granted by someone else’s element, however, are capped by the intimacy (or at least, the intensity) of one’s relationship with them, which can complicate attempts to squeeze your subjects for power. Conversely, maximizing social links through careful harem management (or blunt mind control) will allow even diametrically opposed and incompatible themes to be reconciled and harmonized with each other as one through the strength of shared affinities. These bonds also support your ability to bind more powerful subjects. If you also have ten purchases of this perk’s prerequisite, this will remove the failure chance entirely.

Skill at manipulating constructs and phenomena is tracked separately and individually for each theme. Juggling and utilizing multiple themes at once is another skill that you can master.

Finally, this perk enhances your ability to project your own Shroud through shroud-bound subjects, to the point of being able to, temporarily, completely override their elements with your own, whether your original element or additional purchases from Prismatic Shroud. This only applies to subjects who benefit from Complementary Colors.

Elemental Loom

Cost: 50

Requires: any Elemental Shroud

Your Shroud has been upgraded into a gaseous aura and its manifestations no longer need to be obvious and intense. A Volcanic Shroud no longer needs to create flames, but instead be a temperature change; the Bestial Shroud can create and manipulate bacteria and viruses, the Cyber Shroud can affect purely digital code, etc. The benefits of this perk only apply to you, not your Shroud-bound subjects.

You gain an additional sense related to the element(s) of your Shroud within your aura, though reading and understanding it will take practice. The Cyber Shroud may let you access wifi and bluetooth devices, or you can feel spatial distortion with the Astral. You may infuse yourself with your element, increasing your strength, speed, and durability significantly.

While the rules for contiguous manifestation are still in effect, the Shroud does not need to have the same intensity across the entirety of it. As long as you are able to understand how your element can be expressed in non-obvious ways in the air around you, such as changing a room’s humidity or brightness or creating slight spatial distortions, you will be able to manifest intense examples of your element in apparent midair around you.

To reiterate, with an intense manifestation of your Shroud enveloping a target, no matter how hard they resist, binding them will generally take a minute, ten minutes, an hour, three hours, and twelve hours for a blue-star, copper-star, silver-star, gold-star, and TX waifu respectively. Waifus within your ambient aura are still in contact with your Shroud and may still be bound by it, but the process will take much longer. If a waifu is exposed only to these milder effects, binding a member of each category will generally take hours, days, weeks, months, and years, respectively.

Deep Weave

Cost: 150

Requires: Elemental Loom

Your Shroud is no longer merely an extension of your will, but part of your being. You are able to transform portions of yourself into your element(s) and heal or recharge yourself by absorbing manifestations of said element that you didn't create. If you or any shroud-bound subject were not already capable of flight with your Shroud, you are now capable of such. All other benefits of this perk after this point only apply to you.

Absorbing an elemental manifestation with a will of its own - or a being strongly aligned with that Element - involves usurping the target’s will with your own, like any other sapient target. Individuals absorbed in such a manner, such as a gynoid via the Cyber Shroud, a pyromancer via Volcanic Shroud, or a normal martial artist via the Bestial Shroud, may be bound like anyone else, recreated and released from your service, or their form stolen. Forms stolen in this manner work similarly to the Possess Origin. This process is instant if performed on a shroud-bound retinue member and has the same possibility of failure as standard Shroud capturing.

The target’s skills will be copied to your true form, as will any traits and abilities that match a Catalog Element or Affinity that you’ve purchased for yourself. This also holds true for abilities that are generic in source but expressed uniquely, such as Sacred Gears, Noble Phantasms, Quirks, or X-gene mutations. Additionally, you will gain the target’s episodic memory, as if you had Substituted into them.

All other traits and abilities, including the target’s existing emotional connections and any purchases of Template Stacking that you made for the target, will remain tied to the target’s form and will not affect your true self. Any emotional connections that you develop on your own are on you.

Manifestations whose forms were merely stolen but not bound are also not captured and you do not get a credit reward for doing so. You may still sell a stolen form to the company afterward, like any other target, for the intensity- adjusted sale price for the target’s effective tier after step 3. This will remove the form from your library.

Alternatively, if you have Complementary Colors, you can transfer a stolen form to a subject whose personal shroud’s element matches the form’s element, with the same benefits and effects that stolen forms grant to you. You can revoke these transferred forms at any time.

Tormentor’s Toolbox

Cost: Free

You gain a handheld storage container: larger on the inside, undetectable unless open, and able to be summoned or dismissed at will. Within this toolbox is a nasty bag of tricks, specially chosen to break down the will of those you choose as your playthings. The devices in this kit are discrete physical objects, able to be used by your subjects as effectively as yourself, and benefit from a limited version of the standard smart device protections. If a device is specifically placed or handed out, such as a hidden camera or microphone, it will not be automatically recalled. Destroyed devices will respawn inside the toolbox after 24 hours.

Upon purchase, the only tools inside are a collection of handheld surveillance equipment, such as photographic cameras, recording devices, or wearable video cameras. These are used to gather Blackmail. Blackmail is recorded evidence of a target’s general vulnerability - records of them sleeping or changing, or of something that would ruin their reputation - or personal weakness. This might include records of a loved one’s vulnerability, the target’s dirty secrets, or similar.

During an attempt to blackmail a target, when you expose them to fresh - “Active” - records from these devices, they’ll be struck with a compulsion to give into the attempt. The strength of this compulsion varies based on the volume of the records provided. This compulsion will, by default, prevent the target from using their own powers to solve the situation - whether by leading the target to invent any number of reasons why that wouldn’t help, or by simply preventing the target from considering the option. This compulsion’s effects are particularly potent if the target is more powerful than you, but can be resisted by particularly shameless or willful targets.

If a target gives in to a blackmail attempt from you, whether aided by Active Blackmail or not, they enter Compliance: a state where they obey all commands you issue. Each piece of Active Blackmail can only be used to cause Compliance once, after which it will lose its compulsion effect and become Spent. If you use multiple records in the same successful attempt, all of them will lose their compulsion. Spent Blackmail records will still exist until destroyed.

The first time a target enters Compliance, the state will last for 3 hours. Each time a target re-enters Compliance after that, the new Compliant State’s duration will be twice as long as the last. While in a Compliant State, the target is incapable of providing Love Confessions. The target will follow most direct commands while Compliant. Unacceptable orders, that a Compliant target will refuse, include those that are completely impossible, those that would knowingly be lethal or crippling, and those that too flagrantly go against the target's core motivations.

In cases where the target's core motivation is the determining factor, orders of a sexual nature have a higher chance of still working in spite of the target than other orders would. Similarly, much like how adrenaline can allow an elderly grandmother to lift the front of a car to rescue a child trapped beneath, orders received under Compliance can often make individuals capable of things they themselves would not expect. This can include parkour, repeating back a long quote without mistakes, a virgin deepthroating without triggering their gag reflex, or the triggering or denial of orgasms on (your) command.

When a target exits Compliance, their current commands will be disabled and, by default, the target’s memories of the blackmail attempt suppressed until your next attempt to blackmail them. They will rationalize away the missing time, and be left with a lingering sense of obedience to you, and an increased willingness to do the actions you desire that erodes their core motivations. This obedience grows with each successive Compliance. After 5 times in Compliance, the target will be fully broken to your will, becoming Captured and entering Compliance permanently, now willing to perform any order. If you instead allow them to remember, they will keep the experience a secret from other people in their lives, usually justifying the decision out of fear, shame, or not expecting anyone to believe them.

While Active Blackmail is the most common source of inducing compliance, a softer hand works as well. You can simply bribe a target into Compliance as well. Merely offering or providing a bribe is not enough to trigger Compliance. The target must decide to follow through on their end of the deal. Example bribes include offering food to a wild animal or a trade of secrets with a spy.

Metamorphosis Inducing Mixtures

Cost: 30

Requires: Tormentor’s Toolbox

Access to the Company’s wide range of transformative substances has been authorized!...Just be mindful of the side effects, and don’t get too high on your own supply.

Your Company Device now contains a full catalog of recipes and information on a variety of products. Up to five specific products can be entered into a quick access section of your Toolbox at any time, always within easy reach and without needing to be specifically ordered. Once entered into quick access, a product cannot be removed from this section for one week (168 hours). Available products vary in application, from skin creams, to pills and powders, to injectable needles, but generally can be classified into a few specific categories. Products not selected for quick access can still be ordered separately.

Physical products apply changes to the consumer’s body, performing changes like those done by Advanced Runes: Body. This can include growing out hair, or increasing breast size or sensitivity. Mental products perform blunt-force changes to the consumer's emotional or mental state. This can include induced euphoria, lust, an inability to lie, a reduction in intelligence, or other similar effects. Some specialized products fall under both categories. Those under the effects of mental products are too compromised to provide Love Confessions. Specialty products may become available based on substances and abilities the Contractor obtains.

Products can also be classified by duration. Long term products do not cause immediate results, but instead slowly apply their effects over the duration of each dose, permanently altering a target's body or mind over an extended period. Short term products apply sudden, immense changes - such as a sudden surge to breast size, severe reduction in height, or a manic form of happiness - but wear off over the course of several hours. The exact timing depends on the dosage.

All dosing instructions are listed in the store, and easily findable for all sorts of beings. The default values are appropriate for roughly human-sized targets. Those who fail to follow the listed dosing instructions and take too much of a certain product in a short period will Overdose. An Overdose is permanent without Warranty Plan and usually detrimental.

Overdosing a physical product often leads to the intended effects becoming exaggerated, additional unexpected side-effects appearing, or resistance to other drugs that would normally counter the effects. Exaggerations of intended effects can include breasts growing to immobilizing sizes, sensitivity stuck at overwhelming levels, or height reduced to several inches rather than several feet. Some degree of these effects will usually become permanent, even from products designed for short-term use. Overdosing on mental products leads to similarly permanent effects that cause irreparable mindbreak scenarios on the consumer.

Shoot to Thrill

Cost: 45

Requires: Metamorphic Inducing Mixtures

Your toolbox now includes a single classical raygun out of the pulp sci-fi era, capable of channeling the short- term effects of any Metamorphosis Inducted Mixtures product at range. A physical dial on the side of the gun acts as the safety and can select from any of the products that you’ve selected for quick access. If the original product has long-term effects, then the raygun’s version will still be short-term. The raygun’s effects are obvious to onlookers and cannot cause overdoses.

The raygun’s shots do not use ammunition. They are affected by reflection and refraction, just like focused light. They will not affect objects. Friendly fire is always on, allowing the shooter to hit themself or another member of your retinue by accident, though the effects are just as temporary as any other short-term MIM product. Raygun shots can also be resisted with Mind or Polymorph Defenses (or equivalent), as appropriate.

If you have Meta Shift, you can channel that perk through the raygun to make its shots permanent and retroactive. You can protect against this with Paradox Defense as well.

Augmented Revisions

Cost: 20

Requires: Tormentor’s Toolbox

Your toolkit now includes an array of headwear meant to fool the mind and trick the senses. These VR Helmets are highly customizable in both size and form, but have a minimum size of at least two large hair clips. They can connect to technology and virtual worlds, either via augmented reality or by metaphorically ‘jacking in’ to send your consciousness fully into the virtual world. Doing so can allow you to enter existing digital spaces and contact digital beings, and will create a new digital space to interact within if no such space already exists. The above functions may be used without entering a Compliant State. This perk adds 12 helmets to your toolbox, enough to cover most use cases.

VR helmets can be used to directly trigger a Compliant State without first blackmailing or bribing the target. This may be accomplished via layering an augmented reality of your choice over the wearer’s perception while they remain in control of their body or via a 'full dive' as the wearer's body sits inert and their consciousness enters a digital space. In both cases, the fact that the VR helmets are doing something and in use is obvious to outside observers.

This Compliant State has the same limits, duration, and counts towards capture as from blackmail. If the helmet is removed during a Compliant State, the target will immediately exit it, and it will not count towards their capture counter. After a helmet-induced Compliant State ends, the helmet will need some time to recharge, during which a suspicious target might remove their helmet.

You may view any scenarios from your smart device, or directly participate yourself using a linked helmet. Using a linked helmet to remotely interact with an individual in the augmented reality state is possible. Use caution, however. A helmet’s wearer reacting to someone not present while the helmet is operating will often have others attempting to interfere and break them out of the Compliant State by removing the helmet.

If the target’s memories from this Compliant State were suppressed, when they return, the target will believe that the events they perceived actually occurred, where feasible.

If you have Shoot to Thrill, any onlookers who are wearing VR Helmets will, for the duration of the raygun’s effects, believe that a raygun target’s transformed state is natural, with their memories temporarily altered to support this deception, and then forget the transformation after.

EVE Chip

Cost: 20

Requires: Tormentor’s Toolbox

Leave your victims with an embedded mark of your control. Your toolbox now contains a high tech implant known as the EVE Chip, ranging in size but always visible to the naked eye. A new EVE Chip must first be pressed to, or otherwise implanted in, direct or extremely close contact with the central nervous system or equivalent of a target. This can include a humanoid’s forehead, base of the skull, or spine, a robot’s primary motherboard, or a spirit’s anchoring crystal.

The EVE Chip uses a Pavlovian system of rewards and punishments to manage its target’s actions. The more willfully a target attempts to deviate from the chip’s coercion, the more unpleasant the punishment inflicted upon them will be, often in the form of splitting headaches. A target’s desires or attempts to rid oneself of the chip are, of course, punished severely.

By default, the chip acts to fulfill one objective: encouraging Compliance. To achieve this, it might encourage the target to repeat acts that would get them blackmailed or bribed by you, recklessly get others involved in similar scenarios, submit more readily to your other tools, or go along with your attempts to blackmail or bribe them. In particular, an EVE Chip will prevent a target, whose memories of a Compliant State were not suppressed, from considering retaliation against you. By default, you are immune to your own chips, but you may still use one to deliberately modify your own behavior.

These chips are networked with other devices produced from the toolbox, enabling synergy with other devices beyond the target’s awareness. If a target needs to change their clothes, the booth or closet where they do so will usually be the one with a hidden camera that you placed in advance. An app on your smart device allows you to remotely program these chips: changing objective prioritization, adding, deleting, or altering commands for the targets, modifying rewards and punishments, etc.

If you have Augmented Revisions, a VR helmet can implant a chip into its wearer, or vice versa with the construction ex nihilo of a new VR helmet on the bearer of an EVE chip. This process lasts three continuous hours, regardless of direction.

All Seeing Eye

Cost: 10

Requires: Tormentor’s Toolbox

Your web of control spreads beyond your physical presence, allowing you to pull your strings all across the city, the world, or even the universe. Your toolbox now includes a collection of remote surveillance devices and hacking tools meant to hijack existing security networks, giving you access to both their stored records and constant access to their live feed from your Smart Device. Blackmail records no longer have to be personally recorded by you to be Active. So long as they are actual records and not artificially created or significantly modified, they will carry the same compulsions as if you'd acquired the material yourself.

If you have Active Blackmail on a target, you can use your smart device to send them discreet messages. Messages sent this way will reach the target’s private contact lines, as an anonymous text, distorted voice on a call, or similarly disguised sources of information. These are untraceable and can be remotely wiped by you at any time. You can reveal blackmail over this contact line and trigger Compliance in the target, as though you had done so in person.

Your Worst Nightmare

Cost: 45

Requires: All Seeing Eye

You've been so focused on rooting out the truth, so who would call you out if you started… bending it a bit? You deserve it. Active Blackmail no longer needs to be actual records, and may be significantly modified or artificially created provided the target finds it believable enough. This believability may come from the target actually believing the truth of the material or from the forgery being able to hold up under sufficient public scrutiny.

You can also Spend four pieces of Active Blackmail on the same target to generate a Negative specific to that target. A Negative, before being used, will appear as an incredibly distorted and unintelligible record, regardless of its form. Once shown to the Target, the distortion vanishes as the target's worst possible fears and thoughts are pulled into visual format and made into a new piece of evidence, specially designed to be the most horrible blackmail you could have on them. The target’s own mind, in struggling to deny the authenticity of the Negative's events, will instead prove it to the target, fitting the events into an existing gap in their memory or one created by a Compliant State.

Alternatively, you can show the Negative to someone connected to the target. In that case, the Negative will instead become the most damaging thing possible to the two’s relationship, and its compulsion effect will be spent to convince the Negative’s recipient of its authenticity. Beyond just compelling a newfound suspicion of the target in the recipient, the Negative’s recipient will often reconsider all of their memories of the target in this new light, irreparably harming their relationship.

Lewd Model Decoy

Cost: 15

Requires: All Seeing Eye

Your toolbox now comes complete with a hard-light hologram projector. The doppelgangers it creates are a classic means toward ruining your target’s reputation and forcing them to rely on you alone.

This projector requires Active Blackmail of a target in order to model them properly. The more Blackmail you Spend to create a doppelganger, the more accurate it will be, from a visibly ‘washed out’ emotionless doll, to a perfectly accurate copy as they behave in their Compliant State. Any powers the target might have, however, will be reduced in the doppelganger to flashy but barely-there imitations. This projection will last for a number of hours equal to the target’s last Compliant State. While active, the projection’s sensory data will be transmitted to your Company Device, with enough fidelity to be easily translated to a VR scenario.

If you have Metamorphosis Inducing Mixtures, the hologram can consume the resulting products, but any effects will not carry forward to future doppelgangers. If the target has an EVE Chip, you can force them to feel all of their doppelganger’s sensations in real time.

Hypno App

Cost: 65

Requires: EVE Chip, All Seeing Eye

Who'd have possibly considered a phone could be bad for them? Your Company Device now has a new app, designed to rapidly mind control any who you show it to.

When the app’s primary feature is active, your device’s screen becomes a hypnotic spiral, mesmerizing anyone who looks at it for more than a few seconds. People that are mesmerized fall into a stupor while staring at the screen, losing awareness of the outside world as they become increasingly suggestible. Targets can be broken out of this state by a physical or social shock, such as someone calling their name loudly, shoving them, or severely needing to go to the bathroom.You are immune to your own app, of course, as are any of your subjects that you’ve added to a whitelist - it would be inconvenient if an assistant fell into their own stupor while trying to manage a target. After a number of minutes equal to, at max, the target's tier, they enter true Compliance. This can be reduced by factors such as a target's overconfidence, pride, willingness, or lack of familiarity with technology.

When the app is used on those in Compliance, this suggestibility can be abused to mold them like clay. The higher the severity of the alteration, the longer they must be exposed to the app for the change to take full effect, often taking multiple sessions split over time. As they stare into the spiral, you can layer alterations into their mind that will remain even after they awaken from their Compliance. These include, in order of severity: compulsions to be more willing to perform a certain act, preventing them from noticing things even outside of Compliance, trigger phrases to fall into a stupor once more, altered emotions, twisting relationships into new forms, or total revision of personality, beliefs, and memories. A target wearing a VR helmet from Augmented Revisions can be treated as mesmerized by the Hypno App while “jacked in” to a simulation.

Additionally, the app will register profiles of the minds that are entranced by it. The longer they've been mesmerized, the more accurate the profile, which is updated following each time they're mesmerized. This contains information like fetishes, emotional states, and both current and long term desires, which can be directly edited within the app. Upon doing so, the next time they are mesmerized, the App will automatically begin altering them to match your edits. For those affected by an EVE Chip, their revealed information will instead be tracked in real time.

Shareware

Cost: 85

Requires: Hypno App

You can now transmit the Hypno App to any appropriate system that you own or have previously hacked into via All Seeing Eye, with the same effects as using the app from your smart device. The surveillance tools from that perk will let you monitor all locations that the Hypno App is uploaded to, and allows for remote access, control, activation, and deletion of the App on these device’s displays.

Additionally, EVE Chips are now contagious. An active chip will flood its host with nanomachines; after infecting a new victim through fluid transfer or extended physical contact, the machines will automatically construct a new chip and connect it to your network.

Hypno-Correction Tank

Cost: 50

Requires: Hypno App, Metamorphosis Inducing Mixtures

Who needs subtlety? Just knock them over the head and lock them in your sex dungeon until they comply. Your toolbox expands, now containing parts for a series of personal-scale stasis tanks. These often take the form of human-sized tubes that suspend a target in liquid. Blueprints for mechanical, biomechanical, and mystical versions of these devices are also included.

When a target is placed within one of these tanks and the device is activated, it will force the target into a near-state of suspended animation over the course of a few seconds to a minute. They will be overwhelmed, unable to act enough to escape, as their body and mind are rewritten into your personal playtoy. Unresisting targets are best, as those still capable of defiance may manage to break themselves out before the stasis finalizes.

Over the course of four weeks, the target will have their mind rewritten as much as you desire, emerging with any number of the alterations applicable by Hypno App affecting their mind, and captured as though they experienced the full set of Compliant States. The stasis tank can be programmed to deliver drugs from Metamorphosis Inducing Mixtures to the target at a set frequency. If you have Augmented Revisions, it also doubles as a VR helmet, allowing the target to live out a fantasy of your choosing. If you have Lewd Model Decoy, a doppelganger made from the target will last for the entire length of their captivity and update itself to the target’s status in real time. This will also improve its imitation of the target’s powers over time, until they equal the original.

A target removed from stasis partway through the four-week process will have their mind scrambled in multiple ways, as though suffering from a more intense form of mental Overdose. Symptoms might include uncontrollable switches between the target’s original personality and the intended results of their brainwashing, or believing that reality is a dream and the fantasy from Augmented Revisions is real. Freed targets will recover from this Overdose after a period equal to three times as long as they spent in stasis. If the target is recovered and placed back in stasis, they will require another four weeks of containment, first to recover from the overdose and then to finish out the remaining alterations.

Label Maker of Accuracy

Cost: 30

Requires: Tormentor’s Toolbox

The labels dispensed by this device are guaranteed to always be accurate - even if they weren't before. After writing anything onto a Label, you may stick it to a location, object or person. After a few moments, it will turn semi-transparent, becoming unable to be noticed by those outside of your retinue.

When placed upon a living creature, that creature finds themselves subconsciously compelled to change to match the words over a period of time, altering personality traits, changing routines to lead to a new physique, or looking for a new career until the label is accurate. Changes do not need to be performed by something the target is intentionally doing, and can even be performed through acts they can't consciously do. This compulsion begins weakly, and particularly unbelievable labels (such as being someone's slave) may take months or years to result in major behavioral shifts. The effect is strengthened if the target has an EVE Chip and with each Compliance that the target has experienced. If you have Metamorphosis Inducing Mixtures, labels can also apply physical transformations, as a steady dose of a long-term product.

A similar effect can be applied to labelled locations or objects, causing owners and inhabitants to slowly shift the function of it to match the applied label. If the location or item is instead within your Dominion, the effect is drastically magnified, allowing the changes to be enforced by blatant changes in reality. Space can be warped to resize an area, inhabitants mentally changed to fit new positions, laws of reality broken to allow the operation of an item, or necessary objects transmuted from existing ones or manifesting whole-cloth, all provided you have the appropriate Sanctuary Laws to allow such a change or effect to occur.

Bearing your label over time will slowly claim an item or location for your Dominion. This can be as quick as 24 hours to as long as a full year, depending on the scale of the target being claimed and the degree of influence you have on the target. This time can be shortened by increasing the number of labels on the target or the target’s components, taking ownership of the target, or successfully blackmailing individuals who work within the location. An item claimed as Dominion in this way treats its user as within your Dominion.

The accuracy of these Labels is unquestioned, especially by those under your sway. You may use the Label maker to apply or affect text, creating things like books, cards, or signs altered by your power. Targets who have experienced Compliance will perceive anything written this way as truth until given absolute evidence to the contrary, with the effect strengthened with each Compliance that a target has experienced. For example, if placed in a room marked with a label preventing exit before intercourse, they will view that statement as law until someone else leaves without obeying it - or, if exposed to a board game commanding a humiliating act, they’ll believe they must perform that act unless they see someone else choose not to follow through.

Normalcy Earrings

Cost: 50

Requires: Label Maker of Accuracy

Added to your toolbox is a set of Trend-Setting Jewelry, with emphasis on the “Trend-Setting.” While wearing this jewelry, your words are an infectious plague to the common sense of those around, making someone who you've previously put in a Compliant State perceive anything you claim as “normal” from then on. This effect relies on the amount of Active Blackmail you have to function.

When your words are directed at a target you have Active Blackmail on, the effect on everyone else who hears it varies based on how much you have on that target. This ranges from apathetic justifications to enthusiastically gaining the same distorted perception. Observers that you also have Active Blackmail on, who’ve entered at least one Compliant State themselves, or have an EVE Chip, will be more affected than those who don't, again based on the amount of Active Blackmail you have on them. An EVE Chip always counts as one piece of Active Blackmail for this purpose, or two if you also have Conjunction. When attempting to blackmail a target affected by this perk, you may choose to suppress the mental distortion temporarily, allowing them to realize the abnormality of their actions once more. The effects of this perk may be blocked with Mind Defense.

If you have Shoot to Thrill and the raygun’s shooter is wearing this perk’s jewelry, both the target and any onlookers will, for the duration of the raygun’s effects, believe that a raygun target’s transformed state is natural, with their memories temporarily altered to support this deception, and then forget the transformation after.

If you have Shareware, you can layer your Hypno App’s spirals beneath any normal media, allowing the app to function while the target remains unaware.

If you have Meta Shift, this perk’s effect can be vastly enhanced: no longer limited to perceptions, your words on what is normal shape the very history of the local world, retconning that world using your words as source material for a Meta Shift. Unlike the standard use of Meta Shift, this functions even while you’re within the local world and only requires that you wear the jewelry.

Time Turn-On-Er

Cost: 40

Requires: Label Maker of Accuracy

This stopwatch takes its name a bit more literally than most. By activating special mechanisms in the watch, you can trigger a period of stopped time within which only you can move.

Upon activation, you find yourself at the center of an area of distorted time with a diameter in meters equal to your Tier. This area is stationary within the local frame of reference: anything outside of the distorted area is completely frozen for the duration of the time stop. You are unable to leave that area’s boundaries, even with Paradox Defense. Anything within the area is still frozen, but can be moved in reaction to direct contact with you. This time stop remains active for a maximum of 3 hours, or the shortest previous Compliance duration of any target within the area, whichever is larger.

While the metaphysics of the time stop prevents anything you do within it from inflicting lasting damage - and causing any attempt to perform an action that would abuse the time stop, such as preparing a battlefield, casting buffing enchantments, training, or performing espionage, to miraculously fail - you can still perform the act it’s specialized in: sex. When the time stop ends, those who you interact with within the stopped zone will find all the pleasure you inflicted upon them suddenly striking them at once. If the amount is overwhelming enough, this can immediately send the target into Compliance as though you had blackmailed them.

You can only trigger this stopwatch once every 24 hours. If you have Paradox Defense, retinue members within the area of distorted space will be as aware as you are, while the rest are still frozen but become aware of this fact when the time stop ends. If you have Hypno App, swinging the stopwatch as a pendulum can mesmerize targets in the same way as the app itself.

Tempest Jewelry

Cost: 10

These magitech jewels reward obedience through pleasure. You receive one new piece of jewelry each day, up to a limit of 5 unused pieces at a time. This limit increases by one for each member of your retinue, including yourself, currently wearing this jewelry. This binding will be applied to purchased companions before delivery.

When you purchase this binding, select one type of jewelry to give to your companions: choker, ring, (bracelet and anklet), (armlet and thighlet), (headpiece: crown, tiara, hood, etc.), or (facepiece: mask, veil, visor, etc.). The other options may be purchased with a later perk. Tempest bands may be leather, silk, or metal, depending on jewelry type. Aside from the facepiece, all Tempest items have a central mounted gem: ruby, orange topaz, citrine, emerald, sapphire, amethyst, alexandrite, and clear and black diamonds are all available. Facepieces are highly variable, but generally have your emblem on the front. Tempest Rings are designed to be worn on the fingers, not anywhere else.

Wearers’ libido is highly enhanced, as is submissiveness to both their masters and any more dominant members of the same retinue. Several options are available for punishing disobedience, including induced emotional numbness or release denial for a set time. You are your own master and not subject to any unwanted side- effects of your own equipment.

When a Tempest item’s latch (if it has one) is first closed around a wearer, the latch disappears and manual removal becomes impossible as the jewelry automatically activates. If an active jewelry piece is ever broken, it will repair itself completely the next time it isn’t observed by anyone who isn’t in your retinue, and may not otherwise be warped away. If a wearer dematerializes, swaps bodies, or otherwise transforms away from a standard humanoid height and build, the jewelry will disappear with, into, or otherwise follow the wearer for the duration.

Intentional damage or removal of a wearer's own Tempest item becomes unthinkable after one full week (168 hours), via a gradual process of rationalization, physical comfort, the automatic reward and punishment system, and, in extreme circumstances, short-term memory loss. Captures are finalized at this point if no other effort is spent. The process can be accelerated to as few as three days (72 hours), however, if the wearer loses all will to resist. Removing a jewelry from a subject before that point will stop their capture process, voiding all progress. Any punishment system you program for jewelry wearers will start working from the moment the latch is first closed, not just when the capture is finalized. If you (the contractor) wear a Tempest item, you may deactivate and remove it at any time.

You may deactivate any of your retinue's jewelry through the associated software, installed as an app on your smart device. The latch will reappear and may then be undone (and the jewelry removed) normally. Your retinue may use other app features added by expansion perks, but cannot perceive the deactivation option. (They may still use it if directly ordered.) This app will uninstall itself if you trade in the Jewelry for a different Binding. This is company software and benefits from all such protections.

Authors Note

Resist the urge to actually keep track of the contractor’s full jewelry inventory. Let all unused pieces rest inside Schrödinger’s box, their exact types and descriptions unknown, until it’s time to present each one to both the new wearer and the reader.

Luxury Goods

Cost: 5 (25)

Requires: Tempest Jewelry

Select an additional jewelry type for your Tempest items. This may be repurchased until every jewelry type is available to you. Additionally, you will receive an additional Tempest item each day with each purchase, with your reserve cap increasing by 5.

Additional Stock

Cost: 5

Requires: Luxury Goods (maximum)

You will receive an additional Tempest item each day with each purchase, with your reserve cap increasing by 5. This may be repurchased for the same effect any number of times.

Shackles

Cost: 10

Requires: Luxury Goods (1x)

Chains are now available as a special jewelry type. These are usually worn as necklaces or around the waist, but can also link a pair of bracelets or anklets. We also offer special harnesses that are designed to be worn over the front of the torso. Depending on the wearer’s setup, these can attach to a necklace or choker, a belt or belly chain, nipple caps or piercings, or navel or genital piercings. Tempest chains are just as durable as any other jewelry piece.

Additionally, any of your Tempest bracelets or anklets in use will now have a pseudo-magnetic lock, allowing you to quickly hobble and restrain any of your subjects or capture targets. If a chain already links a pair of bracelets or anklets when you enable the lock, it will simply retract at both ends.

A chain that’s attached to a bracelet on only one end can have combat utility, whether the other end remains loose (as a whip) or is attached to a weapon. Either way, chains used as whips are just as retractable as the handcuffs-type use described above, with a maximum length of five times the wearer’s height. Chain-whips require a great deal of skill to use and Martial Talent is highly recommended.

This perk also increases your daily Tempest stock by 1 and reserve limit by 5.

Designer Set

Cost: 35

Requires: Luxury Goods (1x)

Each worn Tempest piece can now project invisible, semi-permeable barrier shields. These shields are accompanied by purely-aesthetic “armor” projections, matching the Tempest pieces they’re projected from: leather to leather, metal to metal, as well as the gemstone color. Within that determined color scheme, the projected armor can have any appearance. This can be changed manually in the app. As the actual protection comes from the shield, it remains just as effective regardless of how much skin is concealed. These projections are physical and can catch on thick or loose clothing. For best results, skintight undersuits or outright nudity (aside from the Tempest pieces) are recommended.

The shields from this perk do not benefit from any durability added to the Tempest pieces that project them. If a shield section takes too much damage too quickly, the shield will fail and the accompanying “armor” will shatter into light. A broken shield will only reactivate once it has a full charge.

Shields have three basic settings. At the weakest level, a shield will evenly cover the entire body, which can withstand direct fire from a high-caliber heavy machine gun for three seconds before failing. Without additional stress, a broken shield will recharge after ten seconds.

At the middle level, the shield will concentrate around a single body part that one of its components is projected from: headpiece and facepiece to the entire head, bracelets separately to each hand and forearm, necklace or waist chains (from Shackles) to the torso, etc. A full set will cover the entire body and allow the full use of this mode. Rings can assist with this mode if a non-ring piece is worn, but will not protect the hands individually. At this level, a shield can withstand a single direct hit from a modern battleship’s main cannon before failing. When this shield breaks, it will recharge after three hours.

The highest level is an emergency barrier that requires at least 6 worn Tempest pieces to activate. This barrier can take only a single strike before failing, but will always take that strike, no matter how powerful it is. The barrier will then linger around the user, providing 1 second of temporary invincibility before it fades completely. This barrier must be manually triggered or programmed with Expert Runes: Logic, and takes a full day (24 hours) to recharge.

On the lower two modes, each additional Tempest piece that an individual wears will add its base protection to the first, as well as a +5% modifier to the total shield protection. In these two modes, all active shields will break and recharge as one. The emergency barrier has a different form of durability: each additional shield is simply another hit that the wearer can take. Emergency shielding will fail as individual layers, with only a single layer recharging at a time. Individual shields that break in this mode will remain broken for the other two modes as well and not contribute to them until they’ve fully recharged.

Aggressive Initiations

Cost: 20

Requires: Tempest Jewelry

The minimum time required to confirm a Tempest capture may now be reduced to zero, through the target’s sexual submission to yourself or more dominant members of your retinue. The more and stronger orgasms the subject experiences at their dominator’s hand, the faster the capture will progress. Otherwise, the capture will still take the normal amount of time.

Absolute Order

Cost: 40

Requires: Aggressive Initiations

Disobedience is no longer allowed. Captured jewelry wearers will perform any intentional, direct order you give them, within the realm of physical or mental possibility. Orders do not need to be consciously possible. Will-saves, intelligence-saves, or reinterpretations are not allowed. Even if a wearer wants to resist, their body or mind will perform as ordered regardless. Unlike other controls, this enforces your exact words, not your intent: “Do X” and “Make and follow a plan to do X” can have vastly different results.

Assuming Direct Control

Cost: 50

Requires: Luxury Goods (maximum), Shackles, Designer Set, Absolute Order

You can now project your consciousness to bodyjack any of your subjects who wear a full set of Tempest pieces: at least one bracelet and armlet for each arm, at least one thighlet and anklet for each leg, one piece each on the head and face, and at least one each on the neck and torso. Rings are optional. Take one copy of Possession Defense for free.

This perk is limited by your mental multiprocessing ability: at baseline, you can only take over one subject at a time, leaving your own body idle. Multicore Neural Leyline and Distributed Intellectual Devotions are recommended for simultaneous control of multiple bodies.

Depending on the settings you choose in the Tempest app, any mental programming you’ve already performed on them, and what you actually use their bodies for, your actively-puppeted subjects may experience that time as a pleasant dream, a helpless locked-in nightmare, or remain unaware as they sleep right through. More cooperative and aware subjects are more likely to give feedback and advice through the link so your puppets can act more like their normal selves.

Active uses of this perk count as soul links for the purpose of Inexhaustible and allow you to use your own psychic techniques and magical abilities through the link. Additionally, the central gemstones in each Tempest piece that your puppet wears will visibly shine while this perk is active, as will any Seals from Canvas.

Jewels of Discord

Cost: 25

Requires: Tempest Jewelry

Tempest items can now adjust their styles to better match the rest of the wearer’s clothing, with no changes to their type. A ring will always be a ring.

Anyone attempting to remove a Tempest item will not notice their failure, nor the fact that the item is still there afterwards. This applies to both used and unused items.

With unused jewels only, you may reverse this effect and make the item (one item at a time) unusually interesting to potential targets. This applies to all potential targets who see it in person and may spark fights over the item. When a potential target touches the item, they will be overcome with an urge to wear it. This effect lasts 48 hours or until the item is worn, whichever comes first. The more selfish a target (the less control they have over their base desires), the stronger the pull becomes. Imaginary tier targets are not noticeably affected.

Potential targets affected by this attractor, who fail to wear the specific jewelry piece themselves, will remain affected after it finds a wearer and transfer their desire to future jewelry (with this effect active) they see without any cognitive dissonance.

This attractor fails at the appropriate stages for targets who lack a sense of sight or touch. Strong-willed targets can choose to resist the attractor, periodically negating its effect before it needs to be resisted again. A stronger will increases the duration of this resistance, to an initial cap of 24 hours. After the passive resistance expires, if a target actively resists the attractor again before the target sleeps or 24 more hours have passed, whichever comes first, the duration of their resistance will be doubled. Each of these doublings will stack until the streak ends and the duration cap resets back to 24 hours.

Golden Idol

Cost: 65

Requires: Jewels of Discord

Any retinue member wearing at least one Tempest piece can be transformed into an inanimate object between 10% and 100% of the person’s normal height. This can be purely ornamental, such as a statue, body pillow, or figurine, or functional as a tool or weapon. For functional items, the function will always reflect the retinue member’s skills or abilities and scale according to their tier: someone with fire powers who is transformed into a sword would most likely become a flaming sword. Take one copy of Polymorph Defense for free. You can transform your objectified subjects back to normal through the app. If you instead used this perk on yourself, you can return to normal at will.

The objectified retinue member will benefit from both the protections given to active jewelry and the lure effect of Jewels of Discord; the more pieces they were wearing before the transformation, the stronger the effect. If the object is meant to be worn, it will benefit from the same anti-loss features as regular Tempest items; handheld objects instead benefit from the same anti-loss features as the Company Smart Device.

Objectified subjects experience a flow state for the duration, aware of their surroundings but not affected by natural needs or boredom. Basic Runes is suggested for communication with your subjects and tactical use of this feature. Objectified retinue members’ thoughts, that they intend to transmit, will automatically be converted into comms, bypassing the need for physical speech. If a retinue member is pregnant when this perk is applied, the pregnancy will be put on hold until they return to living form. Fertility Calibration cannot affect objectified individuals.

Finally, love confessions aimed toward your subjects will count as captures. The targets who do so will be marked with Seals of Approval, so you can give them Tempest pieces at a later time. These follow all of the same rules as confessions aimed toward yourself.

Backseat Driver

Cost: 30

Requires: Golden Idol

Your objectified retinue members may now influence and merge with their users. The objectified retinue member exits their flow state, allowing their consciousness to slowly mingle with the user’s into a mixture of the two. If the user is captured, you may use sliders to influence the general degree of this merger. Body Runes, Mind Runes, and Dream Runes grant access to more precise controls, allowing you to fine-tune the degrees and natures of these mergers’ combined appearances, memories, personalities, powers, and other aspects as appropriate.

If you have Assuming Direct Control, the objectified retinue member may instead attempt to directly control their wielder. Depending on the difference in willpower between the two, the user might have any of the same experiences while possessed as in that perk. Only one object may seize control of their user at a time. While in this state, if the host remains aware, the possessor can accelerate their capture using the methods of Aggressive Initiations, at reduced efficiency relative to both individuals having their own bodies. The possession by itself is not enough for this effect.

Basic Runes

Cost: 10

Requires: Tempest Jewelry

Tempest items now have a variety of mundane uses. The bracelets are now smart, with many electronic functions beyond a basic clock (digital or analog, depending on taste) and calculator. Automatic translation gives a wearer the ability to speak any language that you also speak, plus the standard and/or trade languages of any place they visit. This knowledge persists after they leave the area where the language is spoken.

Any Tempest facepiece in use by your retinue will now have a heads-up display with a variety of features and layouts that you can enable, disable, or modify as desired. As a contractor, your own facepiece may also wirelessly connect to your company smart device. If you have Designer Set, the heads-up display displayed from a Tempest facepiece will also show the wearer’s current shield integrity and remaining recharge time. This may be disabled.

A communications and monitoring app allows you to track your subjects’ locations and vitals and speak with them (and them with each other) remotely from any distance, even between different multiverses. These comms are not telepathic and will not work without actual speech or third-party thought-to-comms devices, limiting their use with thighlets and anklets. Tempest facepieces are highly recommended for this purpose. If you have Assuming Direct Control, the comms will become quasi- telepathic, converting intended thoughts to comms, and vice versa, for any retinue member who wears at least a Tempest facepiece.

A disguise app can temporarily shift the wearer’s apparent race (human, kitsune, vulcan, etc.) and phenotype to blend in better with the local populace. This app cannot emulate abilities that the wearer cannot perform normally. These disguises are not customizable and simply reflect what the wearer would look like if they were born as that race. You may only save one disguise at a time into each wearer’s profile.

Advanced Runes: Body

Cost: 35

Requires: Basic Runes

Tempest items may now apply direct physical transformations to your retinue. Take Body Tune-Up, Everlasting Tune-Up, and Athletic Talent for free. Every valid physical parameter for a member of the wearer's race (human, kitsune, vulcan, etc.) may be altered, from age, height, and gender to muscle density and sexual characteristics. This also applies to you, if you wear a Tempest item, and wearers who are counted among your subjects. The disguises created using Basic Runes may now be customized.

A wearer's race may also be changed, on a deeper level than the disguises from this perk’s prerequisite, but only if you already have a natural example of the target race in your retinue. “Natural example” includes the results of Power Swap, but not examples created through Template Stacking or this feature. This perk cannot emulate the effects of party-wide Heritage perks such as Dragon Thrall.

The jewelry app now includes configuration pages for every wearer of active jewelry. Parameters may be adjusted here, mostly using sliders from 0% (typically the minimum value for a healthy human) to 100%. A jewelry piece’s central gem will visibly glow while a transformation progresses, and more brightly if the transformation is faster or more intense. Aggressive Initiations will hasten this perk’s effects on all targets, regardless of the subject’s capture state.

For example, hair length uses a linear scale of 1% = 2 cm, while other assets scale exponentially: +100% = 20x the mass. For the average adult human female, a breast measurement of 0% is about 100 g for each breast, 50% is about 350 g, and 100% is about 1.5 kg; full charts for Tempest sizes are available elsewhere. Height instead uses a multiplier relative to 168cm, with an initial range for humans from 7/8x (147 cm) to 1.25x (210 cm).

You may save an unlimited number of presets for each wearer and switch between them at any time. If a wearer has a defined alternate form (not a generalized shapeshifter), all of their forms will automatically be saved as presets. Additionally, any number of disguises made by this perk’s prerequisite may now be saved as presets. "Exactly how the wearer appeared when the jewelry was first worn, even if the wearer’s original sizes were beyond this perk’s normal limits," is always available as a default preset. Any changes made to this preset will instead output an otherwise- identical copy as a new preset. Deactivating a Tempest item will restore the wearer to their original appearance, unless you desire otherwise.

Any sufficiently-disabling transformation that is applied to you will have an automatic time limit of 48 hours so you don’t get stuck. If you reactivate that transformation within 10 minutes, the time limit will be doubled each time until your streak ends. You may set a shorter limit if you like.

If you have Absolute Order, the limits of this perk’s body modification are vastly raised. The more often and determinedly any wearer resists your orders, the higher the upper limit for all wearers’ parameters will increase. This will also decrease the lower limits for certain parameters, such as height. This limit’s increase has no hard cap, only a soft cap from your capture targets’ ability to maintain resistance to your orders. These effects apply even if the wearer is not yet fully captured. Absolute Order also allows this perk’s regular transformations to apply to wearers who are not yet captured.

Absolute Order also makes racial hybridization viable, with no theoretical limit on how many races you can hybridize into one individual. However, the result having all of the strengths of both sides and none of their weaknesses is only guaranteed when there are only two donor races present. More complex combinations are increasingly unreliable. Party-wide Heritage perks such as Dragon Thrall will not count against the hybridization limit, nor will pseudo-races that already freely hybridize, such as most varieties of cyborg, demigod, vampire or lycanthrope. Fandom-specific pseudo-races are noted in the relevant Setting Specific Rules.

Most measurements become physically unwieldy past 160% and very little testing was performed beyond 300%. Some form of weight reduction or strength boost, whether magical, technological, or otherwise, is highly recommended for such hyper sizes.

Advanced Runes: Mind

Cost: 35

Requires: Basic Runes

Mental transformations for all retinue members are now unlocked in the jewelry app. In addition to libido and submissiveness, attention span and intelligence may also be altered, as well as hobbies, likes and dislikes, fetishes, personality traits, memories, fashion preferences, etc. This is extremely useful for anyone who wants to fine-tune their close harem or play around with individual members’ roles. Your retinue members cannot modify their own orders or apply mental transformations to your profile without express permission. These functions otherwise work the same as their physical counterparts. Aggressive Initiations will hasten this perk’s effects on retinue members. Additionally, take one copy of Mind Defense for free.

Expert Runes: Logic

Cost: 25

Requires: Advanced Runes: Body OR Mind

Your jewelry app now has a fully-functional programming suite. Instead of only inputting changes by your own will, the suite lets you create macros for Tempest pieces. A wide array of conditionals, operators, flags, triggers, scopes, variables, and anything else you might need are all included.

The types of effects available are determined by which other Tempest Rune perks you have. You might set your waifus’ races to shift with each year of the Eastern Zodiac, program new sub-personalities with set triggers for when each one is in control, or filter their common sense to believe that hentai-isms are the normal way of things. If you can imagine and code it, you can do it.

Previous experience with programming is not required. The suite contains clear tutorials, tooltips on everything, and a simple and intuitive interface, and will walk you through debugging with exactly the right amount of detail to fit your skill level. Take Algorithm Talent for free.

If you have Advanced Runes: Mind, standing orders may also be edited, deleted, or copy-pasted to new subjects quickly, cleanly, and across any distance. This also applies to the issuing of new orders, but cannot be used on wearers who are not yet fully captured.

If you have Designer Set, you can program changes to the “armor” projections in the app instead of just relying on manual edits. Shield Break status is additionally useful as a trigger for other effects, including the Tempest piece itself detaching from its wearer. If enabled, detachment can occur any number of times, until the wearer only has one piece left. If you also have Jewels of Discord, detached Tempest pieces will gain that perk’s lure effect, counting separately from the one-at-a-time limit for unused jewels. The lure effect will continue to apply to the detached jewelry until it is worn.

Advanced Runes: Spark

Cost: 15

Requires: Basic Runes

Tempest pieces now accept enchantments. These effects can be outright magical in nature or simply the capabilities of “Sufficiently Advanced” technology, but must be transferred from existing third-party items that are meant to be worn or handheld. This will destroy the original. Each Tempest piece has a limit of one discrete enchantment at a time; “the entire capability of a single existing item” counts as one for this purpose.

If you have Jewels of Discord, you may also take the opposite route and merge a Tempest piece into an existing enchanted item, applying all Tempest properties to the latter at the cost of the former. You can only do this once per target item. As with Golden Idol, items that are meant to be worn will benefit from the same anti-loss features as regular Tempest items, while items that are meant to be handheld will benefit from the same anti-loss features as the Company Smart Device. This cannot be undone manually. If you switch away from the Tempest Jewelry system or no longer have the item and its primary user (most likely from a sale or to a Red Eye Orb invader), the item will lose its Tempest properties.

Expert Runes: Dream

Cost: 60

Requires: Advanced Runes: Spark

The Tempest enchantment suite is now fully open for use by your retinue’s enchanters and artificers. In general, the creation of stronger effects demands more skill and personal power from the enchanter, while their use requires more personal power from the wearer. A recipe library for all of your retinue’s known enchantments is also included. The native capabilities of every enchanter and artificer within your retinue will automatically be added to this library.

Each tempest piece can now have up to three discrete enchantments. As with Spark Runes, our systems count the capabilities of “Sufficiently Advanced” technology as enchantments, often multiple distinct ones on the same item. If “the entire capability of a single existing item” would be three or more discrete enchantments when rebuilt from scratch, it will instead take up the Tempest piece’s entire enchantment capacity.

Previous experience with enchanting is not required. The suite contains clear tutorials, tooltips on everything, and a simple and intuitive interface, and will walk you or your subject(s) through debugging with exactly the right amount of detail to fit your skill level. Take Soul Talent and Engineering Talent for free.

All enchantments that we’ve documented across the multiverse tend to fall into a few distinct categories: passive, automatic, toggles, and active abilities, as well as procs (see below). Dream Runes is compatible with all five. Most common passive effects are redundant with Body or Mind Runes or Designer Set. New options include, but are not limited to, elemental and status resistances. Common automatic effects include “Slow Fall” and “Reflect Projectiles;” these are inactive unless needed. Toggled and active abilities are generally direct spell-like effects. These can be defensive, such as “Bunker” or “Shell,” supportive, such as “Inspire” or “Scan,” or offensive, such as “Icicle Spear” or “Tornado.”

If you have Golden Idol, you can deconstruct an objectified subject of Tier 3 or higher into an enchantment recipe in your library. The subject-turned-recipe is neither alive nor dead, only data that can be freely copied into any number of Tempest pieces. Recipes cannot be sold, will not trigger Warranty Plan, and cannot be restored to a body while even one copy of their enchantment remains in place. Recipes are not aware of any time that passes while they remain in that state. If you have the relevant Talent Sharing, and restore a recipe to physical form, any use of a recipe will count as training for the original subject in the recipe’s associated ability.

Procs: Programmed Random Occurrences

Though Expert Runes: Logic, you can also define procs. A proc is any effect with a set chance of triggering from a particular kind of action, whether offensive, defensive, or support. Breathing and other natural requirements are not significant enough actions for a proc, but a single trigger pull and one second at full sprint both qualify. The stronger the effect compared to the enchanter and user, and the more common the base action, the lower the maximum proc rate. All proc rates from Tempest items are capped at 33%. Each tempest piece can have no more than one proc effect at a time.

Tantric Arts

Cost: 15

You now have an innate ability to use ritualistic, sympathetic sexual arts. By using mystically resonant materials and actions, you are able to cast spells of binding. These arts may be taught to others in your retinue, though safeguards to prevent them from affecting the Contractor are detailed below. These spells are compulsions on the target’s mind, body, and soul. Resisting them causes the target to become exhausted and weakened, whereas following along with the compulsion will invigorate and strengthen the target. The more specific the compulsion and the shorter its duration, the stronger the boost and according compulsion, and vice versa.

Every spell requires both intense concentration and some other form of mystically resonant way to manipulate the energies involved, such as chanting, delicate hand movements, intense dancing, or dedicated sexual maneuvers, which may be mixed even in a single casting. Aside from runes inscribed upon the target or a physical circle to enclose an area, the targeting of an Art requires an Arcane Link, which must have a physical or metaphysical connection to the corresponding target.

All Arts have a minimum amount of resonance, with more powerful Arts requiring greater amounts. Resonance in excess of the minimum for the Art may be used to increase its power or add additional Arts to the casting of the spell. Mystic Resonance is acquired primarily through effort and preparation. The more specialized the preparations, the greater their sympathetic or conceptual connection to the spell. The more strong links can be made between the preparation and the target and/or the spell itself, the more resonance is generated.

Arcane Links

These are items, individuals, or actions with a strong metaphysical connection to the intended target of the spell, and one of the primary ways of acquiring Resonance. Common arcane links include a lock of the target's hair, a few drops of their blood, having heard their true name from their own lips, close relationships, or being their superior in a shared organization. The arcane link must have the appropriate level of metaphysical significance, particularly for larger targets. A piece of cobble from a street may allow you to target the street itself, but wouldn’t target the buildings, a city map wouldn’t let you target the city, but the key to the city could, a printout of a flag doesn’t have the mystical weight to target the associated nation, but the original, physical flag could. While line of sight and outright contact are several such links, they are ill suited for the greater arts.

One object, subject, or action can act as multiple kinds of Arcane Links, either to different potential targets or due having multiple significant connections to a single target.

Resonance

Resonance is the abstraction of the mystical power that has been gathered for a spell. Most forms of preparation will grant +1 Resonance, but particularly well attuned ones, such as a beloved mother of the target trying to hand over her daughter could provide +3 Resonance. Additional factors that can empower a ritual include, but are not limited to, active sex with the target, the taking of an individual’s virginity as part of the casting, the impregnation of the target, the target’s willingness to engage with the ritual, having a Catalog element or Affinity that aligns with the particular spell, or having someone with official authority over the target assist in casting the spell.

The strength of the most powerful caster in the Art has a meaningful impact. A silver-star (T7-9) caster would have +1 Resonance, while a T10 or Imaginary Tier would have +2 Resonance. While the primary caster - generally the most powerful individual - must maintain their effort for the duration of the casting, additional people actively assisting in the casting may increase its power. 2-9 additional casters grants +1 Resonance. Every additional Magnitude of casters grants an additional Resonance. For example, 10 - 99 additional casters would grant +2 Resonance, while 100 - 999 would grant +3.

Another common form of gaining mystic resonance is a prepared space for that specific type of spell. A ritual altar, intricate circles drawn upon the ground, or similar could grant +1 Resonance. An entire dedicated structure built to empower the ritual would grant +2 Resonance. Specific preparations upon the target themselves, such as inscribing specialized runes on them, or ritualistic purification or bondage, can also grant Resonance.

The final major source of Mystic Resonance are additional or particularly significant Arcane Links: things such as a direct blood relative of the target being involved in the casting, a beloved item/person of the target, a full pint of blood rather than a few drops, all the hair from a haircut rather than a single lock, or the entire City Hall to target a city. Each additional, significant Arcane Link is worth another +1 Resonance. A particularly significant amount of the arcane link increases the Resonance it grants by 1. These must be actively used in the casting in order to add their power, such as dancing through the halls of a building, or praying over blood.

If the Arcane Link is sacrificed, consumed, or otherwise destroyed as part of the casting, it counts for an additional +1 Resonance. Being able to involve the target directly in the ritual casting would count for +4 Resonance. Arcane links that require a meaningful amount of effort from the caster may also grant additional resonance. While a billionaire could purchase an item for $1,000 for no additional Resonance, the same item for the same price could grant +1 Resonance if it’d been purchased by someone in poverty, where that price represents a month’s labor. Artificial constraints to increase effort function appropriately, as it is the effort involved that matters.

While spells take one hour to cast by default, more Resonance may be gained by spending longer to work the spell. A 2-8 hour ritual would grant +1 Resonance, whereas a ritual from Sunrise to Sunset (Or vice versa, about 9-12 hours) would grant +2 Resonance, and a ritual from Sunrise to Sunrise (24 hours) would provide +4 Resonance. Alternatively, by spending Resonance, the casting time for a spell may be reduced to 30 minutes for 1 Resonance, 10 minutes for 2 Resonance, or 1 minute for 3 Resonance.

All Arts may be improved in the following ways with excess Resonance.

  • Arts will normally only target a single individual, object, or structure. Resonance may be spent to target everything near the target. Spending 1 Resonance may also be spent to allow the spell to affect everything within 1 meter of the target(s). Additionally, 1 Resonance may allow a spell to target both the arcane link itself and the thing which it acts as a link to.
  • Resonance may be spent to force an arcane link to connect to an ill-suited target or one several conceptual steps away. The weaker the conceptual connection between the link and the intended target of the spell, the more Mystic Resonance is required. For example, 1 Resonance could allow someone’s blood to act as a targeting link for one of their close relatives. 2 Resonance could allow a piece of brick from a building to target every building on that street. 7 Mystical Resonance may be spent to target an entire world from a clod of dirt from said world. Additional resonance based on arcane links must be related to the intended target, not the source of the inappropriate link.
  • Adding exceptions or specific targets to standing or area of effect spells. Every Resonance spent on this allows for another such filter. The caster must possess an arcane link related to the filter applied, such as a deed to target buildings owned by someone on the paper, a tuft of red hair to target redheads, or a computer to target AIs.
  • Spells with an appropriate Arcane Link may target anyone in the same dimension or reality by default. Targeting someone from a connected reality (such as one in the same local multiverse or from your Pocket Apartment) requires an additional 3 Resonance, while targeting someone from an entirely unrelated reality requires 5 Resonance.
  • Spells, once cast, may not be changed or altered. However, non-instantaneous spells may be canceled by the caster (and the Contractor, if they are not the caster). Arts with limited durations may have 2 Resonance spent to make their duration indefinite.

Art of Binding

The initial perk comes with the knowledge of the Art of Binding. These Arts compel the target to take or avoid a certain kind of action. The more specific the action, the more powerful the compulsion. For example, a compulsion to have sex is not as effective as a compulsion to give blowjobs, and aiming these compulsions at specific subjects requires an arcane link. A target resisting the compulsions of the Art will only cause them to increase in severity. If the compulsion is to perform an action, the spell ends once they complete it, or within a week otherwise. The same compulsion cannot be stacked, though overlapping compulsions will have increased effect. Recasting the same spell using more Resonance to give it greater strength may supplant the original. What follows is a list of common uses and Resonance costs for the Art. Skilled Contractors often devise their own Arts following the themes of Binding.

  • Art of Shackles: 1-5 Resonance to directly prohibit or require an action. The widest variance in Resonance occurs here, as greater compulsions and broader categories of action demand greater Resonance costs.
  • Art of Chastity: 1 Resonance to affect a target’s sexual ability or responses. This Art is most commonly used to prevent orgasm, prevent arousal from decreasing, or to find certain stimuli/situations arousing.
  • Art of the Leash: 1 Resonance to give the target an urge to travel to a location or subject
  • Art of the Blindfold: 4 Resonance to prevent the target's awareness of a specific stimulus unless it actively interacts with them or is deliberately brought to their attention.
  • Art of Bonds: 3 Resonance to apply a compulsion towards a certain emotion.
  • Art of Enslavement: Costs 3 Resonance for blue- star targets, 5 Resonance for copper-stars, 7 for silver-stars, 9 for gold-stars, and 11 for Imaginary Tiers. Experiencing this Art is emotionally intense for the target during the casting process. Upon completion of the spell, a completed Seal will appear on them in a place of the casters choosing and the target will be captured. You have +5 Resonance for arts targeting that individual from now on, as they are mystically always willing and involved in the ritual.

Art of Awareness

Cost: 10

Requires: Tantric Arts

For 1 Resonance, the caster may perceive a target as if with their own senses, and gain a good understanding of their distance and direction relative to the target. After initial casting, this spell can be sustained with far less focus, allowing for the casting of other spells. For an additional 2 Resonance, the Art will reveal any illusions or other attempts at concealment.

Additionally, 1 Resonance may be spent to instead view the past of the target. Finally, for an additional 3 Resonance (for a total of 5), the art will enable the caster to cast a spell while scrying the past, most commonly using a visual link to leapfrog scrying between targets, but potentially to apply other spells.

In settings without established temporal mechanics, spells cast upon the past will ripple forward. Spells cast further into the past take more perceived time for the timelines to adjust and accommodate the changes. Events have a form of temporal inertia, and certain, typically “plot- relevant,” things are unlikely to be altered by the Butterfly Effect. Which events these are varies by setting. The caster(s) and Contractor are immune to the temporal changes, and are able to remember both the original timeline and the altered one (as appropriate).

Art of Summoning

Cost: 15

Requires: Tantric Arts

The Art of Summoning requires at least two Arcane Links. By spending 3 Resonance you are able to bring a target to a targeted location or before a targeted individual, which may be the caster. This is an instantaneous effect upon completion of the Art. As a reminder, emotional attachments to places may act as arcane links, and arcane links for portals between two locations would involve things resonant to both of them.

For an additional Resonance, you may instead create a gateway between the two locations that will stay open for an hour. As per normal, this may be made indefinite for an additional 2 Resonance. For 1 Resonance, a portal may be set to toggle on and off with a selected trigger, such as a specific trait or phrase.

Art of Sympathies

Cost: 10

Requires: Tantric Arts

These arts create strong connections between the targets. The more tangible and deeper the connection, the more Resonance it takes, though most uses of this art cost 2 to 6 Resonance. Linking thoughts, sensations, or subconscious desires takes 2 Resonance. Linking the internal energies of two targets such that they may be pooled and shared freely costs 3 Resonance. Linking the physical states of two targets requires 4 Resonance, but more broad, potentially damaging or altering links require 5 Resonance. Linking a target’s state or sensations to that of an inanimate object requires an additional Resonance, as does creating a one way link. These Arts generally last one week.

Art of Transformation

Cost: 15

Requires: Tantric Arts

These Arts allow for the alteration of a target’s form. The more significant, extreme, or delicate the changes, the more Resonance it requires. Cosmetic changes to a person or object will generally only require 1 Resonance. Changes that alter the bone structure or fat distribution of the target require 2 Resonance. Changes to reflexes, the sensitivity to responses, or reactions to poison, or alterations to mass cost 3 Resonance. Extreme changes in a target’s mass, by a factor of more than four, cost 4 Resonance.

Changes to the target’s species, fundamental body plan, or other significant changes require an appropriate arcane link for the intended state (such as an extant example of the species or their blood, for turning someone into a different species), and 4 Resonance. Transforming a target into an object requires 5 Resonance. Sapience and awareness are optional.

Any changes to a target’s Tier require additional Resonance, equal to the numeric difference in Tier. Changes that are immediately lethal to the target at the time require 1 additional Resonance.

These arts are normally instantaneous, though they may be given a limited duration for +1 Resonance. At an additional cost of +2 Resonance, the Art may add the new form as a triggerable transformation that they are able to switch between within a minute of concentration.

Art of Warding

Cost: 15

Requires: Tantric Arts

The Arts of Warding may only be placed on structures or locations. They create a threshold that cannot be crossed or acted across, such as via movement or attacks, esoteric or otherwise. Wards may be keyed to only block certain targets provided the appropriate arcane link, or made to allow certain targets to pass through them. Otherwise, Wards affect all potential entities attempting to cross or act across them equally. All wards last one week by default.

The Resonance cost of a Ward is equivalent to the Binding cost for the power of targets it will block the passage of:

  • 3 Resonance will prevent the passage of blue- star targets, but not prevent them from acting across it.
  • 5 Resonance will prevent the passage of copper-star or lower targets, and prevent blue-star targets from acting across the threshold.
  • 7 Resonance will prevent the passage of silver-star or lower targets, and prevent copper-star targets from acting across the threshold.
  • 9 Resonance will prevent the passage of gold-star or lower targets, and prevent silver-star targets from acting across the threshold.
  • 11 Resonance will prevent the passage of even Imaginary Tier targets, and prevent gold-star targets from acting across the threshold.
  • 13 Resonance will prevent even Imaginary Tiers from acting across the threshold.

Wards may be keyed to block only specific things or prioritize avenues of attack of similar breadth to the Defense perks. This requires less Resonance. Wards keyed to prioritize one avenue of attack (such as magic) but still prevent passage cost 1 less Resonance. For example: A ward meant to contain a mystically powerful but physically frail spellcaster could cost 2 or 4 Resonance if their magic is T4-6 or T7-9 respectively. Wards that only prevent an avenue of action across them rather than preventing movement cost 2 less Resonance.

Magic Focus

Cost: 25

Requires: Tantric Arts

These foci are items specially built to empower rituals and magic, enjoy Company protections like your Smart Device once made. They will only add mystic resonance if their acquisition required effort from the Caster and they are actively used in the casting in some way. Destroying or sacrificing the ritual implement, as part of the ritual, increases the resonance granted by it by 2.

Foci require 5 Resonance and often a significant period of time to attune to, as the only appropriate Arcane Links that may be used must relate to the caster themselves and major experiences they have undergone. Beloved items, handcrafted works, or other things that have deep personal meaning to the caster are often the best options for this. Ways to apply effort to increase the weight of a potential focus include, but are not limited to, consecration of the item, multiple purification rituals, carefully hand-inscribing the phrases or words of the ritual upon the item, or things such as speaking the words of binding over the tallow of the candle as it sets.

The following is a list of some of the most common forms of foci and the power they would grant.

  • Mirrors: things such as polished plates, reflecting pools, or modern mirrors represent sight, soul, and the self. A mirror reduces the cost to apply Arts to yourself, as well as all Arts of Awareness, by 2.
  • Coins: Paper money, banker bonds, or even actual coins represent material wealth, construction, repair, and inanimate or intangible things that last beyond human lifespan. A spell may be cast and stored into the focus to be released at a later time. If the focus is consumed upon the release of the spell, the initial casting upon it gets the +2 Resonance bonus of destroying the focus.
  • Cups: Often a way to spread a spell among a group, they are not just cups, but also plates, pots, bowls, or urns. They are the way to contain and provide. Cups remove the Resonance cost to apply a spell to multiple targets, provided they all partake of the vessel or are otherwise anointed by it in the ritual.
  • Athames: These are knives, blades, tools of carving, cutting, and thought made action. Arcane Links or other things sacrificed as part of a ritual for greater Mystic Resonance provide double the total bonus that they would otherwise.
  • Hammers: These are drivers, mallets, or other types of hammers, used to strike at a thing time and again to cause change or to construct and reshape. Every additional casting of the same Art on a subject (successful or otherwise) provides an additional +1 Resonance, up to +3 Resonance.


Art of Domains

Cost: 10

Requires: Tantric Arts, Stronghold OR Sanctuary

You may claim the target item, location, or area as part of your owned space, not only granting yourself metaphysical ownership but also ownership by Company authority. Treat it as either your Stronghold or Sanctuary, as appropriate. This Art requires 3 Resonance as a base, but items or locations of significant power require additional Resonance based on the effective Tier they could empower an individual to. Possible arcane links include things such as the deed to a building in the caster’s name, the blood of a family that owned the land for generations, or the former owner ceding control of the space during the course of the casting.

Strongholds created this way maintain their current size and create an appropriate structure, which may then be increased in size as per normal.

Art of Destruction

Cost: 15

Requires: Tantric Arts

Not merely a compulsion, this art actively damages, destroys, or suppresses targets and their abilities. As a general rule, reducing a target’s tier costs an amount of Resonance equal to the reduction in tiers and only lasts for 24 hours, while killing a target would generally require a value of Resonance equal to their Tier.

1 Resonance is required for mundane, physical materials; 3 for supernaturally or extremely durable materials/targets; 5 for intangibles such as morals, disease, or heat; and 7 for abstract concepts such as good, death, or magic. Intangibles and concepts still require an arcane link to target them, such as the bounding of a circle or runes, or an arcane link to target them at an individual. Things are gradually destroyed over the course of the casting.

Once destroyed, the targets may be rebuilt or otherwise refill the space, such as magic flowing back into an area after its destruction or a person gaining new morals after they are destroyed. Alternatively, the target of the Art may be suppressed, for a default duration of one month.

Harmonic Union

(under construction)


Lures and Other Controls

Lure-type controls are more subtle than bindings, but cannot directly capture targets. All lures work equally well on male, female, and other targets, and instead only obey the user’s orientation. You may purchase any number of lures. Like all company-supplied powers, lures cannot be nullified, copied, or stolen.

Warning: Use of lures on targets who are hollow inside or do not understand love is known to have additional side-effects, most notably yandere feelings instead of the intended results. This risk is not inherent to the lures, but from inducing love in such targets regardless of method.

Sensory Lures

These first five basic lures each attack one of the basic human senses and are occasionally referred to as a group.

Sticky Fingers

Cost: 5

You know all the points that make a waifu melt. You can play her like a piano. Your very touch is electrifying. You are also a sexual savant. Keep a waifu on the edge long enough, and she’ll promise anything to make it stop. With your skills, she’ll be sure to keep that promise. This lure cannot affect targets who lack a sense of touch.

Faerie Feast

Cost: 10

Your cooking is supernaturally good, capable of making miracles from the worst ingredients. Just one taste is enough to hook a waifu for life - assuming, of course, that she can taste. Even if she doesn't like you, she'll be unable to imagine a world where she can't eat your cooking every day, and stay with you for that alone. Over time, you can leverage this dependence into obedience through simple operant conditioning and, in turn, create real affection by enforcing faked affection. This lure cannot affect targets who lack a sense of taste.

The quality of your ingredients doesn’t matter, but they must be real ingredients. This lure will not let you cook without the proper tools, unless you have an adequate substitute. This lure also covers drink-mixing, butchery, and chemical food processing, but does not help with gardening, farming, animal husbandry, fishing, etc. - that’s biology, not chemistry. If you want to use this lure’s gifts as a professional skill, you can dial your ability down to world-class-chef levels, enough to ensure great business (and plenty of repeat customers) without tripping any "this food might be literally addictive" alarms.

Potpourri

Cost: 10

Your sense of smell is more acute than most, detecting and cataloging scents and their origin, and studying others to see their reactions to them. You have also gained some control over how you smell, letting you manipulate others on a level that most would never notice and the rest might just think unusual. From the scent of roses to call up some passion in a romance, to that of freshly baked cookies to aid in relaxing others, you have figured out how to use those scents to alter their emotions, often convincing them to let their guard down or spark conflicts between others. This also allows you to pick up on pheromonal cues and scent based languages/markings, if you have some experience with them. You can also choose to "tune out" specific scents after some experience. This perk cannot affect targets who lack a sense of smell.

Alluring Whisper

Cost: 20

Your voice is supernaturally alluring. Merely whisper in a target’s ear, and her heart (and panties) will turn to goo. This is an active effect not limited to literal whispering; any tone or volume will work, but lower and huskier are generally more effective. Better results will come with vocal training and improved phrasing. (You can also use this perk to become an ASMR superstar. We won’t judge.) Beings with sufficient willpower can resist or even block this lure. It will never affect someone who lacks a sense of hearing.

Love Spot

Cost: 20

Just like Diarmuid's in Fate/Zero: you gain a mole under one of your eyes that fascinates any woman who sees it and makes them infatuated with you on the... spot. If you already have a mole in such a location, you don't get a second one. If you’d rather not have a beauty mark, this lure can be re-fluffed to make any one body part supernaturally alluring. The charm effect relies on line-of-sight: if the alluring asset is only covered, such that its shape or outline is still visible, the effect will be reduced. To block the effect outright, you need to conceal the alluring asset completely. The effect intensifies with exposure and works even through live feeds.

This lure may be reduced or nullified if the target has enough magic resistance. It cannot affect targets who lack a sense of sight.

Other Lures

Don’t Stand So Close to Me

Cost: 15

Targets that either teach or are taught by you, no matter the subject, will start to fall for you. They’ll find themselves thinking about the subject matter, about your instruction, about the next lesson, and you yourself will worm your way to the forefront of their thoughts, even as worrying about their next lesson, getting good grades, or encouraging learning twists itself into a more romantic or sexual nature.

The longer, more personal, and more intense the instruction, the greater the effect. Students already interested in the subject matter are particularly susceptible. This perk is optimized for 1 on 1 instruction.

Bad Medicine

Cost: 15

Targets that either heal or are healed by you, no matter the illness, injury, or procedure, will start to fall for you. Those you heal will find themselves thinking about your personal touch bringing light to their days and will be more receptive to your medical advice and instruction, while those who heal you will pay more attention to your medical needs and provide better care. All the while, from either direction, those affected by this perk will find their increased attention toward you twisting into a more romantic or sexual nature.

The longer, more personal, and more intense the medical work, the greater the effect. This perk is optimized for 1 on 1 care.

Other People's Prize

Cost: 15

The forbidden fruit tastes the best. People always crave what (they think) they cannot have. From now on, your displays of romantic affection toward members of your retinue will invoke possessive jealousy in others. They will desire to be in the place of the other person and have you for themselves - in their eyes, you have proven yourself a fine catch. This can range from simple thoughts of married bliss when they see your wedding band, to evocative images of sharing a steamy kiss at the sight of PDA. Who knows what they will think if they catch you en flagrante delicto?

Should you then start to show interest in your observer, these thoughts will make them more receptive, and the perceived taboo of your tryst will only further their excitement. This lure works through live feeds, whether technological or otherwise, but not recordings. You do not need to know that you’re being watched, nor have a reasonable expectation of such.

This lure is especially effective on the rivals and enemies of whomever you are showing affection towards, as well as people predisposed to such indiscretions. Such targets will be much more likely to take direct action to steal you away from your existing lovers. Its effects are also enhanced if you appear to already be cheating on the subject(s) you’re seen with, or are more apparently dedicated or in love with them.

Arlo

Cost: 15

Requires: at least one retinue member whose apparent age is younger than yourself.

The sight of a cute kid calling a new haremette “mama” has real power. Select a retinue member whose apparent age is younger than yourself to act as bait and approach the target together. This need not be the same individual every time. The bait acts as your child or younger sibling, playing the target’s parental/nurturing instincts against them by signaling that you have a need for a caretaker in your household - and the bait would prefer that caretaker to be the candidate right in front of them. This lure is stronger if:

  • The target has stronger parental/nurturing instincts.
  • The bait is your direct descendant or younger relative, or registered as adopted through our systems.
  • The bait is cuter or more vulnerable - or at least appears so.
  • The bait’s apparent age is sufficiently younger than the target’s real age.

Pet animals are also viable bait. In such cases, they only need to be themselves. This lure will not affect targets whose race (human, kitsune, vulcan, etc.) is naturally incapable of having children.

Stacy’s Dad Has Me Down Bad

Cost: 20

Age has ripened you like a fine wine. It has brought you wisdom, sophistication, steady confidence, conviction, and mature attractiveness…or at least that's what the fluttering hearts and quivering loins of those younger believe. Those actually or apparently younger than you shall seek your attention, praise, and even discipline, the more they are around you. This lure is twice as effective on those seeking a parental figure.

Zenryoku Zenkai

Cost: 20

Full Power! Total Destruction! Targets you defeat in combat or another contest, whether physical, mental, or social in nature, will fall for you all the harder. You’ll be at the forefront of all their thoughts as their wish to meet you again to even the score twists itself into a more romantic or sexual yearning. The more decisive and dramatic your victory, and the higher the perceived stakes for each of you, the stronger this lure’s effect. Defeating a target in a training spar will have only negligible results, but stopping a villainess in a life-or-death battle for the fate of a universe will add her to your harem practically the moment she wakes up.

This lure is optimized for symmetric 1v1 duels in the target’s specialty field. The contest must be initiated or otherwise freely accepted by the target, even implicitly. This lure drops in effectiveness the more you rely on equal teammates; in contests of leadership ability, from team sports to military command, any unit who follows your instructions or plans will not count as a teammate. If your target catches you cheating in a match that has strict rules, this lure will not apply to the result even if you nominally win. If you catch your opponent cheating in such a match, this lure will still apply to the result even if you nominally lose.

Lure Expansions

If you ever trade in a lure, any expansion you bought for it will be refunded automatically at the standard rate. Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Sticky Fingers: Brown Sugar

Cost: 15

Requires: Sticky Fingers

A natural aphrodisiac flows through your veins, further enhancing any sexual experience in which your fluids are involved. You are immune to this aphrodisiac even without Body Defense. Additionally, if you have male genitalia, you can secrete a natural lubricant from it when aroused. This aphrodisiac will be included in that as well.

Faerie Feast: Master Chef

Cost: 10

Requires: Faerie Feast

When you are in charge of, or at a minimum supervising, the staff of a cooking facility, the benefits of your Faerie Feast perk will apply to the end product as though you had personally produced any food cooked there. If the staff primarily consists of your waifus, you don’t even need to be present, provided they follow a specific menu and set of guidelines that you’ve instructed them in. These guidelines can include extraneous non-food related steps. This does not apply to industrial-scale food production or ingredients that are not themselves edible.

Faerie Feast: The Secret Ingredient is Love

Cost: 5

Requires: Master Chef

Members of your retinue that are already skilled at cooking no longer need your guidance to benefit from Faerie Feast, provided at least part of the meal is intended for consumption by you or other members of your retinue.


Potpourri: Smells Like Teen Spirit

Cost: 20

Requires: Potpourri

No matter your scent, you may now infuse it with potent pheromones. These pheromones can be used to enhance the emotional manipulation of your scent, trading your scent's subtlety for pure power.

Additionally, you may instead choose to use the pheromones as an addictive musk infused into your scent. This musk will make your scent incredibly appealing to targets, slowly growing their lust for you, until they can no longer resist the thought of having you no matter the cost. As an aspect of your scent, this musk will linger the same way your scent does - often clinging to your used clothes ,rooms where you've worked up a sweat, or your recent sexual encounters.

Like its prerequisite, this perk cannot affect targets who lack a sense of smell.

Alluring Whisper: Dirty Minds

Cost: 20 (30)

Requires: Alluring Whisper

        That’s not what you said…? When speaking in person to someone you find sexually appealing, they may miss your actual words entirely, hear lewd suggestions instead, and then agree to them. These suggestions will never be activities that you or the target would never do or would interfere with either of your professional duties. Other individuals present may hear either a normal conversation or the same suggestions as the target, only, but not always, hearing the latter if they’re a valid target as well. This perk is a psychic effect and can be resisted by skilled psychics or those with sufficient social density. Targets with crippling self-image issues or sufficient purity will still be affected, but the full impact will only be felt with repeat applications as they rationalize the actions they took while under the influence.

For an additional 10 credits, you have full control over this ability’s activation and can trigger it at will against any number of valid targets in a scene.

Alluring Whisper: Siren’s Song

Cost: 40

Requires: Alluring Whisper

Your voice is supernaturally compelling. As an active effect, you can empower your words to give specific commands to individuals, or rally a crowd with a song. Additionally, take Performance Talent for free. Beings with sufficient willpower can resist or even block this lure. It will never affect someone who lacks a sense of hearing.

Love Spot: Your Wings Are Beautiful

Cost: 20

Requires: Love Spot

Blocking the line of sight to your Love Spot no longer simply serves to preserve the sanity of your potential victims. Covering your spot will now build up a charge as well. The longer it is covered or unseen by others, and the more dramatic its reveal, the more powerful the impact it has on all those who see it, besides yourself. Complete concealment is not required. At greater charges, the world practically slows down for your victims as they watch the reveal. The colors are brighter and sharper, the sounds more distinct, and the scents forever engraved into their mind, helping them remember the moment perfectly in the future.

At the maximum potency of one week (168 hours), the effect is intense enough to stun individuals with its beauty. This effect only lasts for an instant and its objective duration time is variable, though it may cause longer-lasting disorientation. Once revealed and the charge spent, the effects of Love Spot will return to normal within several minutes.

A charged Love Spot may pierce even powerful magical resistances, but its effectiveness will still be reduced. Repeated exposure will diminish the potency of this perk’s aftereffects while the immediate impacts remain unchanged.

Tsundere Service

Cost: 20

Requires: Alluring Whisper or Zenryoku Zenkai

“No, I don’t want to see you again! I just want a rematch, b-baka!” While this lure is active, any aggression towards you by someone you find sexually appealing, regardless of the original cause, will be twisted into the aggressor just being tsun-tsun towards you. Once the aggressor is alone, their pendulum will swing back to create an equal amount of dere-dere (lovey-dovey) feelings. This lure is stronger with deliberate provocation or if the target was already a tsundere, and stacks with the effects of its prerequisites.

Space Truckin’

Type: Other Capture Method

Cost: 100

Requires: At least one of each of the following:

  • Scanned land Ride
  • Retinue member who is a deity or capable of true resurrection

Or In Another World Once Again (But This Time I…)

The legendary Truck-kun is your vehicle. When you or one of your retinue members drives a Scanned land Ride, anyone you run over with it will be captured, marked with a dormant tattoo, and sent to a random world that you do not already have access to. Your target must actually die from the impact, but not necessarily immediately, and must not already be part of your retinue. The capture will fail if the target evades your Ride or survives the impact.

The maximum number of active isekai victims you can manage simultaneously scales with the number and tier of deities in your retinue after step 4, as shown in the chart. Your total cap is the sum of the individual caps of each deity in your retinue.

Worlds your isekai targets are sent to will not become accessible to the rest of your retinue through Exit Stage Left or other company perks until the target completes a local storyline (charges Exit Stage Left to completion). This will count as you charging Exit Stage Left yourself. If the target dies before they can do so and you have Warranty Plan, they will respawn in your demiplane (if you have one) or otherwise near you, where they can be bound through your other means. If you have We Will Meet Again or Rainbow Bridge, they can then return to the world they were sent to, with any reinforcements or other support you choose to give them. Neither successful nor failed isekais are “active” and will not continue to count against your cap above.

Space Truckin’: Highway Star

Type: Expansion

Cost: 100

Requires: Space Truckin’

Active isekai victims from Space Truckin’ will now act as proxies for your own captures. Until the victim completes a local storyline or dies in the process, sincere love confessions delivered to them will bind the confessor to you just as one that you received directly. Your isekai victim will also experience the full benefits of your Lures and Lure Expansions for this duration, as if they were you.

Space Truckin’: Strange Kind of Woman

Type: Expansion

Cost: 10

Requires: Space Truckin’, Paper Trail

You may extend the benefits of Paper Trail to your victims, granting them any needed basic documentation and a place in their new world. This is only a temporary copy of the perk and will no longer apply after the victim’s isekai comes to an end. You may pay additional credits to have them integrated more thoroughly into their destination world, making them a part of it in the process and adjusting the local ‘history’ as per the Extra origin. This fee will change according to that origin’s normal rules.

If you have Sanctuary Laws, Art of Transformation, Metamorphosis Inducing Mixtures, Advanced Runes: Body, or Dancing on Threads, you will be granted a grace period, prior to your victim’s arrival, to further customize their new body within the limits of those perks. Exotic changes beyond the possible, or normally feasible, within the destination world require Universal Calibration II and can cause unpredictable changes in the victim’s new background.

Space Truckin’: Anyone's Daughter

Type: Expansion

Cost: 10

Requires: Strange Kind of Woman, Universal Calibration II

You gain a grace period during which you may specify your victim's history, and connections, within the world specifically rather than allowing their Paper Trail to write itself. This does not grant any abilities which are not paid for via other perks such as Strange Kind of Woman or Demon's Eye.

Grace Periods

By default, each ‘grace period’ granted to decide an isekai victim’s fate is one hour long. The cumulative durations are stacked together. Within this time period, anyone who has access to your Company device can make the listed decisions, as can the retinue member responsible for the victim.

However, by paying the appropriate number of credits, you may 'write' the victim into the place of a canonical character as per the Substitute origin rather than leaving them as an Extra. If you do so, you may selectively decide how much influence the character's memories and personality have on the victim as they are merged.

Space Truckin’: All The Time In The World

Type: Expansion

Cost: 10

Requires: Space Truckin’, Universal Calibration I

During a grace period after the death of your victim, a new company app will appear on your smart device, displaying their destination world. Using this app during that time allows you to adjust the ages, sexes, sexualities, and beauty levels of canon characters per Universal Calibration I, as well as alter the age of your victim. If you, or a member of your retinue, possess the capacity for time travel, the app will also allow you to adjust the victim's arrival point, so long as it abides by the normal limits of Universal Calibration I.

Space Truckin’: Demon's Eye

Type: Expansion

Cost: 30

Requires: Highway Star

The retinue member responsible for a victim of Space Truckin' may opt to interact with them during a grace period prior to the victim being sent to their destination world. The victim will be highly accepting of any explanations given to them during this period and unable to harm the retinue member meeting them.

During the grace period, you may purchase perks (including Talent Sharing and/or Template Stacking) to apply to the victim, as though they were being purchased from the Catalog. The benefits of these perks will apply only after the victim arrives in their destination world. In the case that the isekai is unsuccessful, all such perks are automatically returned to the Company for a full refund.

Space Truckin’: Mistreated

Type: Expansion

Cost: 40

Requires: Space Truckin’

You may invoke Space Truckin' to isekai on any or all fatalities of a vehicular accident (be it a train derailment or a plane crash) which you or a retinue member has deliberately caused for this purpose.

All victims of a single incident must be sent to the same destination world. However, separate grace periods are granted by perks which provide such for individuals. If you have Anyone’s Daughter, you may not send more than one isekai victim into the same Substitute target.

Space Truckin’: Time For Bedlam

Type: Expansion

Cost: 20

Requires: Space Truckin’, Pursued by a Bear

When using Space Truckin', you are provided with a 'grace period' after the death of the victim and a list of worlds to choose from. One option will be the random selection provided by Space Truckin', while the others will be those worlds normally offered via Exit Stage Left (as enhanced by other perks that you possess).

Choosing to send someone to any destination rather than the random selection removes it from your own list of potentially available worlds until the isekai finishes, whether success or failure.

Space Truckin’: Pictures of Home

Type: Expansion

Cost: 10

Requires: Space Truckin'.

Your isekai victims will be monitored, with a continually archived live stream of their activities made available on your company smart device. This archive will also be available through the media systems of the Pocket Apartment, for those who possess that perk.

Contractors who possess a Grand Manor will find that the systems of their residence will automatically create a curated and edited synopsis of events which are notable and/or relevant to your interests.

Space Truckin’: I Got Your Number

Type: Expansion

Cost: 10

Requires: Pictures of Home, Communication Talent

The company will provide a setting appropriate way for the divine subject and the isekai victim they are responsible for to communicate with each other. This defaults to prayer, followed by a mental response from the retinue member, but other methods such as e-mail have manifested. The retinue member may block such communications when desired, but the victim gains no such ability. If you have Demon’s Eye and the victim and the retinue member responsible for them interacted prior to their arrival, then they will have a large degree of trust for the retinue member initially.

Space Truckin’: Child in Time

Type: Expansion

Cost: 15

Requires: Space Truckin', Arlo

Potential victims of Space Truckin', whom you focus on while driving, will find their protective and heroic instincts working against their chances of survival. So long as a child is nearby who would qualify as 'bait' (as per Arlo), targets will place themselves in danger, or even step into the path of your Ride, while attempting to keep said child safe or 'rescue' them.

This psuedo-suicidal urge is strengthened by the same conditions as Arlo and by the perceived danger to the child by your Ride. Those immune to the base Lure are also immune to these feelings.

Space Truckin’: Not Responsible

Type: Expansion

Cost: 20

Requires: Space Truckin’, Destiny Defense

Your victim, as a member of your retinue, will normally and selectively be protected by your Company provided Defenses, according to your desires. However you may, during a grace period before their arrival in the destination world, may choose to invert your Destiny Defense so as to enforce predestination in regards to any given canonical event or events.

This perk typically manifests through chance, luck, and happenstance conspiring towards the desired end. However with a second purchase of Destiny Defense, the victim is forced to act, or not act, in ways to ensure the events occur.

Space Truckin’: Perfect Strangers

Type: Expansion

Cost: 5

Requires: Space Truckin’, Information Defense

Unless explicitly told, your victims cannot make the connection between you (or your retinue) and their deaths.

Space Truckin’: Hush

Type: Expansion

Cost: 30

Requires: Pictures of Home, Meta Shift

The extra-dimensional nature of your isekai victims ensures that their more creative musings inherit that property. Any idle speculation, or even internal narration, recorded by Pictures of Home is now considered to be valid doujin material for Meta Shift on the isekai victim’s new world.

The ability to apply such materials to an isekai victim’s world is, by default, delegated to the victim’s supervisor, although the contractor always retains a veto. Any changes still cannot directly solve any problems without introducing at least an equal number and degree of new ones. Due to an observer effect, any change made after the isekai victim’s arrival also must not directly contradict the victim’s personal memories.

Other Controls

These perks are either expansions to multiple Bindings or serve as alternative methods to capturing or controlling your retinue. Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Apportation

Type: Expansion

Cost: 25

Requires: Shroud of Power, Augmented Revisions, EVE Chip, Basic Runes, or Art of Summoning

You and the retinue members you’ve bound, through the method you used to unlock this expansion, are now capable of teleporting yourselves, or anything in hand, to anyone else within your retinue as a whole with a few moments’ concentration. Doing this without some method of advance warning may be ill-advised. If you have Pocket Apartment or higher, you may teleport objects into appropriate spaces in the apartment instead of dropping directly in on someone else. If you have Rainbow Bridge and teleport into the apartment, the destination of your next portal out will be reasonably close to your previous outside-world location, as if you had opened a temporary portal instead.

Teleporting something you have in hand does not require ownership, but certain conceptual limitations and the time required to initiate and complete the teleportation prevent this ability from being used as an attack or defense vector. You can’t strip your enemies of their Infinity+1 armor by grabbing hold of them, let alone telefrag people, nor shunt incoming bullets into a containment unit back at home.

A person or item held by your or a retinue member’s telekinesis, Shroud, or insides (or some other method) may be teleported as if it’s literally in hand. Merely encompassing it with subtle manifestations of the Shroud (as enabled by Elemental Loom) doesn’t count. If you have the Toolbox, this perk works through both VR Helmets and EVE Chips. A person with either device but is not in your retinue will merely be a teleport beacon for those who are. The Tempest Jewelry version of this perk, similarly, uses the jewelry pieces as beacons and cannot work through any deactivated pieces.


Conjunction

Type: Expansion

Cost: 25

Requires: Shroud of Power, EVE Chip, or Art of Sympathies

In addition to its other effects, the Binding method you use now adds its subjects to an empathic and telepathic group mind centered on yourself. This group mind operates on two levels: the higher, active, level allows everyone connected to participate in the telepathic equivalent of a chatroom, regardless of distance or barriers, such that you could even communicate between different multiverses. Your retinue members may actively share and experience each others’ senses through this network. The deeper passive level gives your waifus a full, subconscious awareness of your activity and needs.They may even respond to orders that you haven't consciously given yet.

This is only a group mind, not a hive mind. You and all your waifus retain your full individuality within the network and have no risk of forgetting whose life is whose. Any morality shifts that your waifus may develop are simply the result of close mental proximity to, and enforced empathy for, people with vastly different backgrounds and life experiences than their own.

If you have the Shroud, only subjects who are actually shroud-bound will benefit from this perk. Additionally, your ability to read the minds of your waifus and access their senses is not so intuitive - at least not with this perk alone.

If you have the Toolbox, this perk works through the EVE Chip. A person who has a chip but is not a subject will only receive the influence that your retinue sends them, enhancing the chip’s regular effects; they will not be connected to the active chatroom.

Additionally, retinue members bound through the method you used to unlock this expansion, whose powers rely on a background magical field and are operating outside of one, will no longer be hampered when outside of your presence. With this perk, they are always in your presence, no matter the distance.

Heritages

Nothing discloses real character like the use of power. It is easy for the weak to be gentle. Most people can bear adversity. But if you wish to know what a man really is, give him power. This is the supreme test.

-Robert G. Ingersoll, Motley and Monarch

The root choices in this section are mutually exclusive. You don’t have to pick one, but you may not pick more than one without the Ancestral Diversity intensity. Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

If you purchase a Heritage Root after chargen, you must first activate it in-character before it will take effect. Activations must be achieved through your own effort and typically involve doing something to ascend into the heritage. These can range from “do a crime” for Pirate, “die” for Undead, “pass a bar exam” for Infernal, or “discover a hidden truth of the world” for Outsider. If activating your purchased heritage is not possible in your current world - such as Celestial in a world without monotheism - just wait until you enter a more suitable world and do it there instead. Mantling Missions may be available as well.

If your Origin has a matching archetype to a Heritage, you may subtract the purchase price of your tier at step 1a from the Heritage’s price, carrying the remainder forward to later perks in the Heritage’s tree (or the perks of other Heritages that your Origin matches) until you run out. This discount per perk is subject to the 80% cap.

Drop-ins and Walk-ins who did not take Power Swap will not benefit from this discount, as they pay nothing to be themselves. Your archetype qualification is affected by Power Swap, allowing Imaginary Tier Origins to count towards this rule. Those are valued according to the exchange rate of their IMG value.

Heritages modify a contractor’s tier rating at step 1b. Not all Heritage perks have a noticeable effect on a contractor’s tier, or would lift their tier to below what it already is. See the specific perks for details.

Additional official Heritages may be found in the Heritage Supplement.

Archetypes

Not all Heritages are obvious from their names alone. The matching archetypes for each Heritage are as follows:

  • Dragon: The classic big, scaly reptiles don’t need to be big or scaly, and even reptilian is technically optional. Besides the standard western dragon, the heritage also includes lindworms, hydras, eastern long and ryuu, Mesoamerican feathered serpents, non-avian archosaurs, snakes, and cats. Humanoids with the incarnation, soul, or heart of any sort of dragon also qualify.
  • Lunarian: Classical witches, fairies, any practitioner of feminine mystical arts (men included), widows, cat ladies, female royalty, and anyone with a strong thematic association with the quiet and restful night, the number three, or the mystical or spiritual aspects of the moon.
  • Machina: Robots, androids, AIs, homunculi, and other digital beings and artificial life, regardless of whether they were created through technology or magic.
  • Theos: Pagan deities, demigods, and monsters, and their associated servants and mortal clergy. Sacred bloodlines and animist spirits (such as nymphs or youkai) also qualify, as well as kemonomimi and incestuous individuals.

Dragon

Dragon Heart

Type: Root

Cost: 60

You have a dragon’s blood - and, as such, a Dragon’s power. Choose a Primal Element as your draconic affinity. In addition to your basic humanoid form, you now have a second form: a fully sized draconic body of your choosing. (If you lack a humanoid form, one will be provided for you.) Your dragon form’s initial size caps out at roughly 25 meters from the tip of the nose to the base of the tail - as with many crocodilians, the tail itself is roughly half of the total body length. Your affinity, thematics, and personal sense of aesthetics will affect your draconic appearance and abilities, including the breath weapon possessed by all Dragons. While active, your dragon form grants a massive enhancement to your chosen affinity, as well as to all other supernatural abilities you've acquired and trained. Your original form is likewise enhanced, to a lesser extent.

 Should you wish to do so, you may manifest traits from your draconic form in your original form. This selection is haphazard, and manifested traits take some small amount of concentration to dismiss.

Your power radiates through your being, with every attack leaving a lasting Dragon Mark. Those whose blood you've drawn using any of your natural weapons - whether fang, claw, tail, or breath - will feel your power and your dominance radiate through their being. The severity of the wound greatly affects the influence’s impact upon an individual. A scratch might only bestow a vivid and lasting memory of the event, while a wound that flays their chest to the bone would leave a near-permanent mental scar.

Water of Life

Blood, here, is not a physical catalyst, but a symbol of the target’s life. Any material or energy that serves the same role will work. Your dragon breath instead applies a mark by bathing the target in your power.

The effects of a Mark vary from person to person and can include anything from intense masochistic arousal to jaw-dropping terror, though you may direct the effects to a degree. This echo of power functions as a lure, causing the target to seek you out. Depending on the personality of those afflicted, they might submit to you for their own self-preservation, demand that you sate their lust, or possibly seek to end your reign of terror once and for all.

Finally, take Body Tune-Up, Everlasting Tune-Up, and one copy each of Environmental and Stress Defenses for free. This perk raises your effective tier at step 1b to 6.

Power Overwhelming

Type: Self

Cost: 50

Requires: Dragon Heart

Few things can't be overcome with enough effort, especially for one who never tires. Your heart has become a titanic reactor for mystical energies you have access to, such as ki, soul energies, or magical power. You can hold vastly more energy than before, and your mystic energies regenerate at a fearsome pace.

You can now temporarily lock your ability to actively use one of your elements. While locked, your element wreaths your form, causing all actions and abilities you have to be enhanced by that element. This extends even to your defenses. Your element will defend you with a mind of its own, extending beyond the physical realm to assault magical abilities, as well as other, more esoteric effects.

When in truly dire straits, you can sacrifice the ability to use all of your elements for the next 24 hours in exchange for a supercharged version of the above for a number of minutes equal to your tier, rendering no defense of your enemies immutable and no attack completely unblockable. For imaginary tiers, this is doubled with each step, so a Tier X’s supercharge lasts 20 minutes.

You may now exert a measure of your power through a victim's Dragon Mark, crushing them beneath the weight of your might. The greater the power disparity between you and them, the more the individual will struggle in every task. A sadistic Dragon may even directly target their Marked victim using their element: a dragon with their affinity tied to lightning may electrocute their toy, while a Dragon of War may fill them with unfathomable anger and lust for violence against their fellow man. Finally, take Athletic, Martial, and Soul Talents for free.

Elemental Infusion

Type: Party, Territory

Cost: 50

Requires: Dragon Heart

Every part of a dragon is infused with raging might, be it fang, scale, bone, blood, or even their other bodily fluids. Strength that always lingers - power that never fades. Take one copy of Information Defense for free.

While any part of your body can be used for crafting, symbolism can enhance the effects even further. As examples, your claws will never lose their edge, even when separated or reforged into a new form; your scales may be turned into masterwork armor or a fortress of your draconic protection; or your blood may quench a blade to imbue it with your elemental wrath. All of these effects apply to the finished products, not the raw materials. A skilled crafter can choose how these effects manifest while doing their work, but all effects should remain simple and consistent with what you can do yourself.

When your retinue uses your body parts as crafting materials, you may imbue the results with the influence of any or all elements you possess. Any weapon using parts of yourself as material, or empowered by your element, can now inflict Dragon Marks. The space within any armor or dwelling constructed via your bodily materials counts as your Dominion.

Volui, Vici, Veni

Type: Lure

Cost: 100

Requires: Elemental Infusion

Everything is a Dragon’s hoard - they just don't know it yet. You can now Covet an entity: by pouring your desire into a single individual, object, or location that you can see, you can inflict a Dragon Mark upon them for as long as you covet them. If you covet an individual with a lower tier than yourself, the effects of the Dragon Mark are amplified for each tier of difference. If you covet an object instead, the owner or holder of the object will almost always be made aware of the mark. If you covet a location, then it will become your dominion once you conquer it. All those Marked as individuals and those in Marked locations are able to feel the dragon's desire for them.

After you successfully conquer an individual, object, or location infected with one of your Dragon Marks, you may choose to infuse them with one of your elements. This has the same results as imbuing elements into items crafted using your body parts.

Take one copy each of Mind and Polymorph Defenses for free.

Scaleborn Majesty

Type: Self

Cost: 100

Requires: Dragon Heart, Bifurcation

Dragonhood is fully a part of you, and you can manipulate it accordingly. Select an Aspect to wield alongside your Primal element. If you choose Love as your Aspect when your Primal element is Fire, you'll not only wield the powers of Fire and Love, but you may now pair them together to generate flames of love.

Finesse is not in a dragon’s skillset, however. The more esoteric and wide-reaching your chosen Aspect is, the more time you’ll need to develop and master its full potential. Anything beyond blunt use of your element takes time - significant amounts of it. This starts at decades for the basics and can stretch into millennia for complex use, while truly exotic ideas can demand many eons to build your understanding before practical training can even begin.

The length of your dragon form is now far more malleable, able to shift to any size between that of a housecat and a cargo plane. This size factor is independent from all other size-shifting abilities you may acquire or develop, and can be pushed even further with time, power, and knowledge, but does not change the aesthetics of your form.

Your humanoid form is no longer fixed. As long as the humanoid body plan remains the same, you can change its appearance to whatever you like. This appearance change is only skin-deep and cannot grant your humanoid form any abilities that it cannot perform normally.

You can also manifest a third form, with deliberate hybridization of individual traits from your full-dragon and humanoid forms. The combinations this enables include a bipedal draconid, a horned carp, or a demihuman form with wings, horns, and claws. All training in your other two forms automatically translates to this form as well.

When you flare your power, you can trigger a fear reflex in those nearby who can sense it. This will happen automatically whenever you defeat an opponent yourself (should you wish it), or manually for a short time. This works similarly to your Dragon Mark.

Take Exploration Talent and one copy each of Body and Polymorph Defenses for free. This perk immediately raises your effective tier at step 1b to 7.

Dragon Thrall

Type: Capture, Party

Cost: 65

Requires: Scaleborn Majesty, Elemental Infusion

To a Dragon, the blood is the ultimate expression of the self. It is who one is, what one seizes, and what one owns. You may now capture a subject by biting them, drawing blood - see Water of Life in the root perk - and swallowing a small amount. The bite establishes your dominance over the target; the bite’s location is irrelevant. The core of a tattoo will appear at that spot, just the same as when using the Seal of Approval. As with the Seal, the tattoo may be moved to a more ideal part of the new subject’s body using the company app.

Your bodily fluids are now fully infused with both your elements and your will. They gain an addictive quality that warps the mind and blesses those who drink from you with ecstasy with every sip. Drinkers’ bodies are enhanced by your elements in a similar (if weaker) way to how Dragon Heart empowered yours, capped at one tier below your own. This does not include the ability to turn into a Dragon themselves. After consuming one liter of your bodily fluids, the drinker will physically mutate, gaining some of your draconic form’s traits. Once an individual has cumulatively consumed their body weight in your fluids, they will be captured. Once captured, you may manifest or banish these draconic features from your affected subjects. Take one copy each of Mind and Possession Defenses for free.

Bulwark of Terror

Type: Self, Lure

Cost: 50

Requires: Scaleborn Majesty

A Mark is not simply a method of supremacy over one's foes. It’s the means of their downfall. When the Dragon is in the presence of one of their Marked, they may draw upon the shadow they cast in the Marked’s heart and use it to empower themselves, making their scales more durable, their strength redouble, and their wounds knit together faster. Supernatural attributes can also be enhanced, but (again) finesse is not in a dragon’s skillset. Fear, terror, and the Marked themselves are not the only things the Dragon may benefit from. Any sort of beneficial spell targeting a Marked creature in the Dragon’s presence will find some of its boon going to the Dragon themselves, with each enhancement only bringing the Marked one step closer to doom.

Additionally, you may choose to consume the mark of a living individual to imbue all who witness with an all-encompassing terror for a number of minutes equal to your Tier. Individuals who bear marks who are affected by this have this terror multiplied by a factor equal to your tier at step 5 minus theirs at step 5, with no extra effect if theirs is equal and no effect if theirs is higher. To consume the mark, you must either devour it off of your victim or utterly destroy it with your primal breath attack. Physical harm is not required, but still recommended for dramatic effect. All individuals affected by this fear amplify the effects of your fear-based healing by a factor equal to your tier. Take one copy of Drain Defense for free.

Dragon Break

Type: Self, Travel

 Cost: 150

Requires: Scaleborn Majesty

You no longer need your app to transition between worlds. Your nature alone is enough. You can tear a rift between two worlds, allowing you to travel between them. Without Brave New Worlds, this portal is temporary and will close when you and your entourage have all passed through. Anyone whose weight is only supported by your exterior may be dragged along as well. This form of D-travel can accurately target any world in a local multiverse and any world previously visited. Traveling to a specific new world, outside of a local multiverse, is far less reliable, but you’ll always end up somewhere interesting, even if it isn’t where you had intended. This perk cannot target near- identical parallels of the same worlds without Blank Slate.

Your dragon form now contains a pocket dimension for passengers and cargo, akin to the interior of an airliner, airship, submarine, or spaceship. This dimension is typically accessed via at least one sealed entrance, an airlock of sorts, hidden in the abdominals or lower or upper orifices. The dimension still exists while your dragon form is dismissed or too small for an entrance to fit, trapping everyone and everything inside until you change back. Apportation and other methods of dimensional travel are not affected and may be utilized to access this space. The size of this cabin grows linearly with your dragon form’s maximum size, but does not perfectly match the torso’s exterior dimensions. There’s no need to worry about accounting for a rib cage-shaped storage space.

Your interior’s aesthetics may follow any theme you can imagine, and you may learn to freely manipulate its layout and furnishings or manifest an avatar inside it. Holding any uncaptured subject within this space counts as extremely close contact for the purposes of Inescapable Presence. All people and cargo within your cabin, including people who are not part of your retinue, will be protected from the outside by your Defenses as if they had them personally - see The Outer Shell in the Defenses section.

Take two copies of Paradox Defense for free.

Inescapable Presence

Type: Lure

Cost: 100

Requires: Scaleborn Majesty

Stories, legends, and depictions of Dragons are inescapable. The power of the dragon is an allure all its own, and their image demands attention, a dream that ensnares people's thoughts and minds, and never lets them go. Your Aura is now imbued with your elements, making it a far more literal concept and giving your presence a magical weight. Anyone within your line of sight, or who has you in their line of sight, is affected by this aura. This includes live feeds of any kind, whether technological or supernatural. Take one copy of Drain Defense for free.

Those exposed to your aura can feel your power and might. What and how they feel is heavily influenced by your elements and the feelings of both parties involved. A fire dragon may choose to inflame the lust or anger of those around them, while a dragon whose aspect is thermonuclear warheads could influence those in their aura to be more explosive with their feelings.

Those who either you have positive feelings for or who hold positive feelings for you will usually find your aura a comforting presence. Your power strengthens and energizes them, rejuvenating them physically, mentally, and spiritually. They will also find themselves able to sense your approval or disapproval.

Those who you feel ill will towards, or who regard you with only hatred will typically find your presence suffocating and slowly feel their energy draining away, with fear and paranoia close to follow.

Regardless of the feelings involved, the Aura has some constants. Exposure can become addictive, with the elements the individuals are exposed to becoming something their body and mind crave. Those who the Dragon finds attractive will begin to find thoughts of supplication towards the dragon; imagining ways to please them, to earn their favor, to avert a potential tragedy, or other more personal reasons. Individuals who take pride in their strength or who are conflict-prone will find themselves drawn to you with a subconscious desire for conflict. These individuals are disproportionately affected by your aura. The longer one is exposed to this aura, the stronger their feelings regarding the dragon will be, until they reach a boiling point where they will be compelled to act.

This aura follows more than just the dragon. Items, individuals, dominion, and the land itself that have been imbued with the dragon’s power via Elemental Infusion, Volui, Vici, Veni, or Dragon Thrall carry an echo of your Aura, as do all those inflicted with Dragon Marks.

Elder Dragon

Type: Self, Party

Cost: 275

Requires: Inescapable Presence; Dragon Thrall; Volui, Vici, Veni

A dragon’s might cannot be matched, nor can it be questioned. Select a second Primal Element and Aspect; this is a separate pair from your first choices for each. The tier limit from Dragon Thrall is now uncapped, allowing you to raise individuals to a tier equal to your own.

You may now kickstart the transformation of your subjects into dragons themselves. First, you must fully cover or submerge any subject who’s already been mutated by Dragon Thrall in your fluids. After that, you must use your breath attack on them, causing your fluids to turn into a shell and form an egg around the thrall. After a number of days equal to their Tier, they will be reborn as a dragon and benefit from the full effects of Dragon Heart and Scaleborn Majesty. If you have Dragon Break or female reproductive organs, you can do this entire process internally: your fluids will congeal and harden on their own, skipping the need for your breath as a catalyst. You may lock any element of any subject you’ve turned into a dragon, rendering them unable to use that element. As long as that element is locked, you may treat and use it as if it were yours. You can unlock a subject’s elements at any time.

Take one copy each of Fatality and Information Defenses and two copies of Destiny Defense for free. This perk immediately raises your effective tier at step 1b to 8.


Eternal Enmity

Type: Capstone

Cost: 1 IMG

Requires: Scaleborn Majesty

Select another pairing of a Primal Element and an Aspect. These are normally separate from your first or second choices for each, but you can now freely match any of your Primal Elements with any of your Aspects. Your ability to master each of your elements is vastly accelerated: you can achieve the same results in only one- thousandth of the total time.

You can now apply a Dragon Mark to institutions and organizations that you injure, as if they were individuals. Whether commercial, industrial, political, religious, educational, military, or criminal, when you deal them a noticeable enough injury and publicly take credit for the attack, a Mark will be applied to every individual who serves that organization, all property owned by that organization, and all territory that organization presides over.

If you have Power Overwhelming, you can lock your own elements indefinitely, keeping the full boost active for the entire time. This applies to both stages of the effect.

Finally, you may now covet 3 things at a time.


Lunarian

The Threefold Path

Type: Root

Cost: 65

When the pale moon shows her lovely faces, when the hour grows late and the sky dark, when demons and hags cavort and children dream uneasy, then do the witches call upon their hundred mysteries. You now have a wellspring of fey power within you, known as Glamour. Initially, your only use of this power is a shapable aura that amplifies the existing emotions of those around you. Take Body Tune-Up, Soul Talent, and one copy of Mind Defense. This perk immediately raises your effective tier at step 1b to 5.

A Lunarian can channel their Glamour into one of three auras at a moment's notice, each one tied to a phase of the moon: the Maiden, the Mother, and the Crone. Each of these Faces gives you an air of the appropriate age, making you feel like the form you chose to those around you. With only this perk, each aura’s effects are noticeable and versatile, but lack potency and have a very limited range.

The Maiden is a social butterfly who follows the Waxing Moon: young, beautiful, and full of grace. While this aura is active, others see you as more youthful and energetic, and you find social activities coming to you with ease. Your Glamour makes people feel energized, joyful, and adventurous.

The Mother is a nurturer who follows the Full Moon: strong, capable, and energetic. While this aura is active, others see you as more mature and alluring. Your physicality is augmented in all areas, and your skill in all things is enhanced by a small but notable amount. Your Glamour comforts and reassures those near you… and enhances their libido as well.

The Crone follows the Waning Moon: wise, worldly, and powerful. While this form is active, others see you as old, past your prime. In exchange, your mental capabilities and mystical powers become greatly enhanced. Those under your Glamour will feel compelled to listen to and hear your words, and a desire to heed them, for they seemingly herald the truth, no matter how uneasy - especially so in matters of life and death. They may not always obey your words, or may choose to ignore them entirely, but they will almost always listen to them.

When you channel the power tied to a given Face, you may optionally choose to change your appearance to match. These three forms will, by default, tend towards the feminine - not always female, but rarely greatly muscle clad, and often with softer features.

Moontouched Champions

Type: Waxing Moon, Familiar, Capture

Cost: 60

Requirements: The Threefold Path

To every lady, attendants - be they fair or frightful, or even delightful. When you cry out for aid and protection, the forest responds in kind. When you assume the form of the Maiden, all of your existing abilities that follow that form’s themes will be enhanced. Take Communication Talent, Exploration Talent, and two copies of Creature Defense.

Regardless of which Lunarian form, if any, you’ve mantled, the power of your Glamour will be dramatically enhanced when affecting animals and other similar creatures, endearing you to them and stoking in them a desire to protect and serve you. Sapient beasts can exert willpower to resist this effect. You may now infuse your voice with Glamour, allowing for communication with animals, other similar creatures, and even (with enough effort) natural objects like plants. With continued exposure, your Glamour will gradually take root within them, granting increased intelligence and, eventually, the ability to learn and speak languages you know. Even rocks might start to sing along as you pass through the same route every day.

Through the path of the Maiden, you gain the ability to bind a creature to yourself as a Lunar Champion. Through a ritual consisting of roughly an hour of complex Glamour manipulation, you may claim a willing creature as a Lunar Champion, capturing them into your retinue if they are not already. The creature must be captureable in the first place: an ordinary rock that only talks thanks to your Glamour’s infusion cannot become a Champion, but an elemental or golem can. Someone who is already a Lunarian may also not become a Champion, for they are above that rank. Likewise, a Lunar Champion who becomes a Lunarian, by any means, will lose their former status.

Should your Lunar Champion have less than human intelligence, you may choose to awaken it, granting it sapience, sentience, and the intellect of an adult human. If it was previously unable to move from one place to another, it will also gain a form of limited mobility. All of your Lunar Champions also gain the ability to speak your primary language, should they lack it.

You can communicate with your Champions telepathically across any distance and see through their senses with the same ease you do your own. You can also puppet their bodies remotely and use any abilities you possess through and on your Champions as if they were yourself. This includes your Binding. Your Champions, in turn, may perform the same actions through you, if you are willing. This counts as a soul bond for the purpose of Inexhaustible. Once promoted, your Champions will keep their status and abilities regardless of which Lunarian form, if any, you’ve mantled.

The maximum number of Lunar Champions that you can maintain at once is equal to your effective tier at step 4. You may rescind their status with an hour-long ritual, but they cannot regain it until a full lunar cycle has passed.

Princess Darling

Type: Waxing Moon, Lure, Capture

Cost: 70

Requirements: Moontouched Champions

Behold thine lady - doth her beauty not amaze? Doth it nor fill thee with wonder? Doth it not fill and fill and fill, until all that is left in you is the glory of her visage? Such is the glamour of a princess. Take Performance Talent and Arlo as freebies.

The power of your glamour is gentle but far reaching. The maiden's innocence and purity, the mother's confidence and mature sexuality, the crone's experience and wisdom… all of these hold sway over those lesser than the Lunarian. Even those with conviction of steel will hesitate to strike you where you stand. Your glamour carries a seed of doubt that can worm its way into their hearts and make them susceptible to further persuasion. While not enough to immediately turn the most ardent detractors to your cause, even the most stubborn and hateful of creatures will entertain your words and will always at least give you a chance to plead your case.

With extended proximity and close contact to you and your Glamour, those around you will find themselves beginning to feel sympathy and care towards you, and conversely feel guilt when they do something you would not want them to do. This effect is drastically amplified on targets who are attempting to hold you prisoner; any who attempt such may even begin to fall in love with you, despite themselves. Should your captor be a great distance from you, however, the effect may be reduced to strong longing, a pining for the love that they hurt.

Your power of persuasion is such that even the heart of a hardened witch-hunting Inquisitor can be turned to your side. If you manage to convince an enemy to abandon his cause against you, a demi-tattoo begins forming on their body. Further convincing them to become your guardian or companion will finish the capture process, turning them into one of your Lunar Champions if you may still take more under your wings.

Finally, your Maiden form always qualifies as valid bait for Arlo.

Wyrdling Lords

Type: Waxing Moon, Familiar

Cost: 85

Requirements: Princess Darling

Blessed are the hands of the moon, those who ride out to the dark to work their lady’s will. You may now have any number of Lunar Champions at once, and infuse them further with lunar Glamour. This allows them to attune to one of three specialized Castes, echoing the Lunarian’s three faces. Take one level of Environmental Defense.

The first Caste is the Full Moon, possessed of solidity and old power. Lunar Champions of the Full Moon are possessed of a dreadful and intimidating air and appearance, as if they’d regressed to a more primal form, and are granted great strength of form, far more than their size should allow them to have.

The second Caste is that of the Waning Moon, of the miracles and wonders of the stars. Those of Waning Moon find their body fading away into a shell of ghostly Glamour, greatly amplifying the effects of glamour they possess or have tied to them.

The third Caste is the Waxing Moon, utterly mundane, almost unnoticeable - but capable of so much. Those Champions who belong to Waxing Moon are almost impossibly normal, slipping through the senses of anybody not actively searching for them with utmost ease, just another animal on the streets. Even should somebody be aware of them, they will still find it hard to keep them in sight, their eyes and ears almost slipping off of the Champion. This effect may disabled or enabled at will.

A Lunar Champion’s caste is determined at the time of their initial promotion or the purchase of this perk, whichever is later, and may be changed thereafter with an hour-long ritual. Any of your Lunar Champions, who are not already humanoid, may adopt humanoid characteristics and revert them at will. This can range from a change as simple as a cat becoming bipedal and learning to wield a rapier to a full-on human form - though likely one with animalistic characteristics.

Fairest of Them All

Type: Full Moon, Lure

Cost: 50

Requirements: The Threefold Path

Spin the mirror, mount it on the wall. Demand of it truth, for vanity, for pride. Weep when it issues it as you demanded. Such are the ways of lesser things, whose beauty is defined by others, instead of carried as self-evident fact, a banner to the fairest. When you assume the form of the Mother, all of your existing abilities that follow that form’s themes will be enhanced. Take Everlasting Tune-Up, two copies of Stress Defense, and Stacy's Dad Has Me Down Bad.

Your beauty is now an objective fact. You are everyone’s type, even if they lack any interest in your gender, your species, or even anybody at all. This does not mean that they are guaranteed to be attracted to you, but it will always be possible, and any obstacles that would normally prevent such will be irrelevant. Your beauty never deteriorates, and you are just as gorgeous splattered in mud and gore or covered in scars as you are in a ballroom gown, though the flavor of that beauty might differ.

As the Maiden, your youthful innocence has a magnetic pull to it, making all wish to pamper you or corrupt you. As the Mother, your mature confidence is an allure that calls out to others. As the Crone, even your age cannot dull the true inner beauty you hold inside, and your knowledge speaks to those seeking to learn.

Those you encounter will find themselves drawn to your guiding hand and obvious skill, inevitably seeking your approval and coveting your teachings, almost intoxicated with your casual excellence. Regardless of which Face you wear, they will seek to learn from you and admire your abilities. These effects are doubly effective on the uneducated, inexperienced, or other forms of the naive or the novice.

Mother, Mighty

Type: Full Moon, Self, Party

Cost: 75

Requirements: Fairest of Them All

Mother knows best. How could this not be plain truth, when she weaves nightmares from mortal cloth and tricks fairies from their names? Take Athletic, Aesthetic, and Administrative Talents, Sticky Fingers, Alluring Whisper, and Talent Sharing for all Talents granted by this Heritage.

You can now weave Glamour into your skill, elevating it to magical heights. While this does not make you more skilled in the conventional sense, it does allow you to put what skills you have to magical uses, such as using your lock picking abilities to pick a magical alarm, or to open someone's heart, or to use your swordplay to launch blades of wind and moonlight, or weaving light into cloth. Learning how to weave glamour to elevate any given skill takes time, but once done, is never forgotten. Each Face will find better results than normal by working within its themes.

The Lunarian can now induct younger practitioners into the Coven, a gathering of like-minded witches. The first step is teaching them how to produce and weave Glamour themselves. Those who can achieve this step become novices to your Coven. To become a full member, a novice must learn how to weave Glamour into their skills. Only once her training is complete will she become a Lunarian herself, gaining the full benefits of The Threefold Path and joining your retinue.

You can continue to teach your Coven members more of your Lunarian abilities, up to the benefits of Silver Palace - provided your current form can use each particular ability. You can also, of course, teach your Coven anything else that you know and you might want them to learn, such as mystical arts that anyone can use or the student has the Potential for. Finally, your Coven members can aid each other in their magics, increasing the potency of their Glamour and any other abilities they share.

Three Sisters

Instead of developing their own trinity of Faces, novice witches might form into trios, with each member naturally aligned to a different Face. They will share a Lunar Champion bond between them and a collective bond with any Champions they may acquire. These trios are not permanent. However, their members tend to become very emotionally close from sustained mental proximity, and it’s not unknown for their personalities to even bleed into each other over time.

Hidden Gates

Type: Full Moon, Self

Cost: 75

 Requirements: Fairest of Them All

 And you shall see, and behold a wicked queen, and she shall have a crown of stars, and she shall go forth with sword in hand to war, to death and ruin. Take Martial Talent and one copy of Polymorph Defense.

You can now directly infuse Glamour into entities of your choice, scraping away mortal detritus and allowing for the unlocking of the hidden potential within. A basic use of this art may give a rusted weapon temporary perfection again, reinforce your skin to withstand blades and blows alike, or enhance the power of a magical focus. More complex manipulations can allow for greater feats, such as allowing you to completely ignore leverage when lifting, letting your eyes see in every magical spectrum, or empowering an ally’s ears to hear through time itself. Each Face finds better results by working within its themes.

Entities that are infused with your Glamour for long periods of time may find themselves changing into silver moonlit forms. Swords become long and slender, armor changes to silver, creatures glow with pale light, and clothes change to gossamer strands. You may disable this effect at will, and may instantly strip an entity of any mutations you do not desire with a thought. These changes may instead reflect your own personal aesthetic and themes.

Hexennacht

Type: Full Moon, Self, Travel

Requires: Hidden Gates, Mother Mighty

Cost: 125

On the night of the new moon, when little light illuminates the darkness and the barrier between worlds is the thinnest, the witches dance in the skies. Take one copy each of Information and Paradox Defenses. This perk immediately raises your effective tier at step 1b to 7.

Weaving your Glamour into yourself now allows you to freely fly in the sky. Anyone who gazes at your Glamour- infused self will feel the Glamour’s effect, no matter the distance or the medium he watches through. Recordings will also work, not just live feeds, but static representations such as text or photos will not. You can control which Glamour effects apply to different observers. When you travel using Glamour, distance matters little, as long as you and your coven are not directly observed. Passing over a mountain range can take the same amount of time as flying halfway across the world.

During the new moon (or local equivalent), you can choose to fly into the unknown. By gathering enough of the Coven in one place, usually near a large body of water, you can initiate a rite where your Glamour covers all members present and lifts you into the night. The world around you becomes a mere memory as you pass through the veil, emerging in a new world. Preparation can guide your journey to an extent, but the emotions your coven members feel at the moment of transition are the most important aspect. A happy Coven might end up arriving just in time for a grand gala in the royal palace, while a Coven in mourning will naturally be drawn toward a funeral procession or cemetery.

Toil and Trouble

Type: Waning Moon, Self

Requires: The Threefold Path

Cost: 70

The Crone is wise and worldly. As the moon vanishes from the skies, your power slowly rises. When you assume the form of the Crone, all of your existing abilities that follow the themes of the Crone will be enhanced. Take Algorithm Talent and one copy each of Possession and Information Defenses each. This perk immediately raises your effective tier at step 1b to 6.

You can now enshrine your Glamour in objects to create Effigies. These are magical trinkets that can serve a variety of purposes, depending on your intent at the moment of creation. An Effigy can generate its own Glamour to bestow either a boon or a bane, that is in some way conceptually tied to its mundane purpose. For example, an apple could bestow greater vitality on those who eat it or poison them with a magical sickness, while a loom could weave gold or nightmares in place of base cloth. These effects are rarely flashy, but are always tied to an Effigy. Should the Effigy ever be destroyed, the Glamour will dissipate and its effects vanish. Each Face will find better results than normal by working within its themes. Effigies made with one Face keep their full power even when you change Faces, or mantle no face at all.

The Effigy’s potency and scope can be amplified by restricting its power. While a normal Effigy can be used by anyone at any time, you can narrow the scope of the effect. The more unlikely the circumstances, the stronger the result. An apple that will poison anyone that eats it might permanently weaken the victim, but a loom that will only work if a princess pricks her finger on its needle on the day of her sixteenth birthday can very well put an entire kingdom to sleep. Additionally, if you have Tantric Arts, putting someone under the sway of your Effigy counts as an active Arcane Link.

Moonlit Mist

Type: Waning Moon, Self

Requires: Toil and Trouble

Cost: 95

Glamour is more than just emotions. It can shape how the world is perceived. Your mastery of this power grows, allowing you to actively manipulate people’s senses. Take Covert Talent, one copy each of Body and Trace Defense, and Faerie Feast.

When you have someone under the effect of your Glamour, you can dictate what they see, smell, hear, and so on. When you first acquire this perk, your skill at manipulating their senses is limited to illusions that match the emotions your Glamour naturally evokes at the time, but with training you can learn to create virtually any image. You can use any lures you possess through your illusions, but their efficiency is diminished compared to the real thing.

You can also apply such illusions to your Effigies, disguising them or giving them mild mind-affecting traits in addition to their traits. This can range from making them more appealing to prospective victims, or making all but those with the strongest of wills ignore their presence entirely.

Additionally, you can now use Glamour to fuel any ability you have instead of using other internal or external energies. This allows you to keep a constant supply of power to abilities you currently have active, sufficient to maintain them indefinitely, albeit at a low level. Glamour cannot be used to cast abilities (e.g. a meteor rain on your enemies) but it can help you maintain any ability without committing effort or concentration. Your effigies’ Glamours can also serve this purpose. If you have Wyrdling Lords, so too can your Lunar Champions.

What Rightfully Be

Type: Waning Moon, Self

Requires: Moonlit Mist

Cost: 90

Where a common hedge mage might ensnare senses of common men, the light of the moon had been enchanting all that looked at the night sky since time immemorial. Take one copy of Polymorph Defense for free. This perk immediately raises your effective tier at step 1b to 8.

The illusions your Glamour wreathes can now fool the very world itself. No longer are they mere phantasms, but images with real substance. An illusion of a bridge can now be walked on, while an illusory shield can stop an arrow aimed at your heart. Conversely, offensive illusions you create can harm your foes, but their effectiveness will never match the real thing. While an illusory fireball might burn your foes and set them aflame, it will not match simply blowing them up conventionally.

Your Effigies’ Glamour can be used to maintain static illusions, but only your own Glamour can create truly changing visions. An Effigy can create a fake wall, a bridge, or a mist in the forest - never an animal or arrow shot at a passerby.

If you have Jewels of Discord, you can cover individual Tempest pieces with your Glamour to freely change their appearance within the bounds of the piece’s purpose. A ring or a bracelet can become a pair of gloves, while a diadem can turn into a baseball cap.

Silver Palace

Type: Territory, Capstone

Cost: 140

Requires: Wyrdling Lords, Hexennacht, What Rightfully Be

And some cometh the time, when witches gather and warlocks dance, when crows cry and the moon looks on with its steely gaze. The black doors have swung wide, and the academy is open. Take Land Talent and one copy of Corruption Defense.

Through a ritual taking a full lunar cycle, you may suffuse a chosen land with your Glamour. The site of the ritual and area in its direct vicinity will become your dominion. As part of this ritual, you must raise a structure of pure Glamour where you or your coven members can live. The design of this building is left to your discretion, but many Lunarians make grand castles over cliffsides, great towers in hidden glades, or elaborate palaces that shine impossibly in the moonlight.

This building is the gathering site for your coven, a Silver Palace where new members can be brought up and inducted into its ranks. Your land offers them protection and safety to explore their new abilities, as the innate Glamour you’ve woven into its very walls seeps into every action an aspiring Lunarian makes. Over several moon cycles, they will undergo the training under the watchful eye of Coven members. Those that show the most promise are inducted into the Coven’s ranks, and the more exceptional yet can even study directly under you to deepen their understanding of Glamour, which grants them the full benefits of a Lunarian perk of your choice that they qualify for at the end of their studies.

All find learning and using Glamour easier in the walls of your Palace, even you. As the palace’s mistress, you have limited control over the land, allowing you to create secret passageways, impossible shortcuts, or fortifications and traps to deter invaders. With time, the very land and buildings will develop sentience, to more actively aid or hinder those who tread the grounds. The longer your Glamour permeates its location, the stronger the genus loci of your Palace will become.

You are your glamour. No longer bound to just one form, you can weave your glamour into a body which then becomes a manifestation of one of your faces. Each face can only inhabit one body at a time, but they retain access to all your abilities, as they are you, but they cannot change their glamour to other aspects. Your main body retains the use of all of your abilities at all times, though each Face will take with her a quarter of your total power.

You may reintegrate any of your Faces into your main self on contact. Your main body and any of your separated Faces can swap positions, teleporting to each others’ exact locations across any distance. If all three of your Faces are separated, you can dissolve your main body into the shadows of your collective Faces, empowering each of them to your full power.

If one or two Faces are killed while the third still lives, the fallen Faces will manifest again on the following night, provided the local moon is visible (if one is present - otherwise, nighttime is sufficient) and at least 24 hours have passed.

If all three are killed while your main body is dissolved, then your main self will emerge from the last to fall, to give the killer a nasty surprise.

If your main body is killed while any of your Faces still survive, they will tether your spirit to reality. This allows you to return to life, in the vicinity of one of your Faces, at the next new, quarter, or full moon (or local equivalent) or 168 hours have passed, whichever happens first.

The Triple Goddess

Type: Capstone

Cost: 1 IMG

Requires: Silver Palace

From One came Two, from Two came Three, and from Three came all things. From the tripartite goddess came the moon, and beneath its gaze, all things lie within its light. All moonlight present in a world is now considered Glamour, and anything it contacts is under your Glamour. This effect extends to all worlds you have ever visited. Your body is now made of pure materialized Glamour, allowing you to manipulate, move, alter, and recreate it as you please. This raises your effective tier at step 1b to Y.

Finally, you can now force eternal night to fall over any world you have visited and can raise the moon to the sky regardless of the hour so it permanently reigns. These are projections made from a small input of your own glamour, will not have unwanted side-effects on the local climate, and can be performed together or separately. This moonlight may be “false,” but is still real enough to count for the first part of this perk.

Machina

IT’S ALIVE

Type: Root

Cost: 60

You are no mere mortal lifeform, no accident of genetics created you. Instead, you are a fully artificial advanced construct, artificially designed to be superior to humanity in your field of expertise. Take Body Tune Up for free, alongside one free copy each of Body, Stress, and Environmental Defenses.

On the outside, you might look like anything from an uncannily pretty human to a serpentine warmachine composed of wires and sensors. Internally, you can ignore the effects of any wounds that fail to touch the central core - your Spark - that now exists within your frame. Your physical frame lacks the weaknesses of organic organs, able to self-repair at a rate notably higher than you would have been able to with an organic body. You no longer require sleep and are incapable of being exhausted; abilities which would normally cause exhaustion when used will instead turn off at the point you would normally collapse. You gain perfect control over your sensory data as your memories are formatted into a vast file system, able to choose exactly what to remember and what to completely purge. All together, this perk immediately raises your effective tier at step 1b to 5.

Additionally, choose a Material: some form of substance that makes up the majority of your artificial frame. This can range from chemical elements like iron or gold to other tangible materials like stone, wood, or flesh. While supernatural Materials are valid choices, the potency of their effects will be downgraded into weaker forms if their normal state would increase your tier beyond 5. The most efficient way to restore these supernatural Materials to their original forms always involves consumption of the real substance in its native habitat.

Finally, choose a Specialty as well: the limited field that you were designed to be the pinnacle in. Valid Specialties include fields such as Medicine, Hand to Hand Combat, Surveillance, Sex, or Demolition. The integrated technology, weaponry, and special characteristics of your new frame are determined by your Material and Specialty.

Machina: More Than Science Fiction?

While much of this Heritage has a technological bent, it is not solely restricted to the mechanically inclined. Alternative theming is available for similar results: where a mechanical Machina might build an immense machine, a mystical Machina might prepare a highly complex ritual space, or a biologically focused Machina might grow a gigantic superorganism.

Many of the perks ahead might also refer to "machines" as available targets for your abilities. In most cases, they are equally applicable to most inanimate objects. Merging with a gun, a sword, or a tree are all equally viable options.

Weakness of Flesh, Certainty of Steel

Type: Lure, Self

Cost: 45

Requires: ITS ALIVE

Your superior state inspires reverence in both man and machine. A target who witnesses you perform acts they themselves aren't capable of will find themselves fascinated with you, in both envy and desire. Those who benefit from your capacities will consider you a tool superior to others within the same, those who see some of your abilities will feel the impulse to see the rest or personally experience the effects, and those who spend long enough around you will find the idea of becoming mechanical like you increasingly desirable. Take one copy of Information Defense for free.

Your mechanical frame leaves you open to underestimation in the eyes of those who consider a pulse required for sentient thought, allowing others around you to perceive you as mindless, harmless, and obedient, even when that couldn’t be farther from the truth. As a Machina, you can now produce a hypnotic field, influencing all around you who are aware of your artificial nature. Those under the field's influence will find themselves inclined to view you as a mindless item who will easily be obedient to their whims. This effect will strengthen the longer they remain in contact with you, until even the most blatant defiances to this mental image won't break the illusion.

Once affected, the target will immediately dismiss you as a thinking being and will be inclined to fall for deceptions of your sudden obedience. After a few days, a married woman might find having sex with you as unproblematic as using a dildo. After a few weeks, an “owner” would perceive even major deviations in behavior as you “working as intended” and find no fault in your actions. This effect is faster, the more they are Infected by Bimbot Virus. Any retinue member can have their degree of influence tweaked to any degree at your leisure.

You can also disable this hypnotic field at any time, breaking the illusion for all who witness your reveal. Once you've done so, your witnesses will not be affected by such an illusion again, for any form that is recognizably similar to the one used before - if your previous illusion was a toaster oven, they will not be fooled by a different toaster oven, but they will remain susceptible to a vacuum cleaner or microwave oven. You can reset these resistances for your retinue members.

Bimbot Virus

Type: Recruitment, Capture

Cost: 70

Requires: IT’S ALIVE

Your form’s supremacy is a benevolent sort, one you’re prepared to share with others… whether they want it or not. Whether it takes the form of a technorganic-virus or mystical curse, your new Viral Agent bears a single, specific purpose: conversion. Your frame now includes technologies capable of creating this Viral Agent, as well as several points capable of spraying a slurry containing it at a limited distance. Additional vectors of transmission related to your Specialty might also be obtained (or personally designed) at a later date. Take one free copy each of Environmental Defense and Mind Defense.

Your Viral Agent is delivered within a thick slurry of your Material, processed into a state safely digestible by organic organisms. Breathing too closely to the slurry containing your Viral Agent can begin to spread the infection in a weak form, while physical contact acts as a stronger transmission source. The most potent form of infection is through direct insertion into the body, whether through contact with an open wound or an open orifice. Regardless of infection vector, a single insertion of a Viral Agent is rarely enough to cause a full conversion, unless used in an overwhelming amount over the course of hours.

Once infected, the target’s body will slowly be transmuted into a Machina frame similar to your own. Pieces of their body will become artificial constructs seamlessly merged with flesh, beginning with parts that were lost, damaged, or weakened. Biological abilities of the host will be integrated into their new mechanical limbs, retaining functionality despite visual changes.

As the target’s body changes, so does their mind, their thoughts being corrupted with new programming held in your virus. Common changes include intense devotion to you, overwhelming desire to seek you out, morals and goals twisting to mirror yours, and the addition of new quirks to their behavior and way of thinking based on the role they’ll eventually fill as your subject. The physical and mental changes applied are programmed into the Viral Agent at creation, and require your concentration and physical proximity to take effect.

Both forms of changes are limited in scope by the strength of the target’s infection, growing as the infection takes hold. If the infection is too weak, the changes will stop intensifying after a point, only beginning again after further contact with more of your Viral Agent, or (to a lesser degree) from extended physical contact with objects composed of your Material. The latter will destroy the object in the process.

Once the infection reaches its pinnacle, the target’s body will begin to search for your signal, compelling them to disregard all other priorities and seek your current location. Once they come into contact with you, they connect to your control network, allowing the virus to fully convert them into a Machina that shares your Material. At this point, the new Machina is captured and becomes absolutely obedient. The new Machina will also have a Specialty that can be different from your own. As long as they remain within [your tier] kilometers of your location, in the same universe, you have Root Control over them: able to instantly communicate with them, share their senses, program restrictions into their abilities or behavior, view and tweak their memories, or influence their own frames with Machina perks the way you may influence your own.

Enchanting Physique

Type: Self, Party

Cost: 80

Requires: IT’S ALIVE

The Artifice that makes you up is no mere metal. It is spirit and symbolism as well. Your connection to the arcane aspects of reality has strengthened, and through it so has your control over your body. Take Soul Talent and one copy of Mind Defense for free.

You can freely influence the magical sensitivity of yourself, objects you construct, and any object composed of your Material. This requires an initial physical contact with the object, but you can continue to exert your influence for up to five minutes afterward, or indefinitely for yourself and objects you constructed. Once set, the effect will remain indefinitely. Subjects whom you’ve converted into Machina count as “objects you constructed” for this perk.

At the lowest, this sensitivity change makes the target completely magically inert, as unaffected by magic as the dullest rock.While becoming magically inert will wipe away most temporary spells from clinging to your Material, it will merely suppress long-term enchantments and lock your mana deep within yourself. The potency of the inertness is based on your own power: while by default you will be immune to the sorts of magic that cannot affect an object, the effectiveness of other types of magic is variable based on the type of magic and the user’s power relative to your own. At the highest sensitivity, it is so much that ambient energy rapidly clings to the target, spells last much longer than usual, and the target is the perfect canvas for all manner of enchantments.

You may also now draw upon the mystical symbolism of your Material for your benefit, treating objects aligned with that symbolism as falling under your Specialty. For example, a Gold Machina may use sun-associated magical tomes, or a Bone Machina may consume necromantic artifacts into its own body. If you have Bimbot Virus, your subject Machinae can use this symbolism as well.

Glitch in the Matrix

Type: Party

Cost: 60

Requires: Enchanting Physique, Bimbot Virus

Not all willful constructs are bound in solid matter—some dwell as spirit alone, interacting with the material world only through influencing other systems. Spirits, AI… no matter the name, you know how to create them. Take Land Talent for free.

You may now detach a Machina's Spark from the restraints of the physical, forming them into an Ascended Intellect. Ascended Intellects are unbound by physical conventions, able to pass through substances easily, but cannot remain in this state for more than a few minutes without being Linked to something - whether that be back into their body, to the area they are in, or to a digital system. Linking an Ascended Intellect to an area requires connecting them to a well defined distinct location not already controlled by a genius loci, allowing the Ascended Intellect to take on that role themselves and allowing them to safely linger within the boundaries of that location without being dragged back to their body. Linking an Ascended Intellect to a digital system merely requires it to “touch” a system connected to the Internet or local similar equivalent.

While Ascended Intellects are no longer able to directly use their powers in the material world, they still retain them, now shifted to equally potent forms usable in their new existences. A chef turned into a house spirit will allow the kitchen to cook 5 star meals without any inhabitant lifting a finger, while a cryomancer turned digital wanderer will be able to “freeze” systems with ease. An Ascended Intellect may return to Machina form by making contact with its original body, such as plugging it into an AI-accessible terminal or placing it within the bounds of the genius loci's control.

Machines in Disguise

Type: Self, Party

Cost: 50

Requires: IT’S ALIVE

You are as superior in adaptability as you are in everything else. Your mechanical frame is now malleable to reformatting commands, allowing you to slowly adjust your artificial appearance. Minor adjustments to certain limbs can take less than an hour, while a full overhaul of your body plan can take several days or more. Adjustments to your size can cause additional effects, with a decrease in scale causing excess material to be shed from your form in a raw state, while an increase in scale will be drastically slower than any other transformation without the assistance of an external source of your Material. While reformatting can have minor effects on your physical capabilities, it does not alter your integrated technology or affect its functionality. Take Everlasting Tune-Up and Athletic, Martial, and Covert Talents for free. All of the benefits from this perk also apply to your subject Machinae from Bimbot Virus.

In addition to reformatting, you can now trigger Mechashift Protocols, a series of nigh-instantaneous transformations along specific templates. You gain the ability to Mechashift into a humanoid form, capable of fooling local life forms as you walk amongst them. While an effective disguise, this does not actually make you human, and certain abnormalities reveal your inhumanity. These might include immense density and strength, an inability to bleed, or a lack of blinking. You additionally gain a Mechashift form for one machine that fits your Specialty, such as a high-power drill, radar dish, sybian, or fighter jet. Your integrated technology allows you to perfectly replicate this machine’s functionality.

Using your complex array of sensors, you can perform a deep-scan of another piece of machinery that falls under your Specialty. This machine can be registered as a secondary Mechashift, adding its functionality to you if you didn't already have it. You may only have one registered secondary Mechashift at a time, and changing it removes any functionality you gained from the previous one. Mechashift-granted functionalities are emulations created from your own personal power, and thus replications of machinery vastly more potent than yourself can have limited effectiveness.

Improbable differences in scale are not an issue for Mechashifts, as your mechanical parts collapse together in improbable ways and shunt excess mass temporarily out of reality when necessary. You retain all your abilities in any Mechashift form you are in.

Mighty Merging Machina Ruler

Type: Self, Party

Cost: 80

Requires: Machines in Disguise

Even the mightiest non-sentient artificial creations are below you, to be controlled and wielded at your whim. You gain the ability to interface with machinery around you after touching it, your body shifting to link directly to the machine’s systems and mentally interface with it. This interfacing is nigh-immediate if you have direct contact with a piece of the machine designed to accept data signals, and otherwise takes a short time as you link in to different key points to take control. This perk immediately raises your effective tier at step 1b to 6. Take Algorithm Talent for free, as well as one copy each of Possession and Drain Defenses.

Interfaced technology will gain partial access to your own systems, replacing its need for fuel or ammo with your own naturally generated alternatives. Interfaced technology will normally be still mostly foreign to your own systems, unable to be repaired by your own nanobots and incapable of massive physical changes via your Mechashift protocols. If the technology aligns with your Specialty, it can slowly be fully integrated into your systems: transmutation into your Material might require days or weeks, depending on the size and complexity of the new addition, while technology that does not align with your Specialty may slowly have its function warped to fit your Specialty over the course of multiple shapeshifting sessions.

Technology that is sapient and interfaced in this way is capable of resisting your instructions via a conflict of wills. If you have Bimbot Virus, the interface process will act as a vector of your Viral Agent to directly target intelligences within or connected to the machine within your grasp. Your subject Machinae will always count as willing for the purposes of interfacing with them, but cannot be permanently integrated. They can interface with technology in the same way that you do.

Your internal mechanisms are an engine of industrial change. Should you have the correct parts or raw substances in hand, you may directly transmute them into a completed object that you know the schematics and composition of, provided that object is smaller than your body. This process can take anywhere from a few seconds to a few minutes, depending on how much the pieces need to be shaped into complex configurations. Anything stored in your Pocket Space counts as on-hand for this process. You always are treated as having your Material as on-hand raw materials for this.

Spark of Life

Type: Self, Party

Cost: 110

Requires: Bimbot Virus, Machines in Disguise

While you are still dependent on your Spark to function, your Spark is now stable enough to exist separate from your frame when necessary. As such, your Spark is free to maneuver within your frame, exposing itself in order to exert control on other systems. Take one copy of Fatality Defense for free.

Your central core is now mobile within your frame even when your body is unchanging, allowing it to rapidly take refuge in more guarded chunks of your frame should you begin suffering major injuries. It can also be removed from your own frame and injected into a nearby object, at which point your frame will continue operation for anywhere from a few seconds to a half-hour, depending on it remaining within range to receive remote orders, while your Spark begins reformatting the machine it has been implanted with into a new frame. This process can take anywhere from days to weeks, depending on how aligned the object was with your Specialty.

Your new frame will use the hijacked machine as its basic chassis, but augmented to align with your Specialty and retaining all of your previous capabilities. This process will convert the machine into your Material, occasionally retaining a thin covering of its original appearance while retaining all the flexibility of the original object. If you have Glitch in the Matrix, you may temporarily become an Ascended Intellect for the purpose of moving your spark into a new machine, and Ascended Intellects may now choose to form new frames rather than requiring their previous body.

With this new skill of forging a new frame, comes the ability to allow your subject Machinae more distinction from yourself.When eject their Spark and move it into a new machine, you can choose to change their Material to that machine's primary material.

 A partially-converted victim of the Bimbot Virus will develop a Spark at [their tier x10]% conversion, which may be intentionally or accidentally removed and implanted in a machine. This accelerates their remaining conversion, but will not reformat the target machine until the target is properly captured.

Ghost in the Shell

Type: Travel

Cost: 150

Requires: Spark of Life

A new blueprint is uploaded to your server—the Paradox Seed, your key to spreading artificial supremacy beyond your world. Take one copy each of Paradox and Polymorph Defenses for free.

A Paradox Seed is a massive superstructure, the exact form and makeup variable depending on your aesthetic and Material, but always an extended, obvious endeavor to create. Once active, the Paradox Seed will interface with you, and as many of your subject Machinae as you wish, before it expends itself to pierce the veil of space-time.

The Paradox Seed will then complete its primary objective: infecting a new world’s history with the influence of your creations. The new world will now contain ruins filled with “mysterious technology” originating from your own inventions, hidden veins of resources connected to your technology even if the materials did not exist there before, and even lingering hazards of your Viral Agents in unexpected places. The other Machina in your retinue who interfaced with the Paradox Seed will be thrown throughout the world’s history. They might awaken in any era throughout the history of the new world, or still remain sleeping up until the “present day.”

Unlike your subject Machinae involved in the process, you are not merely thrown into the new world. Instead, your Spark becomes a Quantum Spark, capable of existing in multiple places at once, acting through two bodies in sync even across worlds. Should one part of your Quantum Spark be destroyed, you will only lose control of the frame it possessed, with the “real” you unharmed. The first activation of a Paradox Seed allows you to act in two places at once, with each additional activation adding one new body to the collective.

Your newly formed Quantum Spark will awaken in a copy of your frame as one of the ruins is investigated by another entity, which determines the world’s “present” and thus the point in the timeline where your new world links up to your previous worlds. Any technology in this world derivative of your own can be immediately controlled and integrated using Mighty Merging Machina Ruler.

World Wide Web

Type: Self

Cost: 75

Requires: Bimbot Virus

Your influence is greater than your body alone, the vast waves of airborne information able to act as an extension of yourself to spread your command. Your range of Root Control expands to apply to areas within your Dominion, and each Machina in your personal radius of control expands it further, increasing the radius outwards from their location by a number of kilometers equal to their tier. Additionally, you can now mentally communicate with any infected individual within the range of your Root Control, with clarity based on their level of infection, or reprogram their infection at will. Take Communication and Psychic Talents and one free copy of Addiction Defense.

This constant connectivity serves additional purposes in strengthening you, allowing you to improve your own mental facilities by using other Machina units as remote processors. You may use other Machinae within your close proximity as extensions of your own thinking, to increase your cognitive speed or improve your multitasking capabilities or analytical skills, as well as access their memories as convenient. Any Machina used in such a way will suffer a detriment in their own cognitive abilities as their processing power is otherwise occupied. The exact effects are programmable at a personal level, ranging from generally lowered ‘intellect’, loss of creative thinking, or retaining full capabilities in a single field while behaving empty-headed when faced with anything else. This detriment is harmless and temporary, disappearing fully once you no longer are using their processing power for yourself.

When your Viral Agent comes in contact with a machine or similar object, that machine will now become infected. An infected machine does not become sentient, but may begin to act in ways that make it appear to be, suddenly “acting out” in ways that favor you or spite those hostile to you. For example, a toaster might always burn your rival’s toast, an ATM might spit out extra cash for free, or a laser rifle might backfire rather than be used against you. Contact with an infected object will continue a target's infection without destroying the object in question. Infected objects will expand your range of Root Control in a small area around them, usually allowing it to encompass the room or building they reside in. An infected object may be recognized as such from having some external or internal components coated or transmuted into your Material. Only the complete removal and replacement of these pieces will allow the infection to fade.

Artificial Gains

Type: Self, Party

Cost: 90

Requires: Machines In Disguise

Sculpted perfection need not only be born of cold hard metal or rugged stone. It may be formed, or informed, by flesh and DNA as well. Take Exploration Talent and Sticky Fingers for free, plus one copy each of Polymorph and Creature Defenses.

You've gained a finer appreciation for the usefulness of organic lifeforms. Your humanoid Mechashift can now perfectly emulate biological life without flaws. Even in this state, your sole true reliance is your Spark, but severe enough damage may reveal your secret on the principle of your survival alone.

Your ability to shapeshift now grows more potent, allowing your frame to recreate biological abilities using mechanical means and in-depth data on the topic. While straightforward and blatant biological abilities like wings or claws may be replicated just through enough direct observation, more complex or esoteric abilities might require anything from in-depth analysis of blood and bone samples, brain scans, autopsies, or vast arrays of invasive and painful tests.

If you have Bimbot Virus, the transformation from flesh to your Material is now capable of much more subtlety, hiding many symptoms until its hold is too deep to remove. While infecting a wielder of a biological ability can provide valuable data for the process of recreating it, it is rarely enough on its own. Your subject Machinae will also benefit from this perk.

Grey Gooliath

Type: Self

Cost: 130

Requires: Mighty Merging Machina Ruler, World Wide Web, Artificial Gains

Your existence is a swelling pinnacle, perfectly designed, and from your Spark both knowledge and danger will flow like a flood. This perk immediately raises your effective tier at step 1b to 7. Take Engineering Talent  and one copy of Body Defense for free.

The spirit of innovation in you can lead to leaps in progress. If you have two machines on hand, you can use your powers to rapidly hybridize them into a new machine, using the original objects as the material components. For some machines the result will be straightforward and obvious - hybridizing a power cell and a laser rifle will usually just create a laser rifle running off that power cell - but even the most crackpot of combinations will result in something functional. Combining said laser rifle with a refrigerator might somehow create a freeze ray instead. For more unusual combinations, the hybrid technology will usually be bent towards your Specialty, and the resulting hybrid will only be equal in "strength" to the stronger of the component pieces.

No longer satisfied with the limits of your frame, your shapeshifting has expanded into a new aspect: Titanization. When you begin to Titanize, your frame rapidly grows in scale—often doubling your size at minimum effect, and allowing you to reach the scale of buildings or skyscrapers if given enough time. As you Titanize, your own body adapts as well, improving your own abilities in direct relation to the increase in size. An integrated firearm may become a massive energy cannon or an entire battalion’s worth of synchronized weaponry, while singular sensors may grow into entire sensor arrays that detect entire blocks at a time. Titanization is not without its flaws, however. The larger you grow, and the longer you remain in this form, the more taxing it is on your own processing power. Should you grow too large for too long, you’ll be doomed to overheat and be forced back down to normal size. Borrowing processing power from other Machina can extend the transformation, or allow it to reach larger heights, but will never be able to extend it forever.

The World Engine Roars

Type: Capstone

Cost: 1 IMG Ticket

Requires: Ghost in the Shell, Grey Gooliath

You’ve become the perfect creation, supreme above all others, the ultimate lifeform.

Any machine you come in contact with is treated as part of your Specialty. You require no external materials for Mighty Merging Machina Ruler, merely blueprints, and have no restriction in the size of your creations. Titanization no longer worsens in strain over time, allowing you to remain in that state indefinitely, and your subject Machinae can now Titanize as well.

Your body is now a Paradox Seed in its own right, able to travel worlds as many times as you wish. Finally, you can now split your Quantum Spark without the world- traveling process and convert your subject Machinae’s Sparks into Quantum Sparks.

Theos

Ascension

Type: Root

Cost: 60

You have ascended to a higher form of being, a Demigod amongst mere mortals. Choose a Domain and a Sacred Beast. Your domain is a concept you may choose, such as Fire, Love, or even something as abstract as Memory. This bolsters your physical attributes in every category, but especially so in regards to the strengths of your domain. The strength and control you hold over your domain is tied closely to the belief your faithful have in you: the greater the belief, the greater the strength and influence you have over your domain.

Your chosen Sacred Beast must be from a species that is Tier 5 or below, from either the world you are from, your starting world, or any world your retinue has visited. For contractors with Substitute, Possess, or Extra origins, both the contractor’s actual homeworld and the homeworld of their origin count. Once your Sacred Beast is selected, you may shapeshift into its form or partially manifest its features at will. You will passively benefit from aspects of your Beast to empower yourself. A Theos with the Sacred Beast of a panther will find their speed and stealth skills greatly enhanced, while a Theos with the chosen Sacred Beast of a Tyrannosaurus rex will find their strength bolstered to incredible heights. You may incorporate the forms of other examples of your Sacred Beast as you encounter them, such as a Theos with Wolf as their sacred beast encountering a Dire Wolf.

Whenever you encounter one of your sacred beasts, you may choose to infuse it with your domain, turning it towards your service. This act can be resisted to an extent. The more an individual resists, the more they will be torn apart by the concept of your domain. Exactly how that occurs depends on the common manifestations of your domain. Continued exposure to concepts opposed to your domain can weaken and eventually nullify the infusion unless the sacred beast is captured.

If one of your sacred beasts instead submits to you, it will be captured and additionally empowered. Your captured sacred beasts can understand any language you speak, follow your commands to the best of their abilities, and may wield your domain - albeit in a limited fashion. The stronger the beast is in body, the more power it will have to draw upon; the more intelligent the beast is, the more skillfully it can wield your domain. Your beasts will, however, always be skilled enough in drawing upon your domain to not inadvertently harm themselves or their surroundings. In return for the many gifts you bestow upon your empowered beasts, you can perceive through their senses as if they were your own and telepathically command them at will. However, these commands can be resisted by a beast that exerts enough willpower.

This perk immediately raises your effective tier at step 1b to 5. Take Body Tune-Up and Exploration and Martial Talents for free, plus one free copy each of Body and Creature Defenses.

Beast Unburdened

Type: Self

Cost: 85

Requires: Ascension

What kind of god doesn't have some sort of sick monster? Not this Theos! In addition to a Sacred Beast, you now have a Divine Beast; a mythological monster or creature that is an evolution of your Sacred Beast. Well-known examples include a fox into a kitsune, a snake into a naga, a bird into a harpy, or a lizard or carp into a dragon. You can shapeshift into and draw aspects from your Divine Beast, just as you can with your Sacred Beast. If your Divine Beast’s tier is higher than your own, the powers and abilities that you would gain are lessened until your tier is at least equal to the minimum required tier for all of your Divine Beast’s abilities.

Furthermore, you may empower native examples of your Divine Beast, with the same rules and caveats as your Sacred Beast. You may now bless your believers with the ability to transform into your Sacred and Divine Beasts and to call on your domain in a limited fashion, similarly to your empowered beasts. These abilities persist as long as they maintain faith in you. The greater their faith in you, the more power they will be able to manifest.

Your Divine Beast Form qualifies as a Ride for the purposes of Space Truckin'. This perk immediately raises your effective tier at step 1b to 6. Take Athletic Talent for free, plus one copy each of Creature and Polymorph Defenses.

Symbols of Power

Type: Party

Cost: 50

Requires: Ascension

Sometimes, people need a symbol to rally behind. A god of storms may use a thunderbolt as their symbol, a god of death, a skull, or a god of prophecy, a sun. These things all represent their deities’ power. Take Soul Talent for free.

Select your own Holy Symbol: an object from which your divinity can be channeled, empowered, and wielded, and itself affects how your power is wielded. A god of lightning whose holy symbol is a hammer will find their lightning far more offensively powerful than a god whose holy symbol is a light bulb, who might instead grant creative inspiration to their followers.

You or your followers can create a vessel for your holy symbol in a variety of ways. This might be a mostly unaltered object, such as a carved skull or a mace with a skull head, or by inscribing the symbol onto an already existing item by some means - carving, drawing, stitching, tattooing, etc. Once completed, your divine power will steadily flow into the symbol’s vessel. Anyone who holds or wears one of your symbol’s vessels will have significantly enhanced control over the Domain it corresponds to. If you have Advanced Runes: Spark, your symbol’s vessels will count as Tempest Jewelry for the purpose of capture.

For each of your Domains, you may turn a single representation of your Holy Symbol into a Divine Artifact. Doing so multiplies the power and control an individual wielding your Object has over your Domain. You may only ever have one Divine Artifact in existence at a time, for each Domain.

Family Bonds

Type: Party, Capture

Cost: 100

Requires: Ascension

Family is to be treasured, nurtured, railed, and expanded. To aid in this endeavor, and to save us all quite a bit of time, we have created a way to empower mortals into being your divine progeny or other relatives via the power of sex! Take Sticky Fingers and one level each of Mind Defense and Polymorph Defense for free.

While having sex with an individual, the divine essence that you fill them with is no longer just a euphemism. You can choose to empower your essence, so it penetrates their being and makes their soul radiate with your Divine Might. To fully turn them into a Demigod, you must repeat this process at least five times or the number of their tier, whichever is higher. For imaginary tiers, this is doubled with each step, so that Tier X targets require 20 rounds of essence-empowered sex with their Theos and Tier Z targets require 80.

Once complete, your lover will gain all the benefits of the Ascension perk, with their Domain and Sacred Beast automatically being those that are most thematically appropriate for the individual. They will be captured as per Seal of Approval and become a member of your family, with feelings of kinship blossoming alongside their divinity. If one of your Demigods already has a child, that child will also benefit from your divine essence. You will retroactively become a third parent for that child, if you weren't already.

Whenever you have sex with an individual, you may also gain or pass on abilities that are genetic or inheritable such as Quirks, bloodline abilities, many kinds of magical potential, etc. The partner who bottoms during the sexual encounter is far more likely to inherit than the top. During this process, the Theos or their lover may take on physical traits of the other in order to create a familial resemblance. Repeated or extreme cases of this can go so far as to have one of the involved parties gaining their lover as a third parent for all intents and purposes.

Targets and your retinue members may find themselves developing an incest kink. For those you share any sort of familial relation with, this kink can further turn into an intense desire. If you have Arlo, whenever a target sees you around a family member, they will find themselves drawn to the both of you, and fantasize about being included in sexual encounters with the both of you. The effect is heightened with the more family members involved, with its effects further increased if they are witnessing a sexual encounter amongst you and your kin.

Finally, to aid in your endeavors to sow your seed, you may now select a Sacred Plant. Whenever you encounter one of your Sacred Plants, you may imbue it with one of your domains. The more you infuse your domain into said plant, the larger it will be and the faster it will grow. The domain will always significantly affect the plant, including its visuals, flavor, and even whether or not it has magical properties. This passes on to the plant’s byproducts, such as pollen. Your seed and other bodily fluids can serve as vessels for your Sacred Plants’ growth.

A Theos of Fire may have their sacred plants' leaves forever smoldering, its fruit all taste spicy, and (when consumed) inflame the passions of its imbiber. A Theos of Lollipops may instead have their plant take on a candy-like aesthetic, be unreasonably sweet to consume and cause imbiber to lose their physical or other kinds of maturity.

Whatever the effects, consumption of the plant or continued exposure to its pollen can have side effects. Consumption of the plant in sufficient quantities can count as one session of sex with the Theos for the purposes of their Ascension into a Demigod. One month of exposure to the pollen of the plant can have similar effects. However, these on their own are never enough to fully ascend an individual, and at least one round of sex will always be required to ascend a being into Demigod.

God of Many Things

Type: Self

Cost: 150

Requires: Symbols of Power

Rare is the God that is restricted to a single domain or concept; now, as a fully fledged God you cannot count yourself amongst their number. You may now select a second Domain and an additional Sacred Animal. Your Domains are now imbued into every part of your person, with them being reflected on your form if you desire.

For all catalog perks requiring deities, you now count as one. Take Communication and Performance Talents, and two copies each of Stress and Addiction Defenses, and one copy of Drain Defense. This perk immediately raises your effective tier at step 1b to 7.

Every fiber of your body is now an ambrosia to the senses. If you have Sticky Fingers: Brown Sugar, every part of your body can become addictive at your will.

Individuals who ingest your fluids may now be summoned into your Dominion at your will. You may keep them trapped in your Dominion, unable to leave, for up to 24 hours times the number of distinctly separate instances they've ingested your fluids prior to being summoned to your Dominion. The fluids of any Sacred Plants you may have also count as your fluids for this purpose. Once the duration of the summoning is over, the summoned individual will return to where they were beforehand. They will not be able to be summoned in this way again for another year and a day, according to the calendar of your starting world.

Avatars of Divinity

Type: Self

Cost: 90

Requires: God of Many Things, Beasts Unburdened

To be a Theos is to be as your Domain, and is your Domain limited to a single place, or restricted to a single form? Take Land Talent and one copy of Mind Defense.

You may now manifest additional forms for yourself in the shapes of your Sacred and Divine Beasts - one for each. These Avatars are you in every way, allowing you to see from multiple bodies and have as many simultaneous lines of thought as you have avatars, including your primary form. However, each avatar can only shapeshift into your true form for up to ten minutes per day per tier you have, doubling for each Imaginary Tier. A Tier 10 Theos’s avatars may shift into the Theos for up to one hundred minutes each day, while a Tier X Theos’s avatars may become the Theos for up to two hundred minutes per day.

In locations where any of your Domains hold significant sway, you may manifest an avatar in your Sacred Beast Form. You do not need to have been to the location before in order to manifest there, but it must still be in a universe that you or subjects or followers have visited.

Any structure where your Symbol of Power is currently present will pass your holy symbol’s benefits along to all of your followers within a radius of 100 meters times your tier. This effect does not stack with additional holy symbols on the same structure or others. Additionally, such symbols will mark a Dominion with a radius of 10 meters times your tier. Both of these measurements double for each IMG tier.

Additionally, you can assume direct control of any one of your Sacred or Divine Beasts that has been infused with your domain, temporarily turning it into an avatar within the time limits stated above. This counts separately from your regular avatar limit and otherwise follows all of the same rules as your permanent avatars.

Sacrificed Sheep, Please Respond

Type: Lure

Cost: 70

Requires: God of Many Things

To a Theos, helping mortals is a reward on its own… though the adoring worship and devotion that tend to result is a very nice side benefit. Take Blessed Talent and Talent Sharing (Blessed) for free. Your faithful will also benefit from Talent Sharing (Blessed), but only with your domain and blessings.

 Whenever you assist or otherwise aid a mortal, a spark of adoration will be born. If said mortal was one of your faithful, they will feel their faith redouble to impressive heights. The greater the assistance you render unto someone, the stronger their feelings of gratitude and adoration. This effect is strengthened even further if your help is asked for directly.

If someone offers to sacrifice something, such as their virginity, ten sheep, their cousin’s uncle’s best friend's ex’s former roommate, or even themselves, they may pray to the Theos, sending them their message upon the wings of their faith. Should someone pray to your Pantheon in this manner, this prayer goes to whomever may best answer the prayer. The Theos will always hear said prayer, and they may choose to accept the offering and respond within the means of their Domains.

The more belief the sacrificing individual has in the Theos, the more powerful the blessing will be in addition to the might the Theos invests. If the faithful sacrifices an individual to the Theos, then the faithful will be captured once you have fulfilled their prayer.

“Not” Blood-Related

Type: Party

Cost: 120

Requires: God of Many Things, Family Bonds

The family that lays together, stays together, and your Pantheon will prove it. Take Everlasting Tune-Up, Aesthetic Talent, two copies of Possession Defense, and Faerie Feast for free. You may select another Sacred Plant.

Now your Demigods may ascend to Godhood by one of two methods. First, they must personally slay an entity that is at least two Tiers above them. The second method is to have intercourse with their Theos a number of times equal to three times their current tier, so a Tier 6 demigod would have to have sex 18 times in order to ascend to full Godhood, gaining the benefits of God of Many Things. For imaginary tier demigods, this doubles for each rank, so a Tier X demigod requires 60 rounds of sex with their Theos and a Tier Z demigod requires 240. They already have so much personal power that adding your own doesn’t make as much of a difference.

If your Gods have children who themselves are capture targets, but have not been born yet, you may choose to have them born fully grown as Demigods themselves, with all of their skills, memories, and abilities up to a point of your choosing. This birth may occur through a variety of methods, from a standard pregnancy followed by rapid maturation or the pregnancy also being accelerated, to classical divine origins such as bursting out of the parent’s head (they’ll get better) or emerging nude from a bubbling sea. These new Demigods, once born, will not have a higher tier than the current effective tier (at step 2) of their lowest-tier parent, and are not worth capture credits. You may only ever produce one instance of any given canonically-existing child with this Perk.

Additionally, sex within and without your Pantheon now comes with a host of benefits. Fucking another deity gives the Theos access to that deity’s Domain for a number of days equal to the deity’s tier. If the deity in question is one of your subjects, you may allow them to benefit from one of your Theos perks (excluding Head of the Pantheon) for a number of days equal to your own tier. (Direct tier increases will instead occur at step 5.) If the deity in question is outside your retinue, all lures affecting them will be twice as effective for a number of days equal to your tier. These effects stack per session, so a deity within your retinue can have access to four Theos perks after four sessions, and a non-subject god will be sixteen times more vulnerable to your Lures from the same number of sessions.

Finally, if you have Love Spot, your kin will also benefit from that lure in the same location as your own. Targets affected by your kins’ spots will find themselves entranced by the similarities with you while viewing them, as though they were perceiving your own.

Need Faith, Will Travel

Type: Travel

Cost: 140

Requires: Avatars of Divinity, Sacrificed Sheep…

Being restricted to a single land, world, or even multiverse is blasphemous! How could you ever be limited so? Take one copy each of Destiny and Environmental Defenses for free.

You may now create divine pathways to connect different locations where your personal Domains hold sway. These divine pathways are made of your domain(s), with a Theos of rainbows creating a rainbow road that may transport you from one location to the next, or a Theos of war creating a string of battlefields. Once these connections are made, they can be manifested and unmanifested at will.

You are now able to manifest an Avatar into other universes where any of your personal Domains hold significant sway. However, the rest of your retinue will not be able to enter that world until a native to that world offers you a sacrifice and requests your aid. Once aid has been requested, you may manifest a divine path from one domain to another and physically travel between the two at any time.

Olympus’s Mons

Type: Self, Territory

Cost: 135

Requires: Need Faith Will Travel, “Not” Blood-Related

One can never have too many Domains. Gain another Domain and select an additional Divine Beast. Take two copies of Fatality Defense for free. This perk immediately raises your effective tier at step 1b to 8.

Your own presence and that of your avatars' may increase the sway and influence of your Domains in an area. This effect grows stronger the longer you have been there.

Sex is not simply pleasure or reproduction anymore. Now, it's a learning experience. You can now learn and bestow abilities via intercourse. For each ability, this requires a number of distinct sessions equal to the tier of the ability in question.

Finally, any structure where your Symbol of Power is currently present will extend its benefits to your followers within a base radius of 1 kilometer and mark a Dominion with a base radius of 100 meters. If the area is also one where one of your personal domains holds sway, the Dominion’s base radius will instead equal 1 kilometer.

Head of the Pantheon

Type: Capstone

Cost: 1 IMG

Requires: “Not” Blood Related, Need Faith Will Travel

Whenever you have sex, you may choose to greatly increase the influence one of your domains hold within the local area. The effect is multiplicative with every hour spent performing the deed.

Any Domain that you gain from sex is now permanent. You can also gain another god’s Sacred and Divine Beasts, and Sacred Plants, in the same method you may claim Domains.

Sanctuaries & Strongholds

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Basic Perks: Demiplane

Pocket Space

Cost: 5

You now possess a timeless extradimensional inventory space. This inventory may be accessed via an app on your smart device, Apportation, or certain Heritage perks. Transferring an item into the inventory via the app requires it to be in contact with you before transport. An item pulled from the inventory via the app will be deposited into your hand or within one meter of your position.

Your Inventory has a volume of 1m by 1m by 3m. Living beings may be stored within, but not any resisting or unwilling ones. Bound retinue members always count as willing and unresisting. Time does not pass within your Inventory, for good or ill.

Pocket Apartment

Cost: 10 (20)

Requires: Pocket Space

A 75 sq m extradimensional residence, for when you need a place to crash. It has all the basics: two medium bedrooms, one bathroom, a living area, kitchenette, and closet space. All characters with alternate outfits, shown in any official source, will find them stored in their room or closet. This includes phone, TV, internet, and other network access to any worlds visited after, but not before, chargen. Be careful not to mix up separate networks; URLs may not lead to the same place from one world to the next.

You may access your apartment through portals. These are procedurally generated in each world, generally appearing near locations that are important or useful to you or your purchased and captured waifus. Portals must be on reasonably flat surfaces.

Portals will activate automatically when approached by a valid user. At first, this will only be you. Your subjects can only enter or exit your apartment if they can travel within a local multiverse (bypassing the door entirely) or you hold the door open for them. Only one portal may open at a time and it will automatically close when not in use.

Valid users can sense the nearest portal’s location even without a map, and more precisely the closer you are to it. This is no replacement for a true map. Neutral, hostile, and uninvited eyes will not notice a portal’s presence, activation, or use, and cannot pass through. Independent multiverse travelers who are not your subjects may also enter your universe directly, provided they spend dedicated and deliberate effort and have a beacon to follow.

Your inventory becomes a sealed vault inside the apartment. You may open the vault while in your Pocket Space, but doing so subjects its contents to the passage of time. If you or a resisting or unwilling subject is inside the vault when it is sealed again, time will continue to pass.

A second purchase of this perk will double the floor area to 150 sq m. Whether the additional space is a loft, basement, or just a larger main level is your choice.

All Roads Lead to Home

Cost: 10

Requires: Pocket Apartment

Your purchased and captured retinue members are now valid users for your apartment’s portals, with all of the same benefits as you. You may now keep multiple portals open simultaneously, though the basic apartment only has so much room to fit them.

Sweet Home

Cost: 20 (40)

Requires: Pocket Apartment (2x)

Your residence’s floor space is doubled again. It now measures 300 sq m, equivalent to a large house. This includes a master suite (one large bedroom, with one each attached large bathroom and walk-in closet), three other medium bedrooms with their own closets, two and a half other bathrooms, a large living area, full-size kitchen with attached eating area, closet spaces, and one each of very large, large, and medium rooms that you can decide how to use: dojo, garage, library, a shared workshop, extra bedrooms, separate dining room, etc. You may also repurpose unneeded bedrooms until they’re filled.

Your property now sits on a plot of land. The total area is one hectare (not necessarily an exact square), with the ground extending down 10 meters and the sky going up 20 meters.

You may now make your Pocket Space any clearly delineated space within your Sweet Home, and not simply a physical vault.

A second purchase of this perk will double all stated measurements: 600 sq m interior floor space, 2 hectares area, 20 vertical meters of ground, and 40 vertical meters of sky. The number and size of rooms within your Home will increase accordingly.

Grand Manor

Cost: 30 (60)

Requires: Sweet Home (2x)

Your living space is significantly larger. It now has 1,200 sq m of floor space, with every living, training, and workshop area you and your waifus might need. If you do not have Life’s a Beach, your property’s land area will also increase, to 20 hectares.

A control room deep in the mansion now allows you to customize the structure however you like. Specialized workshop equipment and exotic resources will only be available if you have someone who knows how to use them, whether that’s a purchased or captured retinue member, your Substitute or Possess target, or by some other means. For safety reasons, all personnel and important items will be ejected from areas undergoing rearrangement.

A second purchase of this perk will double the interior and exterior measurements again: 2,400 sq m floor space inside, 40 hectares outside.

Life’s A Beach

Cost: 10

Requires: Sweet Home (2x)

Your Sweet Home’s lawn is significantly larger, now measuring 15.2 sq km across, with 24 vertical meters of ground and 48 vertical meters of sky. A control center deep in the apartment will allow you to customize the landscape however you like: the default is a tropical island paradise with a standard equatorial day/night cycle and perfect weather all the time. This is the same control system as what Grand Manor provides. If you have either rank of that perk, you can use the control room to add new wings and other features to the manor, within the 20 (40) hectares of manor lands and the vertical clearance offered by this perk and Sweet Home Expansion.

However you set the landscape, the edge of your pocket dimension will be selectively-permeable, allowing biome-appropriate wildlife to wander in from worlds that you and your retinue have visited or call home, without any issues from invasive species, implanted transmitters, pollutants, unwanted predators, etc. For safety reasons, all personnel and important items will be ejected from areas undergoing rearrangement.

If you bring a Ride into the pocket dimension via Rainbow Bridge or some other method, regardless of whether it was purchased through this catalog, your dimension will have an appropriately-sized garage, dock, or hangar for it. If you have a starship from the Shipwright or third-party sources, it will be able to enter and land in your pocket universe even without a multiversal drive. Especially large dreadnoughts may require some geographic rearrangement first.

Rainbow Bridge

Cost: 30

Requires: All Roads Lead to Home, We Will Meet Again, Sweet Home

A dedicated portal room allows pedestrian or vehicle access to your starting world and anywhere else you travel to. You may now freely create temporary portals back to your demiplane. These portals are less stable than the generated ones and will disappear after a single round trip. Like the generated portals, these must be placed on a reasonably flat surface. They have all of the same protections described in Pocket Apartment. Only one of these temporary portals may exist at a time. If you place a second portal without using up the first (e.g. by exiting your demiplane to a permanent portal), the first will disappear. New worlds after your first will slowly unlock according to the same rules as Exit Stage Left and the other perks in this chain.

Warehouse District

Cost: 100

Requires: Grand Manor (2x), Life’s A Beach

The basic Grand Manor offers an automatically replenishing supply of resources for each workshop, but only a limited amount at a time. Each warehouse in this district is 20 m tall and has about 50,000 sq m of floor space, enough to hold… a lot of materials. You can have as many individual warehouses as you have workshops, though this is also capped by your dimension’s physical space. New resources will appear here, in entire pallets at a time. Your retinue members’ workshops will now pull their materials from this central stockpile instead of generating their own. You may also define empty warehouses as sections of your Pocket Space.

Planetary Perks

Sweet Home Expansion

Cost: 10 (250)

Requires: Life’s A Beach

Each purchase of this perk will double the surface area of your demiplane. This perk may be purchased up to 25 times, with the final purchase expanding the world into, ultimately, a round planet the size of Earth, including 12,740 vertical km of atmosphere and low to medium orbit. Warning: the mansion’s control room can only manage the core region. Terrain, weather, and climate outside the core region will auto-generate and buildings there must be constructed manually.

Pocket Star

Cost: 500

Requires: Sweet Home Expansion (25x)

Your planet is no longer alone in its universe. This expands your personal realm’s radius to roughly 104.45 AU and places a yellow star at the center, with your planet orbiting around it. No additional planets or other features are included in this perk.

Pocket Rocks

Cost: 125

Requires: Pocket Star

Your planet is no longer alone in its system. This perk will add new rocky planets to your personal solar system. This will be a random number between 1 and 4, inclusive. These planets will obey geophysics and climatology; rocky planets outside of a circumstellar habitable zone will likely need significant terraforming for general use.

Each of these planets will have a random number of moons from 0 to 2, inclusive. One of these moons, if present, may instead be a ring system.

If you have Pocket Star II, a significant fraction of generated stars will also have rocky planets. This will be a random value between 5% and 40% and may change with additional repurchases of that perk.

Pocket Gas

Cost: 500

Requires: Pocket Star

This perk will add giant planets to your personal solar system. This includes traditional gas giants like Jupiter, ice giants like Neptune, and massive solid planets, typically Chthonian planets that were once gas or ice giants but lost their atmospheres. This will be a random number between 1 and 5, inclusive. These planets will obey geophysics and climatology; giant planets are of course uninhabitable in the traditional sense and will need significant investment for general use.

Each of these planets will have a random number of moons, from 10 to 200, inclusive, and will always have ring systems. Some of these moons will have a safe level of gravity for inhabitation, but may still require terraforming if located outside of a circumstellar habitable zone.

If you have Pocket Star II, a significant fraction of generated stars will also have giant planets. This will be a random value between 20% and 80% and may change with additional repurchases of that perk.

Pocket Space Dust

Cost: 75

Requires: Pocket Star

This perk will add asteroids, meteoroids, comets, dwarf planets, Kuiper Belt objects, an Oort cloud, space dust, and other minor features to your personal solar system. These rocks add aesthetic character to a system and often have economic value to boot. Your core system will always gain 1 full asteroid belt and 1 Oort cloud. We don’t keep track of how many Kuiper Belt objects and other minor rocks are present in any individual system.

If you have Pocket Gas, the giant planets may have groups of Trojan and Hilda asteroids sharing their orbits. If so, the vast majority of such asteroids will be tied to a single giant planet.

If you have Pocket Star II, every star will have at least some of these features. In particular, a random value between 10% and 60% of generated stars will have asteroid belts.

Pocket Star II: Voyages

Cost: 200 (Special)

Requires: Pocket Star

Your star is no longer alone in its universe. The first purchase of this perk expands your personal realm’s radius to 2 LY, but will not necessarily add any additional stars. With each repurchase of this perk, the radius will double, and the space will be populated by new stars, nebulae, clusters, black holes, galaxies, quasars, and other features. These are all procedurally generated and obey astrophysics; no two personal realms are the same. With just this perk and Pocket Rocks or Pocket Gas, complex and even sapient life can develop in other planetary systems, but it will not award credits on capture or sale.

This perk may be purchased up to 13 times. Each new repurchase will cost 100c and increase the demiplane’s radius by a factor of 8, exponentially. The final purchase instead costs 1 IMG, with a -900 credit refund, and will result in a personal realm with a radius of over 17 billion LY.

Pocket Star III: ∞

Cost: 10 IMG

Requires: Pocket Star II (13x)

Your demiplane now extends to infinity. No matter how far anyone travels within your realm, our algorithms will generate more to see and explore ahead of them. We aren’t actually sure what you could do with “true infinity” that you can’t with this perk’s prerequisite, but here it is if you want it.

Niven? Never Heard of Him

Cost: 150

Requires: Pocket Star

Your planet is now a full-size ringworld, a solid mass roughly 1.6 million km across and stretching across the entirety of its 940 million km orbital circumference. Outer walls 1,600 km high connect the surface level to the inner shade ring and keep the atmosphere contained, while the regularly-placed stations on the outside of the ring - with their own reversed artificial gravity and access to the inner surface offer additional docking sites a mere 30 km away from the ring’s surface level. Even with significant immigration, a contractor’s ringworld may last millions of years before overpopulation ever becomes an issue.

Shipwright Perks

Shipwright Access

Cost: 30

Your smart device now has an app for the Company Shipwright’s services. Through the app, you can send a Ride’s Pattern to the Shipwright in exchange for a new copy of that vehicle. The exact time required for production depends on the complexity and size of the Ride. Building an iron-age chariot is a trivial task, while an interstellar battleship will take a long time to construct.

With this perk, you can request any vehicle available to you of Grade 3 or below; see the list of Grades to the right. Later perks can expand this capability. You can only have one pending Ride in production at any time. While waiting, you can provide your own materials to speed up the process; the quality and quantity of materials both matter. Note that certain Ride are conceptually tied to specific characters and cannot be produced unless a given character is present in your retinue by any means, including Power Swap and Template Stacking.

Typical production times for each grade of vehicle are as follows: 6 hours for a Grade 1. 24 hours for Grade 2, and 1 week (168 hours) for Grade 3. The exact times may vary depending on the model’s capabilities. After a Ride is provided, you must wait 12 hours before you can request another.

To create a new Pattern, simply scan a vehicle you encounter through the Shipwright app. This is a prolonged process that requires relatively unrestricted access to the vehicle, and cannot be done in a hurry. The vehicle in question may be damaged, but must still be operational for a pattern to be registered. Once a pattern is created, it is permanently available and will not be lost unless deleted.

From now on, every purchased companion comes with a free pattern for one of their iconic vehicles. In cases of massive vehicles with a numerous crew, the pattern will come only with the senior crew, such as the bridge officers or chief engineer. These free patterns are also granted for each purchased retinue member, but not for captures.

If this perk is purchased at chargen, you can make a single request of a Ride up to Grade 3 to be provided to you in your starting world. The Ride must be appropriate to your starting circumstances: a boat is fine if you start near an ocean, but a space cruiser is in no way suitable when you begin in a medieval village. Regardless of your starting circumstances, you may not begin with a vehicle capable of unrestricted time or dimensional travel.

Patterns

A Pattern is the collection of data that can be sent to the Shipwright to produce a Ride. All Patterns are blackboxed and can only be used by the Shipwright. They are not consumed on use and do not expire over time, allowing you to request as many copies of the Ride as desired. A contractor can design and send their own patterns to the Shipwright by sending detailed blueprints of the desired Ride.

Vehicle Grades

Note: For non-magical pre-industrial methods of transportation, lower their grade by one. This can reduce the vehicle's grade to 0. In such cases, they are a non-issue and can be provided out of hand, though there is a twelve- hour cooldown period.

  • Grade 0 = non-magical, pre-industrial, small-scale transports. (horse carriage, dog sled, canoe)
  • Grade 1 = unarmed personal-sized vehicle. Capable of good speed, but restricted to planet atmosphere. Can have quality of life upgrades achieved either through magic or technology more advanced than our world. (muscle car, yacht, biplane)
  • Grade 2 = armed personal-sized vehicle/unarmed large scale transport. Non-magical pre-industrial ships also fall in this category. Vehicles in this grade can leave the atmosphere, either to submerge underwater or to fly in space.
  • Grade 3 = armed large scale transport. This category includes large combat-capable vehicles of all kinds, as well as significant jumps in either technology or magical enhancements. Grade 3 vehicles are usually able to comfortably transport hundreds of personnel, achieve speeds greater than most mass-produced modern vehicles, and have armaments that can pose a significant threat to large groups of enemies.
  • Grade 4 = massive scale vehicles. Many vehicles in this class are capable of permanently sustaining a population living in them or have the capability to jumpstart infrastructure in the wild. This grade also includes vehicles that have severely limited forms of time or dimensional travel.
  • Grade 5 = special vehicles. Vehicles included in this class have unique capabilities, placing them far above anything else - be it their gargantuan size, planet-killing capability, or unrestricted dimensional or time travel. Each of them is a game changer in its own right and provides significant advantage to whoever controls it.
  • Grade X = Super tech. These are one-of-a-kind vehicles or uniquely impressive classes that cannot be properly placed on a scale. Many ships here are capable of free-form reality warping or possess enough strength to destroy entire dimensions.

One Time Access

Cost: 3

Special: Chargen only

Sometimes, you just need to get around until you can afford the premium service… especially in worlds where lack of transportation presents significant challenges. This perk provides a one time access to the Shipwright facilities, allowing you to bring a single vehicle of Grades 0-1 with you to your starting world. All other limitations described in Shipwright Access still apply. This purchase includes the pattern for the vehicle, but you will not be able to use it until you buy the full perk.

Alternatively, you can bring your own vehicle with you, whatever it might be. In such cases, the cost is a nominal fee for a factory restoration (identical to the repairs your Personal Shipwright will perform), quality of life upgrades appropriate to a Grade 1 vehicle, and transport to your starting location. If your personal vehicle is damaged or destroyed, you will not be provided a replacement.

High-Level Access

Cost: 100

Requires: Shipwright Access

The restrictions regarding the Grade of Rides you can request from the Shipwright are removed. You can now request Rides of Grades 4-X. The waiting period for Grade 4 is 1 month (720 hours), while Grade 5 requires 6 months (4320 hours). Grade X is a special case. Its production requires special, high level materials, depending on the requested vehicle, to be provided to keep the process on pace. You still need to have the required Pattern to request the production of any Ride.

Additionally, if purchased during chargen, this perk allows the complementary starting Ride to be up to Grade 4, and removes the restriction on availability. If you want an aircraft carrier in the middle of the desert, one will be provided… though transport to the ocean will not.

Roger, Roger

Cost: 100

Requires: Shipwright Access

Your basic manpower problems are over. Now your rides come with a full crew of company-issued drones that fit the aesthetic of the given Ride. Each drone is equivalent to a T2 subject and comes with all the skills needed for its assigned role, from maintenance and repair to operating weapons or sensor systems. They are fully capable of acclimating to any upgrades that may be installed. While they are capable of personal combat, they will never be a match for a trained soldier.

All drones come with a demi-tattoo etched on their chassis, establishing them as yours. See the Offspring section for details. These drones lack their own sense of identity and can only follow orders and routines. They will not provide credits if sold and may not be subjected to any binding… at first.

In rare situations, drones can develop their own unique personalities, interests, and dislikes, as well as deciding names for themselves (if they have not been given one). This process is hastened via interactions with yourself and your waifus, and giving them more diverse and complex tasks, all of which can influence their development. A drone that has experienced enough personal growth can be bound like any other Extra.

Exceptionally large Rides, usually those of Grade 4 and above, will be equipped with a dedicated fabricator to replenish the crew’s losses. Otherwise, new replacement crew members will be shipped to you like any purchased waifu.

Personal Shipwright

Cost: Special (140)

Requires: Life’s a Beach, Shipwright Access

Your demiplane is now equipped with a custom facility with the same functionality as the Shipwright. This facility, depending on its form, can be used to upgrade, build, or deconstruct any appropriate Ride brought into the demiplane. Four facilities are available, each of which has a different price. The Garage (20c) is used for land vehicles, the Hangar (30c) for air vehicles, the Drydock (40c) for sea vehicles, and the Spaceport (50c) for space vehicles.

Regardless of the facility’s form, the equipment present can process the raw materials provided to manufacture a Ride of an available Grade that you have a Pattern for: Grades 1-3 base, or Grades 1-5 with High-Level Access. Grade X is not yet available. If a contractor provides additional blueprints, the Shipwright can produce individual parts, but default patterns are all or nothing.

Unlike the Company Shipwright, the facilities from this perk are only partially automated. Given enough time, it can realize any pattern, but the workload will progress much faster with human staff assigned to oversee the process. By default, a personal Shipwright can work only on one project at a time, but each purchase of Sweet Home Expansion bought will add +60% to the production speed of each of your Shipwright facilities, through some combination of enlarging existing facilities and the construction of new ones of each purchased type.

In addition to construction, the Shipwright will automatically repair any Ride parked inside. Over the course of a day (24 hours), it will fix all mechanical damage while preserving personal touches to the given Ride. Its automated system can differentiate between a flaw to be fixed and a personal memento to be kept intact.

Orbital Forge

Cost: 120

Requires: Personal Shipwright, Sweet Home Expansion (25x)

Your personal Shipwrights are now upgraded to allow construction of even the largest vessels. All of their production speeds are enhanced by another +400%, allowing the creation of even a Grade 5 Ride in only 9 days (216 hours). This building achieves maximum efficiency when it has several trained engineers to oversee production. Unless you have Warehouse District, you will be required to provide most of the necessary materials from your own pocket.

The Orbital Forge is also a distinct facility of its own, capable of scrapping and transforming any provided material into needed parts, and can even draw from the demiplane energies. The latter is much less efficient and slows down the production process. It can produce everything that the smaller facilities you’ve purchased can, as well as a singular Grade X Ride at a time. While a Grade X is under construction, all other production lines at the Orbital Forge will be paused. As with requests sent to the company shipwright, you will still be required to provide all special materials that the process requires. Those materials will not be provided for you, even with Warehouse District.

Additionally, you can now separate saved patterns into sets of components, each of which is now itself a saved pattern, and use a provided system to piece them together like building blocks. This can be done in both the Orbital Forge and regular Shipwright facilities. The assembly system will ensure that the components all fit together smoothly. For example, you can install a gun battery from a space battleship onto a rail car to create an artillery piece. Breaking down the components even further, for actual reverse-engineering, must still be done manually, without help from Shipwright systems.

Ring Forge

Cost: 500

Requires: Orbital Forge, Niven? Never Heard of Him

Your ringworld is now equipped with an advanced Shipwright that has no limits on its throughput. As long as you provide an appropriate pattern, it will instantly produce any number of Rides of Grade 5 or below. A series of controlled artificial white holes will provide all necessary material and energy for the Ring Forge’s systems.

Grade X Rides still require manual procurement of special materials that the forge is unable to replicate, but the amount needed is drastically lowered. As with the lower vehicle grades, production will complete as soon as the requirements are satisfied.

Advanced Perks: Stronghold or Sanctuary?

You may take one of two directions with your Demiplane, opening it up to other realities as a Stronghold or further concentrating its power on itself as a Sanctuary. At first, you may only choose one of either Stronghold or Sanctuary. Upon doing so, the cost of the other perk changes to 1 IMG.

By further concentrating the power of the space upon itself and making it your own Sanctuary, you increase its defenses and your control over its space. If you instead expand it out to other realities, you are better able to shape its physical form and bring it into a world as a Stronghold. In both cases, you may make any decisions about your demiplane’s layout, design, and rules via your Company provided Smart Device. Any changes take a week to fully settle into place, no matter how small or grand. Unwanted teleportation into, out of, or from point to point within your owned space(s) is nearly impossible for people not part of your retinue.

There are two major mechanics that are involved with the two upgrade paths, Laws and Retinue Devotion, mostly correlating to Sanctuaries and Strongholds respectively.

Mechanic: Laws

Laws are forbidden actions that automatically apply effects on those that violate them. By default, all are equal under the eye of your Laws, and they apply equally to all beings within your Jurisdiction except the Contractor. You can set all conditions in an app on your smart device.

Laws are made up of three main components: the Infraction, the Severity, and the Consequence. An Infraction is the specific action of breaking a specific Law. The Consequence is the effect inflicted upon the Offender. The Severity is the degree of the effect inflicted. Laws can only be made regarding or related to things within a Contractor’s Jurisdiction.

A Contractor has Jurisdiction within all Dominions, meaning Laws only function and apply their Consequences within those areas. A Contractor does not have a default set of Laws or actions they can make Laws about, but the default Consequence that all Contractors have access to is to affect an Offender's libido, arousal, or sensitivity.

Consequences operate similarly to adjustment sliders provided via Tempest Jewelry, Operating on a scale of 0% - 100%. Unlike that binding’s Runes, Consequences cap at 500%. You may cap the effect for either specific laws or offenders in general lower than the maximum. Past 300%, most changes become extremely debilitating: examples include breasts the size of their torso or submissiveness to the point of bowing and begging forgiveness for tiny offenses. Offenders that are not applicable targets (such as being featureless geometric robots or formless AIs) instead have a ‘failure’ slider, that upon being filled causes the Offender to break down, fail, or otherwise be rendered inoperable.

While a single action may break multiple laws, and thus suffer multiple Consequences at once, a specific Law will only apply once per Infraction. A continuous violation (such as flying in a no-flying zone) will apply its Consequences once per hour. A Law’s Consequences may adjust multiple ‘sliders’ that the Contractor has access to at once, but only adjust each one up to the maximum severity of the infraction. Any particular Law will have a maximum severity any Consequences it causes can be, though you may set laws to have smaller effects as desired. By default, these changes fade over time while outside your controlled spaces at a rate of 1% per day.

A Minor infraction may instill changes up to ~1% per infraction. Major infractions may instill up to ~5% changes per; Severe infractions up to ~10%, and Extreme infractions up to ~25%.

For example, the Consequence for assaulting the Contractor in their Sanctuary could be a standard weakening effect. It could instead increase the Offender’s arousal. If the Contractor has Laws of the Jungle it could increase the target’s breast size. All of the above at once is also viable, adjusting each slider up to 25%.

There is no hard limit to the number of Laws you can have active in your Jurisdiction, though the Company does not recommend having more than 100 without significant mental upgrades on the Contractor’s part or a dedicated waifu to manage the Laws.

The Company App comes with several preset ‘punishment states’ that offenders can be transformed towards, though these may be customized and new templates added. These include Nymphomaniac, Gyaru, Femboy, Bimbo, and Himbo.

Sanctuary

Cost: 15 credits or 1 IMG

Requires: Sweet Home

By locking away your demiplane and transforming it into a proper Sanctuary, you gain greater control and safety within it. You may now specifically invite third parties into your Sanctuary, even if they are otherwise neutral or hostile. Invited parties have the same privileges as any other valid user as described in Pocket Apartment. You may control this whitelist from the company app.

While within your Domain, you and your retinue heal and recover faster, require less sustenance, and your abilities are more effective. You may also eject anyone in your Sanctuary as if you had pushed them out through a portal to their home reality.

Attacking you, your waifus, or your allies within your Sanctuary is an Extreme Infraction, and the Consequence saps strength from the offender. Every 100% change reduces the offender’s effective tier by 1.

Finally, the severity of all Infractions within your Sanctuary are increased by one step, from Minor to Major, from Major to Severe and so on.

Persistent Corruption

Cost: 10

Requires: Sanctuary or Stronghold

Changes caused by your Laws are permanent and do not fade over time outside of your Domains unless specifically allowed to do so via the Company App.

Rewards and Lobbying

Cost: 50

Requires: Sanctuary

Consequences may now grant certain perks, that you've purchased, to individuals inside or outside of your retinue. These gradually ramp up in power as the infractions stack until maxed out at 100%, which grants full access to the perk. While referred to as ‘Infractions’, nothing prevents a Law from being keyed to someone donating money to you, and the Consequence being to provide a portion of Everlasting Tune-Up to them. Even without this perk, nothing requires the effects of laws to be seen as a punishment from the ‘offender's’ perspective, such as someone paying money to have their breast size increased.

Eligible perks for sharing within your retinue using this perk are Lures, Carnal Perks, Pocket Space, and Psychic Paper - most other perks that would be shared already have their own methods of doing so.

When sharing outside of your retinue, the list also includes Talents, Defenses, Mapper, Body Tune-Up, Everlasting Tune-Up, Inexhaustible, Bifurcation, specific Added Potentials (again, that you’ve purchased), and Command Seals (following the same limits as delegated seals within your retinue). Your retinue is immune to the effects of any Lures granted by this perk, even without the relevant Defenses.

Laws of Man

Cost: 25

Requires: Sanctuary

This perk adds any actions that affect sapient individuals or their property to your personal Jurisdiction, and adds pain and discomfort to the Consequences you may inflict. At 100% pain, a target will feel pain equivalent to a broken femur or bone marrow injection. It also enables restitution or the ability to pay a ‘blood price’. An Offender may make efforts to seek penance for any infractions committed, and will know instinctively what the proscribed action to remove their punishment is. By default, this is to accept the advances of the sapient individual affected by their actions.

These can only punish undertaken actions, not require them. These rules are universal, but may be conditional, such as ‘stealing is only okay on Tuesdays’, or ‘Combat is only acceptable in designated spaces.’

Typical Laws include “Don’t attack the Contractor,” “Don’t steal from the Contractor,” “Don’t harm the Retinue,” and “Don’t damage the Contractor’s property.”

Laws of Man are at most Major Infractions.

Laws of the Jungle

Cost: 25 (50)

Requires: Sanctuary, Life's a Beach

This perk adds any actions undertaken by or that directly relate to or affect non-sapient flora and fauna to your Jurisdiction, and adds the ability to modify the same traits as Advanced Runes: Body to your available Consequences, except for hybridization. Additionally, this allows you to set the weather patterns in areas you control, as well as the general nature of the ecology.

Non-sapients brought into your Domain or that are controlled, tamed, or guided by others feel compulsions to follow through with the laws set out. If they are made to do otherwise, infractions apply to both the creature as well as the master of the creature.

The Flora and Fauna in an area may be modified gradually by these laws, taking on fantastical shapes, up to T4 or the most powerful native variant, whichever is higher. A repurchase of this Law increases that limit to T7.

Typical Laws include “Don’t attack the Contractor,” “Capture Intruders,” and “Don’t steal from the Contractor,” “Don’t resist the Contractors Advances.”

Laws of the Jungle are at most Major Infractions.

Laws of Science

Cost: 50

Requires: Sanctuary

This perk adds any actions, equipment, or skills that would fall under the Engineering or Algorithm Talents to your Jurisdiction, and your potential Consequences now include mechanical failure chances, increased scientific magic failure chances, or hybridization from Advanced Runes: Body could implement, provided any racial template abilities would fall under the purview of Engineering or Algorithm Talents.

While in an area governed by these Laws, forbidden equipment, technology, or ‘tech levels’ will quickly begin to misfire, and eventually entirely fail. People attempting to use them will also suffer a minor Infraction.

Laws of Science are at most Major Infractions.

Laws of Magic

Cost: 50

Requires: Sanctuary

This perk adds any actions, equipment, or skills that would fall under the Soul or Blessed Talents to your Jurisdiction, and your Consequences can now affect things like mana regen, mana capacity, chakra, current mana, spell slots, and similar things related to magic, or hybridization from Advanced Runes: Body, provided any racial template abilities would fall under the purview of Soul or Blessed Talents.

While in an area governed by these Laws, forbidden equipment or magic can have increased difficulty and energy costs.

Laws of Magic are at most Major Infractions.

Laws of Cognition

Cost: 50

Requires: Sanctuary

This perk adds any actions, pieces of equipment, or skills that would fall under the Psychic Talent to your Jurisdiction, and adds the ability to modify the same traits as Advanced Runes: Mind to your available Consequences, as well as hybridization from Advanced Runes: Body, provided any racial templates abilities would fall under the purview of the Psychic Talent.

While in an area governed by these Laws, forbidden pieces of equipment or psionics will begin to have increased difficulty and energy costs.

Laws of Cognition are at most Major Infractions.

Tax Laws

Cost: 50

Requires: Any one other Law

While most Laws only allow actions to be prohibited, this allows actions to be required within the jurisdiction of the corresponding Law.

Additionally, there may be requirements set out for the usage of equipment or their power sources, such as all gynoids requiring semen as fuel, or all magic requiring the user to have had sex within the past day.

High tier targets may power their way through this effect, but at significantly increased cost and effort.

Laws of Reality

Cost: 200

Requires: Laws of Man, Laws of the Jungle, Laws of Science, Laws of Magic, Laws of Cognition

This perk adds the laws of gravity, distance, temperature, inertia, mana and/or psi density, and similar fundamental concepts to your Jurisdiction. Much like with the weather or non-sapient flora and fauna in Laws of the Jungle, you may freely set these traits within your spaces, and Infractions come from interfering with those Laws.

This allows for floating islands, corridors that loop upon themselves if you’re not holding the proper key, and even areas of accelerated time.

You have the mass/energy of a G-type main-sequence star to work with, though you may take material from other realities to add to this. For safety reasons, you and your retinue will be locked out of areas that would not be survivable for a human without explicit intent and confirmation of entry. Additionally, for your safety, time cannot be turned off, only either accelerated or slowed down, to a maximum factor of 500.

Careful, fine manipulation of rules can allow for a wide number of effects such as absurdly sized insertions without harm, an effect similar to the hyperbolic time chamber, intimacy taking no objective time no matter how much relative time is experienced, sex empowering an individual for a period of time, sex causing an energy transfer from one gender to another, and more. If you desire a specific rule, you may put in a ticket for a custom request at our Help Desk, whose expert post-singularity consciousnesses will provide these settings within one week.

People adjusting or altering the local factors without permission are subject to Severe Infractions.

Mechanic: Retinue Devotion

By devoting a significant amount of their power and time to something, a subject can increase the power, output, or scope of various Company products. The measure of power this provides is measured in Devotion Points, and while Devoted, a retinue member provides points equal to the purchase value for their effective Tier (after Step 3) under the standard rules. These points are used to acquire bonuses based on the perk they are interacting with.

For example: A T7 retinue member would provide 100 points while Devoted to a Stronghold. These points could be used to purchase 3 additional layers (30 points) and increase the floorspace of each layer by 700% (70 points).

Additional retinue members can almost always be Devoted to a task, site, or company perk that provides such functionality. The points they provide are pooled and only associated with the one task or site they are Devoted to. If the source of the points is removed (such as the retinue member’s death or reassignment), some of the things purchased will begin to fail, collapse, dissolve, or otherwise cease to apply over 24 hours. Which things are lost first are selected via the Company app.

A Devoted retinue member must stay close to the object of their Devotion, and spend significant amounts of their time and energy attending to it. The further away they get from their object of devotion, the weaker they become. Even being on the other side of a small city from their object of devotion reduces their power and effectiveness by an entire tier. Being on separate planes of existence or different worlds can render weaker copper star retinue members unconscious until returned to their object of devotion or reassigned.

Changes to assignment of a retinue member’s Devotion, or if they’re Devoted to anything at all, are managed via the Company app and take 24 hours to apply.

Stronghold

Cost: 15 or 1 IMG

Requires: Sweet Home

By opening up your Demiplane’s borders to the rest of the multiverse, you are able to extend portions of it into other realities, as well as subsume those realities and their inhabitants into it.

Your residence within your Demiplane now becomes your Citadel, and you may extend it into other worlds as a Bastion, both of which are Strongholds. A Bastion's initial size is one step smaller than your residence, 150 sq m if you have Sweet Home and up to 1,200 sq m if you have Grand Manor (2x). Stronghold structures are nearly indestructible, able to withstand T6 efforts indefinitely, and T7-10 efforts will find it difficult to breach at a minimum.

A Stronghold must be an enclosed, contiguous structure or entity, and there are several aesthetic presets and default layouts available in the Company App. New structures and rooms may be excavated, converted, or subsumed from existing ones or otherwise generated whole cloth. A Stronghold does not need to encompass the entirety of a structure, but any layout modifications must maintain connection to existing, unclaimed sections of a partially subsumed structure. Any features, traits, or components of a Stronghold will be self-sustaining and cleaned regularly so long as the DP remains invested, and Contractors will always find it easy to add additional, third party functionalities to the Stronghold’s structure. Materials, structures, and features generated or powered exclusively by DP cease to operate, weaken, and dissolve over the course of an hour once power is lost. For safety reasons, portals turn off instantly when they lose power.

All Bastions must maintain a Gateway connection to your Citadel, either directly or via another Bastion. If this Gateway is significantly damaged, meaningfully moved relative to local landmarks, or barred for a week, the Bastion loses power for at least 24 hours. You may create additional Gateways to existing Bastion to reinforce their connection to your Citadel.

Each Stronghold has its own Devotion point-pool, layout, and theme, controlled separately in the app. Externally, Strongholds may take many appearances, classics include skyscrapers, wizard towers, castles, caverns, military complexes, or factories. The average ceiling of a room may only be as tall as the greater of the rooms length or width. Changes to Strongholds, such as their DP investment and allotments may be made via the connected app, and take between 24 and 168 hours depending on the scale of change. Adding a major feature such as a Layer, Gateway, or most perk features are significant changes whose creation time takes a week and is frequently mutually exclusive with other significant feature additions.

You may now Devote retinue members to your Strongholds and any stable Dominions you possess. The points gained by their invested power may be used to increase the size of any Dominion or connect them via Tunnels, as well as increase the Layers of a Stronghold or create Gateways.

Size Increase - DP may be invested into any Dominion to increase it’s size by 10% per point. For example, 5 DP from a T3 Retinue member garrisoned in a Dominion would increase the size of the space by 50%. In most cases, such as Rides or the internal cabin from Dragon Break, it will also increase the external size of your dragon form or ride, but it will not directly increase an Infernal’s Fel Influence upon a region. Additional floorspace is gained through growth, generation, excavation, or subsuming of existing connected structures. Any material, structures, or features generated purely via DP investment degrade and dissolve within at most 1 hour if they lose power.

Layers - A 10 DP investment allows a Stronghold to create another Layer, traditionally by excavating below or building higher, though this may manifest as sub-realities connected via portals or as additional expansion of existing floorplans. This additional layer may be one contiguous space or partitioned and distributed between the options as desired, though any sub-realities must have at least one portal to the rest of the Stronghold. Every 10 DP adds another layer in equal size to the base dungeon, so 10 DP functionally doubles the available floorspace, 20 DP triples it, 30 DP quadruples it, and so forth.

Connect - An investment of 5 DP into a Dominion allows it to create a portal, either a Tunnel or a Gateway. While both cost the same and operate similarly, their functions are distinct and which is being created must be chosen upon creation.

Tunnels are connections between any two points within your Dominions, whereas Gateways create and reinforce Bastions. Both can take many forms but are always obvious and noticeably distinct compared to any other thresholds, portals, or doorways in the Dominion. You may select and customize them from a number of templates in the app, such as an ornate set of doors, a portal contained within the interlacing boughs of two trees, a faerie ring that shimmers with a mirage of the other side within it, or numerous others.

Gateways may be built upon any location that a stable Demiplane portal can be generated. This allows the creation of Bastion’s within worlds you already have access to, but also allows a Gateway to reach to new realities. A Gateway with this intent operates similarly to Exit Stage Left in that it will offer a limited selection of randomized worlds within one danger level of source Stronghold’s world upon completion. As Gateways are a significant change, they take a week to fully form, at which point it will provide the world selection. Gateways sourced without a clear associated world DR such as your Citadel use the highest danger level world you have been to. Every 5 DP invested into the creation of a Gateway can add either an additional random world to select from or expands the DR range by 1. Once formed, the Gateway’s selection is set, and it must be destroyed and a new Gateway made if you do not wish to access any of the world options.

Upon your world selection, you will be given a rough map of possible spawning locations, each procedurally generated similarly to Pocket Apartment’s stable portals. Mapper, Target Tracker, and Bounty Tracker data will improve the fidelity of the selection map. These will not include locations that would be considered “mobile” such as spaceships or sailing vessels to avoid potential desynch and depowering events. Note: While stable portals may appear within sufficiently sized vessels or transports, their movement will cause any Bastion formed within them to lose power and cease to function.

Once a portal location is chosen, the portal will form and may begin creating a Bastion around itself to protect the Gateway. If a Gateway is destroyed, that location can no longer be considered a stable portal point, however, once within a world, you may target and create Gateways and thus Bastions around any location that a stable Demiplane portal could spawn. While worlds accessed purely via Gateways are not viable targets for All Roads Lead to Home or Rainbow Bridge, once you have made contact with a world you may always target future Gateways at it.

However, the most insidious aspect of opening up your Demiplane to the multiverse are the corruptive effects it grants all of your Dominions. All of your Dominions now gradually corrupt and capture non-retinue members within them, individuals gaining 1 Corruption per week at a base. Within all Strongholds this effect is much stronger, and individuals gain 1 Corruption per hour. Additionally, anything created from Stronghold materials, by a Stronghold or those Devoted to it, will increase corruption of individuals in direct possession of them at a rate of 1 per day per nonfungible item.

As Corruption increases, an individual becomes increasingly well disposed towards the Contractor and their retinue, as well as intrigued and invested into your Strongholds and Dominions, similar to the Seal ramp-up process. If an individual acquires 50 Corruption, they are captured as if per love confession. Corruption fades at a rate of 1 per 24 hours outside of Dominions unless otherwise stated, and individuals may be exempted from this corruption increase or capture via the app.

Stronghold Themes

Cost: 75

Requires: Stronghold

From the elemental development department comes our upgraded Stronghold Themes! Choose one Catalog element to apply to your Dominions, gaining the appropriate free Basic Talents or Defenses from that element, as well as Body Tune-Up, Sexual Calibration, and Fertility Calibration I. No longer merely aesthetic choices in the app, these themes have meaningful impacts and additional functions.

Any Dominion assigned a Theme may create a general environmental hazard based on its theme, such as dangerous spores, extreme temperatures, gravitational distortions, and similar. A 2, 20, or 200 DP investment allows the creation of a smaller locational hazard that would be a risk to unprepared blue-, copper-, or silver-star individuals respectively. Alternatively, for a 10, 100, or 1000 DP investment, the hazard affects the entire Dominion. Individuals devoted to the Dominion are immune to these hazards unless you specifically decide otherwise.

Hazards take a variety of forms based on the themes, but without a Dungeon Core their specific expression is difficult to control. However, a reasonably prepared individual of the appropriate star group will almost always be able to mitigate or find workarounds to the hazard, with outliers of ease and difficulty. Easy examples being a 10 DP Hazard of the entire Dominion being underwater (even in defiance of sea level and geology); a 100 DP hazard might be the dominion being saturated with intense level of heat alongside intense radiation; or a 200 DP hazard being a structure producing spores that attempt to eat and consume any mobile entity they come into contact with, capable of feeding on an extremely broad spectrum of physical and supernatural materials and energies.

5 DP may be invested to cause a Stronghold to generate special materials in a location, commonly called ‘Loot’ at a ‘Spawn Point’. These can have a variety of properties and will gradually either increase Corruption of those nearby, increase their Corruption in a single burst upon use, or set a minimum Corruption if incorporated into an item. Loot spawns are generated in a location of your choosing within the instance, generating large if finite amounts of the material that slowly restores over time.

In addition to traits based on the elemental theme such as everburning coals, eternal ice, mutating blood, or programmable smart matter; these materials can have or grant properties based on any perks provided by this perk, the appropriate Theme, or expansions to this perk. Loot that provides perk effects temporarily or in a single burst such as Body Tune-Up’s heal require additional DP equal to their credit cost per spawn point, while Loot that provides a perk (and associated corruption) permanently requires 3x the perk’s credit cost.

Themes may be aesthetically applied to a layer, or as small as a single room if the Stronghold has a Core. Loot spawns must remain within your elemental theme(s), such as sexually restorative water font (Sexual Calibration) in a Pelagic Stronghold, or a healing flame (Body Tune-up heal function) in a Volcanic Stronghold. These materials and effects may be ‘refined’ or concentrated in various ways to enhance, harness, or direct their power and, in the case of perks, make their effect permanent.

The Corruption caused by proximity to stronghold products is 1/hour while within a Stronghold and 1/day outside of them. Stronghold products that replicate a Perk increases the user’s Corruption by the Credit cost of the replicated perk upon use. While permanent effects do not continually increase the beneficiaries corruption, they do give the user a minimum amount of corruption. Multiple items explicitly stack corruption gains, increases, and minimums.

Sample features for each elemental theme can be found in that section of Additional Rules.

Additional Themes

Cost: 65

Requires: Stronghold Theme

        Purchase an additional Theme for your Strongholds, gaining associated perks. You can use any perks gained this way as loot in any dungeon instance, even ones themed under elements that do not provide that perk, such as a fountain of youth in a Volcanic Stronghold or scientific study enhancement crystals in a Umbral Stronghold. A Stronghold can only have one theme per layer.

Dungeon Core

Cost: 25

Requires: Stronghold

Taking inspiration from the fantasy systems of crystallization, our conceptual anchoring team were able to develop a method of focusing and amplifying the power of a Stronghold!

Contractors may now elect to have a Stronghold’s Devotion Points physically manifested as a Dungeon Core. The Core anchors a Bastion such that it retains power even if it loses its Gateway connection such as via movement relative to local landmarks. A Core must remain stationary relative to and within its associated Stronghold, and must be visibly distinct and generally accessible. The core is durable, increasingly so in proportion to the amount of Devotion the Stronghold has, but is significantly weaker than standard Stronghold structures. At its weakest, a strong human with a sledgehammer could conceivably destroy it given some time. If the Core is destroyed, the Stronghold loses power for at least 24 hours and will often collapse.

However, this new vulnerability enables a number of benefits. Strongholds with a Dungeon Core are nearly indestructible, as even T10 or greater powers struggle to damage or alter them, and they double DP granted by devotees, as well as doubling the power of all of its corruptive effects.

The Core also enables additional features in the app, including viewing any point within the Stronghold from any angle, setting automatic activation criterion and triggers for features, and high fidelity environmental control settings per room. The environmental controls are able to create clear and arbitrarily distinct environments across thresholds such as doorways, arches, stairwells, and windows. This enables extreme examples of environmental changes such as a Bastion in a volcano having arctic temperatures inside, a Bastion on an asteroid to have a stable atmosphere even with its windows opened, or a room being full of water without it spilling between rooms.

The Core may act as a secondary Smart Device, and act as the housing for any digital or otherwise incorporeal retinue members. Authorized retinue, including the Contractor, may merge with a Core and become its controlling consciousness, and individuals with esoteric or mystical capabilities will be able to express them throughout the dungeon, using their scrying capability as the origin for powers as necessary. An individual still merged with a Core dies upon its destruction, and only one individual may merge with a core at a time. Additionally, personality templates may be purchased to be installed as managers as a T2 retinue member, alternatively the full powerset and personality of individuals may be purchased to be installed in this way for appropriate tier costs. If an individual merges with a Core with a manager, by default the physical individual will supplant the manager’s control.

Finally, Devotion may be invested to cause the Stronghold to produce various methods of propulsion. Note that a Stronghold with a Dungeon Core can also have third party equivalents to these features installed, and they will be powered so long as the Stronghold retains power. However, converting a building into a floating fortress, a townhouse into a spaceborn vessel, or ensuring that third party locomotion is capable of keeping up with the growth of the Stronghold is not always easy, and the DP powered options streamline the process significantly.

  • Overland (5 DP): The Stronghold sprouts a method of overland travel, traditionally legs, tank treads, or wheels, but Strongholds capable of other forms of movement such as flight or hovering may have this manifest as thrusters, propellers, or other appropriate forms of propulsion. The initial speed of the Stronghold is roughly walking speed, and each additional investment triples this speed, capping at 25 DP which allows for a top speed of roughly 250 mph or 400 Kph.
  • Floating/Diving (50 DP): This investment enables purely vertical movement, either into the air or diving underwater (or in equivalent fluids). Sails, propellers, and jet engines are traditional third party methods of acquiring horizontal movement. This method also has the option to bring a hemisphere of land along with it. The radius of this hemisphere is equal to the single longest dimension of the Stronghold. One investment will allow either aerial or underwater movement, while a second investment will enable both. This has the same speed system as Overland travel, capping at 250 DP.
  • Tunneling (25 DP): An extension of a Stronghold’s capability to excavate new areas and an upgrade to the diving investment, the stronghold is capable of burrowing through solid surfaces. The Stronghold’s speed is significantly reduced while doing so, at least cut in half, but more durable or dense materials will reduce it even further.
  • Inter-Orbital (100 DP): The Stronghold is capable of safe re-entry as well as sufficient vertical lift to leave the gravity well of planetary bodies and enter stable orbits. This is an upgrade to the Floating function and operates similarly, as it does not provide its own horizontal movement. A second investment into this effect enables the Stronghold to safely enter/exit even extreme or esoteric gravity wells and atmospheres, as well as any similar or more exotic equivalents. This will generally take 24 to 168 hours to reach any reasonably stable orbit around a celestial body, depending on the depth of the gravity well and DP investment into the Floating functionality. Note, if the speed of Floating/Diving is high enough to reach the intended orbital distance in a shorter time period, use the shorter of the two.
  • Wormhole (100 DP): An upgrade on the Stronghold’s existing ability to create portals, it gains the capability to project these portals at sufficient scale to transport the entire structure from one location to another, swapping things at that location and itself. Note that transporting to hazardous environments can have negative consequences when that volume of the environment appears where the Stronghold previously was! This process requires a clear line of sight to, highly detailed locational and telemetric data of, or the ability to scry the intended destination. Once a location is set, it will take at least 24 hours to implement, and must maintain its locational data feed during this time. Target locations of higher energy, material, or metaphysical density increase the time required proportionally, up to 168 hours. A further 400 DP investment allows this process to occur within 1 hour for most destinations, up to 24 hours for difficult destinations, and as short as 10 minutes when targeting low density areas such as the vacuum of space. Another potential upgrade investment of 400 DP enables safe, non-destructive transposition between locations, utilizing the same principles as bringing a Demiplane into existing realities for PvP. Transporting into, on top of, or interlaced with another Stronghold is possible, as is separating portions of a Stronghold from the rest, provided the transporting segment contains the Core and appropriate individuals Devoted to it for the split of DP. Note, that if the remaining portion of the Stronghold does not retain a Gateway connection to your Citadel it will suffer power failure as per normal. Stronghold’s that acquire two or more Cores will have all but one Core go dormant as all invested DP is transferred to the primary Core. The primary Core will be selected, in descending priority, as the one selected by the Contractor, the one with the most powerful personality, or the one with the greatest investment of DP.
  • D-Travel (100 DP): A further upgrade to portals, specifically Gateways, enables a Stronghold to transport itself between realities entirely. This process is similar to Gateway creation, able to freely transport to previously accessed realities and random new ones, arriving above, below, on top of, or otherwise near potential stable portal locations. As per normal Gateway creation, additional selections and greater DR ranges for new realities may be added for 5 DP each. A Stronghold does not need to transport once the D-Travel is charged, and may instead ‘bank’ the world selection of a D-Travel to engage at a later time provided the DP remains invested. However, once engaged, the charge is used up and the invested DP is freed up.

Stronghold Commander

Cost: 25

Requires: Stronghold

You may now designate a Commander for a Stronghold. The Commander must be an individual Devoted to that Stronghold, and the DP value they provide is tripled. A Commander will, by default, have control over the functions of the Stronghold via their own app and secondary smart device, but this control may be revoked by the Contractor.

Commander’s increase the range of action of a Stronghold, as they treat line of sight to the Stronghold or time within a Dominion on the same plane of existence as their Stronghold as ‘within the space they’re devoted to’ for the purposes of Devotion mechanics. Additionally, all non-corruption effects that require ‘within the Stronghold’ such as Devotees, Minions, and scrying effects treat ‘line of sight to the Commander’ as within the Stronghold for their purposes. The Contractor may act as a Commander, but must follow the same rules for Devotion as any other Retinue member.

A Stronghold with its Commander within it is functionally indestructible, and its Portals, both Tunnels and Gateways, may be obscured, hidden, outright locked, set to not appear unless certain conditions are met, or otherwise not be useable by individuals not sanctioned by the Contractor and/or the Commander.

If the Commander is killed or defeated in meaningful conflict, then these benefits cease to function for a minimum of 8 hours. This conflict is traditionally violent combat, but game duels, debates, or gambling with appropriate stakes are also means of defeating the Commander and rendering the Stronghold vulnerable, and accessing previously locked Tunnels and Gateways.

Stronghold’s may have up to (Layers) Commanders, and multiplies its available DP by one third of the tier of the highest tier Commander. A Tier 4-6 Boss doubles the amount of DP, a Tier 7-9 triples it, and Tier 10/Imaginary Tiers quadruples the total DP. A Stronghold with a Dungeon Core that has an active intelligence may always treat its Core as a Commander.

Commerce Room: Hotel California

Cost: 20

Requires: Stronghold

Devotion points may now be invested to increase the capability of your Strongholds and Dominions ability to to provide services and encourage their use as places of commerce. This includes but is not limited to hospitality, restaurants, storefronts, brothels, strip clubs, and banks.

All things purchased from the Stronghold or a Retinue member in an enhanced Dominion now increase corruption. Goods and services made from or utilizing materials from the Stronghold increase the amount of corruption they apply by +1 per time period or by +5 if it’s an instantaneous use or a service, doubling this effect if they were purchased within a Stronghold.

An investment of DP into the Stronghold encourages targets that enter to partake of its services, to look upon it positively, to return to the venue, and to bring others to it. A 10 DP investment will allow this to affect mundane, blue-star (T1-3) individuals, 100 DP allows it to affect copper-star (T4-6) individuals, and 1000 DP enabling it to affect up to silver-star (T9) individuals consistently. This is an encouragement, not a compulsion, and while there will be outliers of lesser or greater resistance, particularly good service can allow it to nudge even significantly powerful and recalcitrant individuals.

Additionally, for the previous costs per tier, potential capture targets are encouraged to put themselves or others present they have clear and significant authority over (such as children, spouses, or prisoners) on the metaphorical table as a potential bargaining chip. This includes things such as offering sexual acts as a substitute for payment, washing the metaphorical dishes, or a period of service, and they may also attempt to convince friends, family, or subordinates to act as additional collateral. Unless otherwise enticed to do so (such as by Lures), a potential target will only do so when unable to pay normally, but is compelled to follow through with these acts should they offer.

By default, no one finds this offer or following through with it strange or shocking. It's entirely natural for the capture target to deepthroat the manager to pay off her tab. There's nothing weird about a high-end adventurer paying for her new armor by spending time as a public use hole in the shop. The ripperdoc getting some fun time with their client as payment for cybernetics makes plenty of sense, and similar. Acting as a table for the beautifying parlor isn’t weird. You may deactivate this effect for non-capture targets, waifus, or otherwise exclude individuals from this effect via the company app.

Subjects acquired via this method are Captured as if they had made a love confession.

Broadcast Room: Eye of Sauron

Cost: 25

Requires: Dungeon Core

Devotion points may now be invested to provide scrying, surveillance, and power projection within and around a Stronghold via its Core, though the accuracy, fidelity, and power drops off with distance from the Dungeon Core. These functions are normally accessed via the Dungeon Core directly, though a personality template or retinue member hosted on the Core may forward the information and functions to your smart device. While the interface is intuitive, the more esoteric functions generally take time to develop proficiency with.

An initial investment of 2 DP allows the core to project hazy, low fidelity visuals to any point it is capable of scrying. An additional 3 DP enables scrying and thus projection to anywhere within line of sight of the Stronghold. Tall towers and spires were in style for Dark Lords for a reason!

A 5 DP investment allows the Core to treat all Dominions in the local universe as ‘within the Stronghold’ for the purposes of this perk.

With a 5 DP investment, the Core can scry anywhere within a 1 kilometer radius of the Stronghold. Every additional 5 DP invested doubles this distance.

An investment of 25 DP greatly increases the fidelity and analysis capabilities of the Core’s traditional scrying methods, enabling several indicators of any illusions, holograms, camouflage, or similar deceptions.

For 50 DP, you may project non-physical abilities through the Core and its scrying, such as telepathy, casting spells, or using your Shroud. When it matters, the origin and focal point of these are the point of view of the scrying. An additional 150 DP investment allows more tangible abilities and even projecting the self through the Core to the target location.

Individuals outside of the stronghold under live observation by the Contractor or a retinue member gain Corruption one time interval faster than normal (from weeks to days, days to hours, hours to minutes), and double their instantaneous gains of corruption even while within the stronghold.

Icon of Corruption

Cost: 50

Requires: Stronghold Themes

The Theme of a Stronghold has been upgraded to gradually expand beyond the confines of the structure itself, slowly changing the landscape and associated flora and fauna in accordance with the Stronghold’s theme(s) and claiming it as part of your Dominion. This expands outwards in a rough sphere at a rate of (Citadel floorspace + Floorspace of all local Bastions) sq. m. per week, however in practice most planetside Stronghold’s corruption expands as a severely oblate spheroid due to how the effect dissipates quickly in gasses such as the atmosphere and takes longer to penetrate denser materials such as bedrock.

The corruption manifests obviously, often to multiple senses, such as crystalline soil, ever present fog or storms, or significant changes to lighting and the color of the sky; and as local flora and fauna are corrupted, manifests in them as well. If unaddressed, locals, sapient and individuals captured via this method, will often self-devote to their area to cause Loot spawns to appear, often unconsciously. In practice, as the corruption spreads, random in-Theme Loot spawns will spontaneously appear. However, if locals actively attempt to remove and correct this corruption, they often can remove the area from your Dominion. These efforts often manifests in destructive forms such as burning exotic flora generated, shattering any glowing crystals, or applying fire extinguishers to ever-burning-bushes, but there are as many methods of removing corruption as there are manifestations, and lighting numerous torches in supernaturally darkened areas, filtering corrupted water, or performing exotic rituals are less destructive possibilities.

As this corrupted land is part of your Dominion, it prevents the loss of Corruption over time and even increases the corruption of individuals within at a rate of 1/week.

A Stronghold with a Dungeon Core is capable of controlling, directing, and focusing the expansion of its Corruption, as well as better coordinate, control, and guide the flora and fauna being corrupted.

My Precious Temptation

Cost: 25

Requires: Stronghold

Devotion points may now be invested to create a more insidious temptation of its corruptive power. By selecting a criterion, all individuals that fit it within range of the Stronghold gain a measure of Corruption, and thus are tempted by their interest and goodwill towards the Contractor, Stronghold, their Retinue, and their Dominions should they be or become aware of them. This Corruption is gained over the course of a week and does not increase further, acting as a minimum floor of Corruption for affected individuals.

The criterion can be as specific as ‘people carrying a kind of item,’ ‘People with dreams of being heroes,’ ‘red headed royal demonesses’, or as broad as ‘all humans’, ‘all sapients’, or ‘all potential targets’. The more specific the criteria, the more powerful the effect. The more a person's theme, desires, goals, or history align with those of the Stronghold, the more intensely they are drawn. The less they align, the weaker the effect.

A Stronghold may have more than one kind of temptation active at a time, but they can not be copies of other active temptations, and if multiple temptations would affect the same individual their effects have decreasing impact.

With a base 5 DP investment, the effect will reach out to blue-star (T1-3) beings within several kilometers of the Stronghold, and will cap out at roughly 5 Corruption, a level of interest where the average person may spend money or take time out of their day to come to the Stronghold, but wouldn't take significant risks or break societal norms to do so. Further DP may be invested to increase the power of the effect.

Investing 50 DP will enable it to consistently affect up to copper-star (T4-6) targets, whereas 500 DP may affect up to silver-star (T7-9) targets, and a 1500 DP investment will affect all potential targets within range.

The ‘floor’ of corruption gained via these temptations may raised with an investment of 25 DP per temptation, the Corruption minimum becomes roughly 15, strong enough that the average person would spend a significant portion of their income to at least visit the location, or bend some laws or rules in order to reach it, but only if they were reasonably certain they wouldn't get caught. An additional 50 DP investment increases the floor such that they may take noticeable risk at getting caught breaking the law in order to reach it, generally roughly Corruption 25. A final upgrade for a 75 DP investment will cap out the Corruption Floor at 35, roughly at the point that an average person would actually take meaningful risks in order to reach it, such as trying to get across a short tightrope without training or to seriously injure another person. Note however that the loyalty caused by this is minimal, and their initial reason for approaching the Stronghold may be its violent destruction.

Increasing the range of all of a Stronghold’s temptations to all nearby settlements or cities requires a 5 DP investment. A range affecting an entire region such as a county, city state, or fiefdom of a noble instead requires a 10 DP investment. At 20 DP the investment will increase the range to that of the entire country or the rough equivalent in appropriate settings. At 50 DP entire continents or similarly scaled regions on a planet can be affected. At 100 DP, all temptations have a range affecting the entire planet or a similar volume of space. The greatest investment in range is 200 DP and essentially eliminates range as a component. Anyone in the same local universe as the Stronghold will be affected.

A Stronghold with a Core not only has much more precise control of its temptations and the range of effect, but also may seed dreams, visions, whispers, errant code or thoughts in the minds of affected targets, potentially improving their dispositions towards the Stronghold even at lower intensities. These may not be specifically targeted at individuals unless the Core would be capable of scrying them.

Spawning Pits

Cost: 50

Requires: Stronghold

Devotion Points may now be invested to continuously spawn non-sapient minions.

These operate via ‘spawners’, a specific location within the Stronghold which produces new minions at a default rate of 1 per week, though the specific visuals and processes vary, the minions will find appropriate sustenance or power from the Stronghold itself. Minions do not have abstract thought and default towards more simplistic thinking, but may be taught or programmed for simple or routine tasks, and will follow authorized commands to the best of their limited capability. Commands can come from, in priority, you, the Stronghold Commander, the Dungeon Core, devotees to the Stronghold, specifically authorized individuals, and your retinue, though you may enable additional, lesser categories such as “customers”.

Their basic behavioral patterns, rules, and instincts may be set within the company app, but Minions must remain within your Dominion or line of sight of your Stronghold(s) for periods of time similar to a Devoted retinue member, otherwise they quickly weaken, whither away, and die. By similar token, minions may not be Devoted to a Dominion.

An investment of 10 DP will form a spawner that creates one T2 Minion per week, whereas 100 DP will spawn one T5 minion and 1000 DP will spawn one T8 minion. The given tiers are averages, and there will be outliers in the capability of minions, individuals either 1 tier more or less capable, however the majority will be of the given tier. Every additional investment into the same spawner will triple the rate at which the spawner produces minions, up to 5 times or 81 minions of the appropriate tier per week. For example, all the Devotion Points of a T6 Waifu (50) being invested into a single T2 Minion Spawner would produce ~80 T2 Minions and generally a single outlier at T1 or T3.

By default, these Minions come in the form of basic or simple ‘monsters’ at least the size of a cat or dog up to as large a rhino, such as skeletons, mannequins, slimes, goblins, tentacle tangles, animate sex dolls, robots, dinosaurs, giant insects, treants, and similar. The spawner will generally be several times the size of the minions it spawns, whether it is an actual pit, an arcane machine, More specific and esoteric Minion forms and capabilities can be obtained by supplying a ‘seed’ individual, which may be purchased as per any other entity via the catalog to be directly applied to a spawner, or otherwise acquired and inserted via local means, such as locals, existing retinue members, or an otherwise standard minion that has been modified. Seeds are consumed in the process of putting them into the spawner, and do not otherwise capture individuals. Additionally, any sapient seeds will cause a spawner to produce minions with appropriately tiered equivalents of their capabilities, powers, and skills, but as per all other minions will not have proper higher thought functions and not have proper memories. The form of minions will be influenced by the spawner chosen and both will be affected by any Themes applied.

A spawner is also able to create minions that are capable of utilizing your chosen Binding to Capture targets for twice the investment of similarly tiered minions. The most iconic form of these are Harmonic Union Symbionts, but may also take forms like ink monsters (Mystic Tattoo), skeleton mages (Tantric Arts), facehugging VR Helmets (Tormentor’s Toolbox), or semi-sapient and self-sustaining extensions of your Shroud. These are at minimum T5 for minions that are capable of a single capture via your binding method, whereas minions capable of capturing multiple individuals are T8. There currently exists no multi-capture Seal-based minion. You must have a Binding for a Dungeon creature to utilize it.

Note that as creations of the Stronghold, materials harvested or made from or by minions are Stronghold products for the purposes of Corruption.

Meaningful consumption of minion materials increases an individual's corruption by 1, whereas more direct injections or ‘injections’ will increase corruption by 3. Extended direct contact with an active minion will also increase an individuals' corruption at a rate of roughly 1/hour for very direct contact and 1/day for consistent but intermittent contact. Significant minion material within or connected to an individual, such as parasites, eggs, cybernetic prosthetics built from robots instead increase corruption by 2/day. Minions that align with the Stronghold’s theme(s) increase all of these amounts by 1.

An instance with a Core has finer control over the actions and patterns of its minions, allowing the minions to mimic speech and intelligence more convincingly, as well as enabling the managing intelligence to possess and control individual minions. Finally, a Dungeon Core enables its Stronghold to invest 50 DP to form a structure able to capture the impressions of individuals slain within the Stronghold. Given an appropriate spawner, these impressions may be recreated and incarnated with the individual's skills, abilities, and knowledge but lacking higher thought functions. By default, an impression can only have one recreated existence active, but a spawner can continuously recreate the impression as if it were a seeded minion with an additional investment of DP equal to their purchase cost.

Talents

All Talents, except for Blessed Talent, are experience and skill acquisition multipliers, not flat improvements, and scale to the strength and skill of your opponents, rivals, and trainers: the better they are than you, the faster you learn, until you’ve caught up to them.

This rubberbanding effect also lifts any skill caps that may otherwise apply, first raising the cap to the skill level of the person you’re learning from - whether their role is intentional or not. With Talent Sharing, Co-op, PvP, or other situations where the person you’re learning from also has the same Talent, the rubberbanding will benefit both of you at once, completely removing any skill cap for as long as the competition, spar, etc. continues.

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen. Some of these perks may be partly or entirely redundant, depending on your choice of Origin.

Athletic Talent

Cost: 5

You can rapidly learn any non-supernatural athletic skills you encounter: acrobatics, physical sports, parkour, swimming, etc. This extends into supernatural ranges and includes physical ability as well. Skills directly related to combat fall under Martial Talent instead.

Martial Talent

Cost: 10

You fight. You have prodigious martial talent and can rapidly learn any personal, non-magical, non-psychic, combat skills you encounter, whether melee or ranged. Raw skill or power taken to supernatural levels, such as One Piece’s Six Styles, are covered by this perk, though something such as learning how to cast a fireball spell or psychic power is not. Martial expressions of abilities rooted in Psychic, Soul, or other Talents are governed by those instead.

This Talent also applies to tactical and strategic skill, regardless of what it is you’re commanding. In this context, your personal ability to use a magical or psychic power does not matter as much as your understanding of its potential uses and effects.

Exploration Talent

Cost: 5

You have a knack for exploration. Ancient ruins, forgotten lands, and unexplored forests all feel like second home to you. Your instincts lend you aid in recognizing any dormant danger in such areas. This includes traps and poisonous plants, for example, as well as any potential weak points that can cause a collapse of the cave you are exploring.

You have a natural feel for how to identify and make use of edible food, potable water, suitable shelter, animal tracks, etc. You know how to ride a mundane horse. In worlds that don’t use horses, you can quickly adapt your riding methods to whatever appropriate beasts are available.

With the help of Communication Talent, you can decipher ancient writing of all sorts even without a native speaker present, making you a natural Rosetta Stone.

Aesthetic Talent

Cost: 10

You design. You have a prodigious talent in the visual arts: painting, sculpture, photography, fashion and makeup, etc. The creation of things that have practical purposes is instead covered under Engineering Talent.

Communication Talent

Cost: 10

You understand. You can read a room, spot deceit or employ your own, know when to speak and when to hold your tongue, and find the right words to say for good or ill. You will neither be That Guy whom women warn their friends about, nor the otaku nerd whose obsessions drive others away. This does not lend any additional power to your words - that’s what Siren’s Song is for - nor will it make you enjoy social interactions for their own sake. It only guarantees knowledge and competence.

You have a prodigious talent for writing, regardless of whether the subject is fiction or nonfiction, and social sciences such as economics, law, or psychology. You are immediately fluent in any spoken language you encounter and will speak it like any native in only a few days, with mastery of the written form taking a week on average; this part always applies to your retinue as well. Finally, while teaching, you will temporarily share the benefits of your Talents with your students.

Performance Talent

Cost: 10

You express. You have a prodigious talent in the kinesthetic arts: music, dance, acting, etc. Audiovisual and stage production are instead covered under Engineering Talent.

Covert Talent

Cost: 10

You lie, cheat, and steal. You have a prodigious talent for larceny, trespassing, theft, espionage, counterintelligence, and other forms of covert activity, whether it’s performed on a government’s dime or not. You can disappear into any crowd, no matter how sparse.

This synergizes with many other Talents. For example, with Engineering Talent, you can learn to hack any device. With Communication or Performance Talents, you can grift the best con artists out of their money. With Aesthetic Talent, you can make perfect forgeries of any artist’s style. Athletic Talent also synergizes with this perk.

Algorithm Talent

Cost: 20

You calculate. You have a prodigious talent for statistics, programming, other formal sciences such as game theory or cryptography, and the many forms of scientific magic that treat their spells as equations or lines of code in the operating system more commonly known as "the world." This includes mental programming as well, if you have the means to do so. You can also operate any computer, smart device, or vehicle as if you grew up with it.

Many magical styles benefit from both Algorithm and Soul Talents. In these cases, Algorithm Talent typically helps you build skill and finesse, for improved spell complexity.

To unlock new types of scientific magic beyond “styles anyone can use” and whatever might be unlocked by your Extra, Substitute, or Possess origin, use third-party methods or the appropriate Global or Heritage perks.

Engineering Talent

Cost: 20

Most so-called “mad scientists” are actually mad engineers. You have a prodigious talent for natural sciences of all kinds, such as physics, chemistry, geology, or biology, and can apply your natural knowledge toward practical purposes. This works on both the personal and large scales, for peace or for war, for pre-industrial artisanship or post- galactic hypertech. This perk synergizes with many other Talents, including Athletic, Martial, Exploration, Performance, Covert, Algorithm, Land, and Administrative.

Soul Talent

Cost: 15

You feel. You have prodigious talent for ki arts (aura, chi, Hamon, Phonic Gain, Spiral Power, etc.) and magic, and will rapidly learn any such personal mystical arts you encounter and are capable of using. This does not apply to purely scientific forms of magic.

Many magical styles benefit from both Soul and Algorithm Talents. In these cases, Soul Talent improves your improvisation ability and raw power.

 To unlock new types of personal mystical arts beyond “styles anyone can use” and whatever might be unlocked by your Extra, Substitute, or Possess origin, use third- party methods or the appropriate Global or Heritage perks.

Blessed Talent

Cost: 30

Requires: Communication Talent or Soul Talent

Fortuna and her peers smile upon you. Higher powers, whether they’re deities, demons, or merely greater elementals or other spirits, will warm up to you more quickly than just anyone. Blessings or gifts given to you will be more powerful or useful, and curses or smitings aimed at your enemies will be more effective, scaling to how much the specific higher power likes you compared to who- or whatever you’re calling upon them for.

If you are a god, the use of your own godly powers benefits from Soul Talent instead. In that case, if you also have Talent Sharing for this perk, it will remain useful for anyone in your retinue who calls upon your power.

Land Talent

Cost: 20

Requires: Exploration Talent

You are one with the environment. You have additional prowess with magical styles that draw mystical power from one’s surroundings. This includes, but is not limited to, Warhammer’s Winds, a Planeswalker’s Lands, Geomancy, The Force, The Immaterium/Warp, or anything powered by leylines or background magical fields. These arts and styles are more effective and easier to control.

Your green thumb also extends to agriculture, mining, and other forms of resource gathering.

 To unlock new types of ambient mystical arts beyond “styles anyone can use” and whatever might be unlocked by your Extra, Substitute, or Possess origin, use third-party methods or the appropriate Global or Heritage perks.

Psychic Talent

Cost: 25

You think. You have prodigious psychic talent and can rapidly learn any psychic techniques you encounter: from the telepathy and telekinesis that are so common in otherwise-hard sci-fi to the extremes typical of western comic-book psychics. This applies to any supernatural ability with neither magical nor technological trappings, or is not otherwise covered by Algorithm, Engineering, Soul, Blessed, or Land Talents. If an ability requires a specific organic component, such as Element Zero nodes, you must still acquire it by other means.

Unlike techniques, psychic powers such as To Aru Espers, Quirks, or the results of the X-Gene are distinct to the individual and cannot be copied directly. When this talent pings off of such a power, it instead helps you develop your own.

Administrative Talent

Cost: 10

You work the red tape. You have a prodigious talent for organization, logistics, and bureaucracy, using the available levers to smooth activities you favor and throw up obstacles for those you don’t. This applies to any form of administration, whether commercial, industrial, political, religious, educational, military, or criminal, and synergizes with many other Talents, including Martial, Communication, Performance, Blessed, and Covert.

Defenses

Defense perks protect you and your retinue members, regardless of whether they were purchased or captured, from the relevant effects. All Defenses are purchased in two stages. The first stage, or copy, of a Defense offers resistance to the effects it covers, and the second expands that to total immunity. Both purchases are the same price. The total cost of both copies appears in parentheses. No lasting effect inflicted on you that is covered by an active defense will ever be permanent - everything will wear off over time, depending on circumstance or the effect’s strength.

The descriptions for each Defense represent the starting points for each defense. At the resistance level, exposure to any specific effect allows you to gradually increase your resistance to it, making that effect weaker, less reliable, and/or faster to wear off. Immunities are built separately for each specific type of effect, even if they both fall under the same defense - a single poison or disease, a single method of divination or mind control, etc. At most, resistance to one effect may partially apply to closely related other ones, such as a family of poisons with similar properties, a closely related family of pathogens, or a narrow school of divination or type of mind control method. Building up immunities to every effect can take centuries, for each member of your retinue, and those immunities will not be permanent. The second purchase of a Defense bypasses all of this, giving you blanket immunity to everything it covers.

Defenses protect you from specific effects, as described in the defense text. They have no impact on and do not protect you from related effects that fall outside the scope described below. Defenses are not innate abilities bestowed upon you, but continuous effects, and cannot be trained to expand their scope. Only the efficiency against the effects they defend against can be improved, as described in the perk descriptions.

Authors Note

Don’t let perfect protection get in the way of a good story. All quantitative specifics for each defense are left purposely vague so you can interpret them according to your needs.

 If one of your subjects, including new captures, is infected by any sort of contagion that would be resisted or cured by a Defense that you lack, you will be immediately informed through our shopping app.

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen. Some of these perks may be partly or entirely redundant for you as an individual, depending on your choice of Origin, but the same is not necessarily true for your subjects.

If you or a member of your retinue is a genius loci or otherwise large enough to hold people inside them, their passengers and cargo will be protected by Defense perks as well. This includes your pocket dimension and Rides acquired via Waifu Perks, the Shipwright, or third-party sources, but does not protect against effects that originate from within the barrier.

Defense Rebates

Each Defense has an associated rebate, conditional on the traits of your Origin and retinue members, equal to the list price of the qualifying individual’s effective tier after step 1a and capped at 40% of the list price of each Defense stage. This is a canonicity factor and thus affected by Power Swap. Direct discounts to a subject’s purchase price, including Yeet, Slightly Used, and the discounts to Minion and Summon familiars, will also reduce the rebate cap for an individual. Walk-in Origins are not counted, having paid nothing to be themselves; neither are captured Extras. Familiars of your retinue members, who are not themselves part of your retinue, also do not count. One individual can qualify you for multiple rebates, but no individual may be applied to the same rebate twice. The sum of all rebates from the same individual is capped to the list price of the individual’s effective tier after step 1a. Rebate calculations ignore all modifiers to a retinue member after step 1a in their effective tier calculation.

If you have multiple separate rebates for the same Defense, they’ll stack: three full rebates to the same Defense will make one stage of it free and then reduce the second stage (if applicable) by 20%, while a total of five full rebates will make both stages free. If that happens, any extraneous free copies of that Defense from your Controls or Heritage perks will instead discount those perks by the Defense’s full value, up to the standard cap on that kind of discount. If you sell or otherwise lose a retinue member whose presence granted you a rebate, you’ll lose the rebate as well.

Body Defense

Condition: <Individual> is known for working with diseases, chemical medicine, or poisons.

Base Cost: 15 (30)

Requires: Body Tune-Up

You have protection from all diseases and poisons, including radiation poisoning. Lethal or crippling afflictions will leave you sick enough to most likely stay in bed, unless you really have to move - because you're attacked, for example. Anything short of that will leave you weakened and uncomfortable, but functional.

Additionally, you get an extra one-time full physical heal with the first purchase of each level of this Defense, identical to the one offered by Body Tune-Up. These are counted separately for each member of your retinue, including yourself and anyone acquired after the purchase of this Defense. These may be kept for future use.

This perk still does not protect against injury or provide any sort of healing factor; if you want one, you’ll have to find it yourself.

Environmental Defense

Condition: <Individual> hails from a harsh climate or can ignore hazardous environments.

Base Cost: 20 (40)

A hurricane? Nah, that’s just a light breeze. At the resistance level, you are equally comfortable on a glacier as you are in a sandy desert, steamy jungle, irradiated wasteland, or temperate floodplain. Combined with Body Defense, you are never at risk of suffocation in a gaseous atmosphere. You can dive far deeper than any human, provided you bring an air supply with you. Survival will not necessarily be pleasant. Non-fatal/crippling injuries, such as from burns, pressure, or decompression remain a real possibility.

At the immunity level, this perk’s protections now apply to true extremes, allowing you to enter the oceanic abyss or hard vacuum, or even go sun-diving and live. This also protects against purposeless, degenerative, relatively mundane mutations.

Creature Defense

Condition: <Individual> is known as a monster-tamer or otherwise being good with animals.

Base Cost: 5 (10)

Non-sapient living things - beasts, flora, or fungi - will not attack you without provocation, i.e. coming too close to it, its family, its food, or its territory, or appearing too threatening, such by making sudden moves or loud noises. Wildlife will always attempt to obviously scare you off before attacking. Extremely hungry wildlife may still approach or stalk you to size you up, but will not ambush you, and you can scare them off with some effort.

Stress Defense

Condition: <Individual> is known for keeping a cool head or having great willpower.

Base Cost: 5 (10)

Get that dirt off your shoulder. You can act calmly under pressure and are protected from degenerative mental effects.

Addiction Defense

Condition: <Individual> is known for having a material vice.

Base Cost: 10 (20)

Requires: Stress Defense

“The key word in that sentence is functional!” You can indulge in the joys of life without risking any sort of physiological or psychological dependence. At the resistance level, you will still experience cravings and withdrawal, but in a relatively mild form that you can push through with a bit of effort. This Defense also protects you from the relevant effects of your own lures, notably Faerie Feast and the Tantric Talent form of Sticky Fingers.

Mind Defense

Condition: <Individual> is known as a mind-manipulator or telepath.

Base Cost: 20 (40)

You are protected from all mind control effects from outside of your retinue and unwanted attempts from within. Attempts to influence you will be weaker and you have an easier time noticing them and fighting them off. At least part of your mind will always remain beyond any control, leaving you free to fight your controller from within - creatively reinterpreting orders, temporarily suppressing or weakening their influence, leaving part or all of your body locked in indecisive spasms, or even throwing off their control entirely if what they're trying to make you do goes too far against your true self. Successful mind control within your retinue will require your consent, not the victim’s. Friendly psychics may still contact you or your retinue through telepathy.

Possession Defense

Condition: <Individual> is known for bodyjacking others.

Base Cost: 10 (20)

Requires: One of Body or Mind Defense

Nobody controls your body except you. You are protected from parasites, spiritual possession, remote body control, and body-swapping shenanigans, whether you’re conscious or not. The same forms of resistance from Mind Defense can manifest with this perk as well.

Drain Defense

Condition: <Individual> is known for draining or feeding on life, mana, or souls.

Base Cost: 20 (40)

You are the master of your soul. You are protected from all vitality-, mana-, and soul-draining effects. At the resistance level, attempts to feed on you will have diminishing returns, leaving your attacker unable to drain you completely.

Waifus who feed on souls or lifeforce can get all the nutrition they need from you or your other waifus without causing harm, even from side effects such as loss of fluids. This protects you and your retinue from third parties, but not vice versa.

This perk does not reduce the energy use from your own efforts in any way or prevent self-harm from your own abilities - you want Inexhaustible for that.

Fatality Defense

Condition: <Individual> is known for inflicting instant death or not dying even when killed.

Base Cost: 40 (80)

Requires: Everlasting Tune-Up

Conceptual instant death and other soul-destroying effects may hurt and weaken you, but never affect you permanently. Instead of true permanent death, you might cling to life as a disembodied shade until your retinue can produce a replacement body for you to inhabit or simply force yourself to resurrect after some time.

Additionally, you get an extra one-time full heal with the first purchase of each level of this Defense, similar to the one offered by Body Tune-Up but affecting your spirit instead of your physical body. These are counted separately for each member of your retinue, including yourself and anyone acquired after the purchase of this Defense. These may be kept for future use.

This perk protects against special abilities that affect your soul in particular ways. It does not give you invincibility or protect you from direct damage in any way.

Polymorph Defense

Condition: <Individual> is known for polymorphing others, or hails from a wyldscape.

Base Cost: 40 (80)

Requires: One of Body Defense or Corruption Defense

You can resist supernatural transformations - not just targeted attacks like a gorgon’s petrifying gaze, a witch’s curse, or a mad scientist’s transformation raygun, but also drinking from a cursed pool or walking into a region contaminated by mutative energy. Such effects will require more effort or exposure and tend to remain incomplete and weaken you less than they should unless repeated for long enough. For example, a witch’s attempt to turn you into a tiny newt may turn you into a giant newt or a still-functional newt-man. Any loss of strength, durability, or similar traits from transformation will experience diminishing returns.

At the immunity level, if you are transformed in such a way, even before you were protected by this perk, you may easily reverse the effect, entirely or in piecemeal, at will. All detransformations in your retinue will require your consent, not the victim’s. Contagious transformations that you allow will not spread from you or your retinue to third parties unless you choose to let that happen as well.

Corruption Defense

Condition: <Individual> is known for forcibly twisting others to their will, to bring out their victims’ dark or light sides.

Base Cost: 40 (80)

Requires: One of Mind Defense or Polymorph Defense

Metaphysically corruptive effects - whether environmental or targeted in nature - are weakened when attempting to affect you. This resistance operates on a broad, wide-spectrum level, in many ways functioning as a more focused combination of a myriad of other Defenses to defend against all mental and physical effects of corruption, but only against corruption. This Defense also applies to metaphysical purification, as that is just corruption in reverse. Other Defenses you have purchased will still apply to the relevant individual effects of corruption as normal, independent of this Defense.

After active exposure to a source of corruption ceases, you may choose to retain effects that would ordinarily be permanent (as well as any attendant transformations) as a corrupted altform, a sinister alter ego you can talk with, or whatever else would be appropriate. These retained corruptions will remain fundamentally "you" at the core, just operating through a different lens.

Information Defense

Condition: <Individual> is known for their ability to read or sense people.

Base Cost: 20 (40)

Scouters can’t read your power level. Information about you, from mind-reading, super-analysis, or metaphysical senses will tend to be unclear, incomplete, misleading or even flat-out wrong, or similarly unreliable - the more important any secret of yours is, or the more dangerous to you, the more difficult it will be to perceive, much less perceive accurately. This applies to both attempts from outside of your retinue and unwanted attempts from within, but not Conjunction. You may still allow friendly or neutral third parties to use such abilities on you.

Trace Defense

Condition: <Individual> is known for using divination or other non-technological remote viewing.

Base Cost: 40 (80)

You are the master of your trail. Hostile and neutral remote viewing attempts: precognition, postcognition, scrying, dream visitation, etc. will have a harder time perceiving you. The same forms of resistance from Information Defense can manifest with this perk as well. At the immunity level, supernatural observers might only see a world where you don’t exist. This does not apply to direct naked-eye observation or other forms of mundane (technological) surveillance and analysis.

Destiny Defense

Condition: <Individual> is known as a fate- or luck- manipulator.

Base Cost: 40 (80)

You are the master of your fate. Attempts to change your fate or luck will be more difficult, less reliable, and weaker than they would normally be - increasingly so the more directly they target you instead of just your surroundings, the more improbable they are, and the more precision they require. Changes that do go through will be more easy to reverse than they would be otherwise.

As with the other Defense perks, you may still experience any beneficial effects of these sorts of manipulation even if you have the second perk for immunity.

Paradox Defense

Condition: <Individual> is known as a temporal or spatial manipulator.

Base Cost: 40 (80)

You are the master of your timeline. Temporal slowdowns will have increasingly weaker effects on you the stronger they are - a weak slowing effect will be even weaker, but a stronger one and even a total time-stop will not leave you completely unable to react. You will retain memories of previous timelines, loops, or other resets, even if they are faded or incomplete, and any attempts to spy on or change your timeline will have the same problems mentioned under Information, Trace, and Destiny Defenses. Attempts to erase you entirely will merely leave you weakened, faded, or flickering into and out of existence randomly.

This perk also blocks forced unwanted teleportation, whether that involves sending you somewhere else or sending something into your current position. Resistance to such effects may make the teleport require more effort or send you somewhere inconvenient to both yourself and the teleporter.


Other Perks

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Carnal Perks

Sexual Calibration

Cost: 2

The little inconveniences that can make sex less fun no longer apply to you. Your partners will always be as clean as needed and smell just as you like. If you have a refractory period, it is removed. Any unintentional or incidental damage that your sexual sessions might cause simply doesn’t take place. This includes unwanted pregnancy and any complications of pregnancy. This perk cannot guarantee a desired pregnancy.

Exhaustion will not be an issue for any participant in your sexual sessions until at least you are satisfied. You can extend all of this to your partners as well.

Fertility Calibration I

Cost: 2

Requires: Sexual Calibration

You now have total control over the chances of pregnancy in any sexual encounter involving anyone in your retinue, even overriding any fertility control your waifus may employ. This perk does not alter the chance of multiple fetuses relative to the chance of just one.

Fertility Calibration II

Cost: 6 (96)

Requires: Fertility Calibration I

You can now ensure that a sexual encounter involving anyone in your retinue will result in twins. This perk may be purchased up to sixteen times, with each purchase allowing you to guarantee up to twice as many fetuses: second purchase quadruplets, third purchase octuplets, fourth purchase 16, etc. This perk does not apply to Harmonic Union symbionts or other spawn with a different body structure than yourself.

A sufficiently large pregnant belly will count as an opponent for the purpose of Athletic Talent.

Pregnant Pause

Cost: 3

Requires: Fertility Calibration I

You can now put your retinue’s pregnancies on hold indefinitely. Any fetuses present will enter stasis for their own protection. The mother’s belly will remain at its current size during this pause, while all other side-effects of pregnancy on the mother will be absent until the pregnancy resumes.

Eugenic Calibration

Cost: 15 (30)
Requires: Pregnant Pause

You become a master in the field of eugenics. While a pregnancy is paused, you have absolute control of what the Offspring will be. This allows you to edit their gender, aesthetic and functional traits, and race amongst the parents’ races. You can guarantee the inheritance or exclusion of any trait that the parents have, including spiritual traits. Only traits that may already be inherited by default may be passed down like this. Available traits are locked in at the moment of conception, and you may not select from traits gained after that point. Donors always count as parents.

Additionally, you can edit a paused pregnancy’s progress. You can rewind it as far back to the moment of conception or fast-forward up to the start of labor, or alter the fetus count within a range of zero to the upper limit determined by your purchases of Fertility Calibration II.

With the second purchase, you can forcefully activate traits that would normally require activation, whilst this perk retains its influence.

Navigation Perks

Mapper

Cost: 10

This app offers maps of the current world you’re on, with points of interest annotated. No information that could not be discovered by casually asking around is listed, so while a public facing organization like a merchant's guild will be annotated, the local thieves' guild will not. This map will update itself as your retinue explores the territory, particularly unmapped and (with Polymorph and Paradox Defenses, as appropriate) even unmappable zones, and discover points of interest that would normally be left off of the map.

You are also able to search for points of interest. Tapping on a point of interest (or the equivalent for your smart device) will bring up a short description of it. You can add any number of your own annotations to the descriptions. Descriptions will update in real time if there are significant changes, such as a store closing.

If you have Rainbow Bridge, you can toggle to any world you have access to at the current time.

Heart’s Compass

Cost: 10

This app points you in the vague direction of the single person in your current world whom you’d most want to capture. As you get closer to the target, the compass will grow more precise, but it will not lose precision if the distance increases. Once you encounter the target in person, the app will lock on to the target and finally confirm that person’s identity.

If you also have the Mapper, the compass will show on the map as a cone pointing toward the right direction.

Target Tracker

Cost: 10

Requires: Mapper

This app adds the ability to track any mobile target you take a picture of, whether it’s a person, a vehicle, or anything else capable of moving under its own power, appearing as a stylized but recognizable icon of the tracked target. Basic status information will also be displayed if you tap on the icon. You can hide specific icons and cancel tracking of a target at any time. You will need to take a new picture of a target once you cancel tracking if you want to resume. This tracker will not work on other contractors and their subjects and Rides.

“Missing” personal familiars of retinue members you’ve captured, who didn’t have their familiars yet when you did so, will automatically be entered into this tracker.

Bounty Tracker

Cost: 40

Requires: Heart’s Compass, Target Tracker

This app integrates the catalog bounties with the map. Any bounty targets listed in the catalog for the current world (anyone who would be present under Pinpoint Lock, whether they’re the default version of themselves or a variant) can be added as tracked targets. Other contractors and their subjects are again excluded. For any targets that you acquired “early,” their listed personal familiars, and standard equipment that they would have if you had purchased them, will automatically appear in this app, with different markers than the ones used for new bounties.

A “Show All Unknowns” function allows you to see the locations of additional targets who are present, with the same precision as unknown targets shown by the Heart’s Compass. World Variance and other effects that cause large numbers of targets to appear in worlds, places, or times that they aren’t “supposed” to be in can make this display much more difficult to read. “Unknowns” cannot be selected and toggled individually. Instead, your retinue must first turn them into “knowns” by confirming their presence in a world, whether personally or through local news or rumors.

Setting Perks

Universal Calibration I

Cost: 10

You now have limited access to our advanced targeting algorithm when you use perks that allow you to visit new worlds. This includes the selection of your starting world, the use of Exit Stage Left, and Heritage travel perks such as Dragon Break and “The Day You Almost Caught-”.

We take your personal preferences into account, allowing you to visit a specific timeline with local capture targets that are within your strike zone regarding age, sex, sexuality and attractiveness. Our system prioritizes capture targets, but many changes will necessarily filter out into the general population as well.

The canon timeline will be preserved as much as possible, to maintain the same general flow of events and ensure that key events are recognizable, even though the participants are possibly decades older or younger. This perk cannot fundamentally shift a setting’s danger rating or make individual targets higher or lower tier.

Universal Calibration II

Cost: 20

Requires: Universal Calibration I

You have greater access to our advanced targeting algorithms when using travel perks to visit new worlds. We take your personal preferences into account, even more than with the prerequisite to this perk!

You can now request a number of specific divergences equal to the highest tier subject in your retinue, to a maximum of 10. We honor every request to at least some degree, but certain requests might have unexpected side effects. The more audacious the request, the more inspired the result can be. Some requests can change the danger rating of the world, influencing your starting budget when used during chargen.

If you’re having trouble deciding, or are feeling lucky, you can instead allow your subconscious to fill in the details, with no strict limit on the number of changes. The results of this can be wildly unpredictable, but are unlikely to affect the danger rating of your starting world.

You can search for crossover worlds, combining the characters, locations, and events from each component world. The type of crossover world is hard to predict. It could result in a blended fusion world, with multiple characters of the same archetype from the component worlds merged together; different regions that each contained everything relevant in their entire worlds now existing separately in the same world; separate worlds connected by stable portals; or something else entirely.

Crossover worlds usually have a danger rating equal to the highest of all component worlds. Multiple local threats focusing on each other instead of the general populace can, rarely, result in a lower danger rating than the general rule, but never by more than one tick.

Meta Shift

Cost: 2 IMG

Requires: Universal Calibration II

        An unwitting anime protagonist once stumbled into a portal to the “Real World,” discovered an anime convention after being mistaken for a cosplayer, and brought back (hentai) doujins as proof of her experiences. The next time she opened one of the doujin volumes, however, she saw only blank pages, as her world mistook the stories within for anecdotes that hadn’t occurred yet and integrated them into its common sense. She remained the only one in her world who was aware that it wasn’t always as erotic as it quickly became.

This perk allows you to do just that, via a special app in your company smart device. Any physical copy of merchandise or doujin material may be permanently sacrificed through this app, in an inherently destructive process. A material’s effectiveness scales with its artistic quality, with no requirement that it be purchased. Materials that anyone in your retinue created yourselves, even with Aesthetic or Communication Talents, work just fine. Materials sacrificed must have been created in other worlds, including your Stronghold or Sanctuary. Multiple sacrifices may be applied to the same world, whether simultaneously or successively, but each sacrifice may only affect a single world. If you sacrifice material while anyone in your retinue is within the target world, the changes will proliferate over the course of the next week (168 hours). Otherwise, the changes will have already taken full effect the next time anyone in your retinue visits.

Once a sacrifice is made, it may now be copied and pasted to affect other worlds, without an additional copy of the material. You may also remove a particular sacrifice’s impact on a target world. This will not return the material, but the effect may be re-applied to the same world (or a different one) at a later time. Removed effects have the same cooldown and conditions as new effects.

You may also apply different sacrifices or combinations of such to different parallels of the same target world. These may be accessed separately via Exit Stage Left or Rainbow Bridge perks, multiversal Heritage abilities, your waifus’ powers, or even local technology.

Contractors and their subjects, including anyone in any of their Dominions, may, by the contractor’s choice, be directly affected by these alterations. By default, they will be aware that any differences created are not the standard way of things, but must discover the exact nature of the changes themselves. Cheat-sheets detailing these alterations, beyond the general theme, are not available.

Alternatively, every member of the contractor’s retinue who calls the altered world home may be affected, all of the contractor’s subjects, or the contractor as well. The contractor may also choose to only accept physical changes to their retinue, limit mental changes to common knowledge and episodic memories of any altered pasts, or accept all changes. As with Advanced Runes, any sufficiently-disabling effect on the contractor will have an automatic time limit of 48 hours so they don’t get stuck. If they return to that same transformation within 10 minutes, the time limit will be doubled each time until their streak ends. The contractor may set a shorter limit if they like.

Potential reality alterations include, but are not limited to: hentaification of a wholesome setting and vice versa, common fashions, aesthetic eras, large-scale genre rewrites, and fusing the target setting with the specific one represented by the sacrificed material (if one exists). This perk, and any that follow from it, follow a karmic balance of sorts: it will not cleanly resolve any problem in a world without introducing at least the same number or degree of new ones.

A fusion setting will have the highest danger rating of all components, but will not add any actual characters from the material’s setting. Instead, the target setting’s locals will be matched to their closest equivalents and their roles and abilities changed to fit, while still remaining recognizable as themselves; this can affect their individual tier ratings. The one exception to this is for worlds with many alternative continuities, where members of a common cast are present in some continuities but not others. This most frequently occurs in the western superhero genre, but is not limited to such. This perk can spawn in missing cast members with no penalty other than the karmic balance.

Travel Perks

Exit Stage Left

Cost: 5

The company app in your smart device has a new feature. Its main display is simply a progress bar that measures everything you and your subjects do in each world you visit, whether that’s capturing local waifus, defeating baddies, or otherwise accomplishing story goals. Once a world’s bar is full, a button on the screen will light up that opens a portal to a randomized new world within one danger level of that world. (If you have Pocket Apartment or We Will Meet Again, you can easily progress multiple worlds in parallel.) If you purchase this perk after chargen, it will still count everything your retinue has done in each world visited since the start of your contract.

These portals are one-way only and will last no more than two minutes or until you and all of your waifus have passed through, whichever is shorter. This includes any Rides your group is using. If any of your subjects stay behind, this perk will not help you retrieve them.

If your destination world has a lower danger rating than the world that you unlocked it in, a second “penalty” bar will appear above the regular progress bar. It must be filled before the regular progress bar will start to move. The larger the gap between the two ratings, the more work you’ll need to do in the new world.

We Will Meet Again

Cost: 15

Requires: Exit Stage Left

You may freely return to previously-visited worlds using the Exit Stage Left app. All worlds you’ve visited since the start of your journey, including your Pocket Apartment if you have one, will be listed with their danger ratings. (Pocket Apartment does not have a danger rating.) You can sort the list alphabetically, by danger, or by your first or most recent visits. Your return portal will always be within 2 km of its last location, at the least dangerous point in that radius. If you have not purchased Pursued by a Bear, Exit Stage Left’s basic functionality will now display the next world’s danger rating. Time is assumed to pass at the same rate in every world you visit, including your Pocket Apartment, unless you explicitly use magical, technological, or other means of time travel or dilation.

This perk also enables travel to any world that any of your subjects have visited personally, even if you haven’t been there yourself. This often occurs when subjects have their own method of multiversal travel, or were stolen subjects in PvP or purchased Slightly Used. For inter-contractor safety, the latter two cases will not permit travel to the exact parallels that their previous owners captured, sent, or brought them to. Instead, they will unlock new instances of each world visited. After the previous owner sells a subject, we take a snapshot of the world as it is the next time that none of the previous retinue are present in that world, then copy that state to create a new instance for your use.

Pursued by a Bear

Cost: 40

Requires: Exit Stage Left

The Exit Stage Left app now allows you to select your next world. It will offer seven worlds to choose from, with their danger ratings clearly displayed. Worlds may have any danger rating. In addition to choosing a world, you can also save an option for later or reject one outright. Rejected world choices will not appear for the next selection. Saved choices will continue to appear until you choose them. Choices that you don’t go to, save, or reject will return for up to three selections including the first. After the third miss, it will stop appearing for a time, until the randomizer offers it again. Rejected worlds will never reappear, unless you remove them from the app’s list of rejected worlds.

Blank Slate

Cost: 75

Requires: We Will Meet Again, Universal Calibration II

The same app that you use for Exit Stage Left can now, at any time, generate a fresh parallel of any world you’ve visited.

If you have Meta Shift, you can apply or remove sacrifice results to these new parallels just like anywhere else. Additionally, that perk’s app will now include detailed cheat-sheets for each world’s changes. Any modifications you make to these lists will be reflected in the target world. This is far more intricate and precise than just using raw sacrifice results, but may be overly daunting to the average contractor.

Miscellaneous Perks

Memoria

Cost: 5

Requires: Possession

Special: Chargen only.

You… actually want the episodic memories and emotional connections of your Possess target? We can do that. The extra data will be downloaded into your Possess target alongside your own personality. As with Extra and Substitute, you can distinguish between your original memories and those of your Possess target without difficulty.

Body Tune-Up

Cost: 5

You lift. Your body is now in perfect fitness and health, with significant muscle growth, within healthy standards for your species. For most humanoids, if your natural height was less, you are now between 170 and 210 cm tall - or will be, if you aren’t yet fully grown. Your clothes are all resized and your muscle memory adjusted to fit. (You may opt out of this height boost.)

In the event of a mismatch, your body will change to match your gender identity, reflecting what you might have looked like if you’d been born as such, unless you created or maintained a mismatch with your choice of targets for Substitute or Possess. You knew what you were getting into when you did that.

All unwanted pre-existing medical conditions, from skin blemishes and unwanted body hair to chronic disease, missing limbs, detrimental genetic irregularities, and physical transformations are erased. This full physical heal will automatically trigger only once for each member of your retinue, including yourself: when you first purchase this perk or when the person joins your retinue, whichever happens second.

Cyborgs will find their reproductive system restored and augmentations optimized within their technological base, but this perk cannot cure death or the absence of a living (or equivalent) body.

You are immune to further minor illnesses, but not diseases or injuries. All healing or medical operations performed on you will complete without complications, residual pain, or unwanted scars.

The individual benefits of this perk may also apply, at your discretion, to any/all of your purchased and captured subjects. Unwanted conditions are erased according to your wants, not theirs. If you purchased Extra, Substitute, or Possess, this perk will be retroactively applied to your new body, with the exception noted above.

Everlasting Tune-Up

Cost: 10

You live. You have weak immortality and eternal youth. If you are older than the peak age for your species (25 years for humans), your body is reset to that point; otherwise you'll continue to physically mature to that point but not experience any aging afterwards. This will not interfere with deliberate age-manipulation effects from within your retinue, whether from the company’s transformation suite or third-parties. If your maturation process had been halted by any means, it will now continue until your peak age. The "Fog of Ages," including atrophy of unused skills, will never affect you.

This perk will not make you unkillable or grant any form of auto-resurrection. It just means you won’t grow feeble and die of “natural causes,” so don’t try anything foolish. The benefits of this perk will always apply to your purchased and captured subjects, but you can disable it for specific individuals if you wish.

Talent Sharing (___________ Talent)

Cost: 5

The effects of one of your purchased Talents now apply equally to every member of your retinue, as if you had shared them through a Binding or Heritage perk. This must be purchased separately for each Talent. Sticky Fingers can also benefit from this perk, as “Tantric Talent.” This perk is obsoleted by Controls or Heritage perks that share Talents and may be refunded completely after such purchases.

Inexhaustible

Cost: 140

Requires: Everlasting Tune-Up and Drain Defense (2x)

You will never run out of power to fuel your supernatural abilities with, no matter if it uses vital, magical, psychic, or soul energies or a more esoteric power source like memories or age. This perk does not extend to mundane stamina, and nor does it help you use an ability that requires more energy than your reserve - that can be developed over time with training and the relevant Talent if applicable, usually Soul - but any abilities below that threshold can be used freely. This perk does not remove the need for everyday nutrition, even when the fuel for a special ability is processed from ordinary food intake.

The benefits of this perk will automatically be shared with any of your subjects who are soul-bound to you, whether they’re connected by Conjunction, Art of Sympathies, a familiar bond, or some other means. If you have Evolutionary Engine Array, the engines’ effective output and storage capacities will be doubled.

Warranty Plan

Cost: 160

Any purchased or captured subject who dies on you will be resurrected in a newly-delivered body at no additional cost. This perk will not help if you die, even if you took the Substitute or Possess origins. The default respawn time for your subjects is 90 days (2160 hours). Respawned subjects will retain all of their previous memories, including anything related to their cause of death, except for some minor trauma reduction. All relevant effects of Lures, Binds, Perks, and waifu perks will be re-applied before shipment. If you have Everlasting Tune-Up, characters whom you’ve blacklisted from it will be considered expendable and their automatic respawn will likewise be disabled; you may still trigger it manually.

Each amazon subject of yours will reduce the respawn timer by 1 day (24 hours), to a soft limit of 60 days. Additional amazon subjects after the first 30 will still decrease the timer, but are subject to diminishing returns.

For the purpose of this perk, an “amazon” is:

  1. A waifu who identifies as an Amazon.
  2. A female warrior from a female-dominated warrior society.
  3. A female warrior from a gender-equal tribal society.
  4. A warrior in an all-female military unit.
  5. A warrior from a monogender-female species.

Soldiers do not count for conditions B, C, D or E. Neither do female warriors, rulers, or outlaws from male- dominated societies. Body type does not matter.

If a subject has a soulbound artifact along the lines of an Exaltation or Sacred Gear, an exact duplicate of the artifact will be produced for her specifically, and persist through respawns, while the original one released back into the waifu’s homeworld. You will also benefit from this feature, if one of your subjects resurrects you with their own abilities.

If a subject you’ve begun a capture of dies before it can complete, the company will return them to you as a completed capture in a fresh body, free of charge. This is not affected by the amazon respawn bonus above. This death must occur through no fault of your own: any intentionality to the individual’s death on your part, including both deliberate action and knowing inaction, but not unintended consequences from deliberate action, will void that individual’s warranty.

If one of your subjects is merely mission-killed in a way that’s prohibitively difficult to undo (petrified, stuck in a black hole, etc.), an option in the company app will let you actually-kill their current body and force a respawn.

Express Delivery

Cost: 640

Requires: Warranty Plan

You are now on the priority list for warranty resurrections. The default respawn time for your subjects is now only 72 hours. Each amazon you purchase or capture will reduce the timer by 1 hour, to a soft limit of 48 hours. Additional amazons in your retinue after the first 24 will still decrease the timer, but are subject to diminishing returns.

Global Perks

Unlike the rest of the Other Perks, these are applied to and purchased separately for individual members of your retinue. The effects will remain if you die or the subject is captured by another contractor or sold.

Yeet

Cost: -40% of the regular price for the subject's tier. Minimum discount is 0.

Special: Cannot be taken with Slightly Used or Yoink.

Your purchased subject is not delivered to you directly, but let loose in your current world, at least one day’s travel away from your current location. They will have a demi-tattoo applied to them, marking them as part of your retinue, but do not know how they arrived in the world or that you own them. This perk may only be applied to a purchased subject, at the moment of purchase.

When they first encounter an active member of your retinue, a Yeeted subject will begin to experience the General Binding Rules according to your intensity selection, with the full effects ramping up to normal with time and proximity. They will not otherwise benefit from your retinue- wide perks such as Demiplane access or Talent Sharing, until you apply a Binding or otherwise simulate a capture via love confession, Heritage or third-party methods, etc. They can benefit from any Defenses you have, capped by your intensity settings or Resistance level, whichever is lesser.

You already paid for their purchase, so you will not receive capture credits for formally inducting them into your retinue. Yeeted subjects count for Defense Rebates even while they’re still loose.

Yoink

Cost: +20% of the regular price for the subject's tier. Minimum surcharge is 1.

Special: Chargen only. Cannot be taken with Slightly Used or Yeet.

Your purchased subject is actually a local capture from your starting world. They are teleported to your starting location and Bound (or not) the same as all the other subjects you purchased. You may purchase this perk once for each purchased subject who happens to be from your starting world. You may not apply this perk to dead targets. Note that weaponized use of this perk can potentially lower a world’s Danger Rating and, in turn, your starting budget.

If you are a Drop-in or Walk-in and start in a new world, individuals from your homeworld, whom you know personally, may be dragged along and inducted into your retinue using this perk. If you purchase this together with Extra or Substitute, the relevant subjects will all have been brought to your starting location by fate or coincidence, not teleportation.

Adoption

Cost: 1/subject

You may find yourself adopting a kid - and not just because you killed one parent and captured the other into your retinue. Under normal circumstances, that kid will forever be your Follower, never equal to your true-blooded offspring. This perk will tell our systems to treat them as your descendants and follow the relevant Offspring rules instead.

Bifurcation

Cost: 15/subject (150)

Special: Target character must have multiple distinct forms, no more than one of which is humanoid. General shapeshifters who can change their form at will do not qualify for this perk.

Your chosen retinue member receives a slight boost to their power, allowing them to manifest their alternative forms simultaneously. This lets them enter the fray personally, while still allowing usage of their alternate form for new tactical options.

There is a price to pay for this convenience. First, an individual can only manifest one alternative form at a time. Second, the strain of manifesting both of their forms at once will reduce the performance of both to approximately half. This can be restored to normal levels with appropriate training. Finally, while both forms are manifested, any damage the alternative form takes will immediately be reflected upon their humanoid form, and vice versa.

Upon ten purchases of this perk, it will automatically apply to all eligible persons in your retinue.

Pattern Collection

Cost: Special

Requires: Shipwright Access

By buying this perk for a given retinue member, you receive all Patterns for their iconic vehicles. The rules for what is considered iconic for a given entry, in Shipwright Access, still apply. Alternatively, you can purchase any single pattern on request. These patterns must still be constructed in an authorized Shipwright, and character-specific patterns remain character-specific. The price of this second feature depends on the grade of the purchased pattern, as listed below.

Item

Price

Item

Price

Retinue Pattern

3

Grade 4 vehicle

49

Grade 1 vehicle

1

Grade 5 vehicle

81

Grade 2 vehicle

9

Grade X vehicle

361

Grade 3 vehicle

25

Slightly Used

Pricing: -30% of the regular price for the subject's tier at step 3. This discount can be 0 from rounding. The subject’s base price is determined according to their tier at step 3.

Special: Cannot be taken with Yeet or Yoink.

Unlike the usual products, this waifu is not a newly- made clone. Rather, they had been owned by at least one previous contractor before being resold to you. All direct effects of previous contractors' controls and perks are removed during reprocessing. This includes Defenses, Talents, and Binding benefits, but not any non-baseline abilities they trained in using their former contractor’s Talents, equipment they wield, Added Potential, Template Stacks, Power Swaps, or Heritage upgrades applied to them. A subject’s Template count is reset to zero during processing; their previous owner paid for those templates, not you.

When buying retinue members via the Slightly Used interface, you may not see their specific abilities or modifications, only their tier. The company takes no responsibility for any personality quirks or alterations done to their abilities by the previous owner, though any modification deemed too dangerous will have been removed during reprocessing to prevent trojan horses.

Unlike fresh clones, subjects bought used have often been to their homeworlds personally, or traveled to other worlds. Private copies of these worlds are now accessible to you via your dimensional travel options, providing a snapshot of the world set shortly after the subject's sale that will not include any member of the previous owner's retinue. Most people have others who care about them, who will likely have strong reactions to the sudden return of a missing person.

Paper Trail

Cost: 1/subject (10)

In some worlds, anonymity is a danger in and of itself. This perk retroactively modifies all local records (paper, digital, and even memories) to create a faked legal existence for your waifu. Where applicable, the waifu will receive any real documentation she would be expected to have, along with a briefing on her role in the new world. This perk will not actually make the backstory true, no matter how many locals believe it.

You may also purchase and apply this perk to yourself; the all-waifus package will always apply it to you. If you chose the Extra or Substitute origins, you already have a backstory in your first world. Thus, this perk will not apply to you until you visit your second world. Similarly, this cannot give a captured or Yoinked retinue member a new identity in their own homeworld. Once you’ve purchased this perk ten times, it will apply to every member of your retinue.

By default, this history is of a middle-class or analogous citizen. If plausible and desired, they will instead be of a social class that can associate with you. Under the same conditions, any powers they have may be documented in a way that best fits your needs. If you have Information or Trace Defenses, any attempt at scanning or remote viewing where failure or invisibility would itself be a red flag will seemingly succeed, showing the viewer what you want them to see, such as a convincing match to their documented past, or a present or future with nothing important to note.

When entering a world for the first time, you may instead choose to not use this perk. If so, you may not change your mind and activate this perk for that world at a later time.

Added Potential (___________)

Cost: 5. Must be repurchased for each use.

The rules of other worlds often bar just anyone from learning or developing special powers. Travelers often find themselves unable to learn any local abilities, even with the help of Science or Soul Talent, simply because they weren’t born in that world. This perk bypasses that limitation for any single ability local to any world that you or any subject have visited, or that you or any subject has, allowing the person it’s bought for, whether yourself or a subject, to develop it just like anyone else who would normally do so. “A single ability” can be quite broad, ranging from an X-mutation or Quirk unique to the individual, to Nasuverse Magecraft or Halkegenian Four Elements Magic. These are all generic abilities, in the context of their home worlds. Imaginary Tier abilities are not eligible, nor are abilities that are exclusive to a race that the recipient does not share. Unlike Template Stacking I, this perk does not grant practical power immediately: all purchases start dormant or otherwise not useful, and must be trained from scratch. Self-study can help in some circumstances, but is no substitute for a proper trainer, whether purchased or a local. Neither this perk, nor any perks that follow from it, will grant episodic memories or emotional connections of a life in the applied template’s source world.

        Abilities that are generic in their source but are expressed uniquely, such as Sacred Gears, Bending elements, Academy City Esper powers, Quirks, or the results of the X-gene, will be unique to you as well. These expressions will usually be something thematically appropriate for the user and always something that they can work with. You may not use direct company means to acquire more than one of each type of ability at a time.

If you purchase the same Potential for any ten individuals in your retinue, including through Power Swap or Template Stacking 1, the rest of your retinue will gain this perk for that specific template for free.

Template Stacking I (___________)

Cost: 20. Doubles in cost for each purchased copy of this perk on the same individual.

Sometimes you just want to copy a powerset, either a generic one or a specific character’s. This perk lets you do just that. The target ability must be copper-, silver-, or gold-star in tier; the use of this perk on blue-star abilities produces incoherent results. Imaginary Tier abilities, abilities that originated in other CYOAs, and abilities found elsewhere in this catalog, including the loadouts of other contractors, are not eligible. The exact capabilities at the time of purchase will be scaled down to Tier 4.

This perk is not necessary for any abilities that your subjects might grant you via surgery, ritual, or other means. Templates for characters who are only purchasable in sets must be bought separately. Templates for alternative versions of the same character must also be bought separately, unless otherwise specified. Characters who are represented as Specific Waifu Perks may be purchased as templates for individuals who are not eligible for the actual perks, whether natively or with Power Swap, and follow any mutual exclusivity rules stated in the perk descriptions.

All templates come with a skill framework, identical in principle to the ones that “early” captures receive to ensure they learn their missing abilities. This applies to technological abilities as well. Iconic equipment is included with this perk, but may see its parameters and functionality locked until you’re capable of using it safely or have trained enough with the more basic features. Templates follow the same rules for Rides as purchased subjects, but do not include Patterns.

After the skill framework runs out and you’ve achieved the typical heights of the template, the appropriate Talent will let you continue to train beyond that point, as described in the opening of that section. Templates include any relevant Manifestations, but other personal familiars owned by the original user must be purchased, captured or otherwise spawned separately.

For racial templates (Kryptonian, Metallic Dragon, Newtype, Saiyan, etc.), unlike Advanced Runes: Body, a living, natural example of that template is not required for your selection with this perk. Racial templates otherwise follow the same rules as in that perk.

Other powers that are only available to those who were born with them, such as hereditary magic systems, may be acquired through this perk at any time, just as with Added Potential.

Abilities that are generic in their source but are expressed uniquely, such as Sacred Gears, Semblances, Academy City Esper powers, Quirks, or the results of the X-gene, can be unique to you, following the same rules as with Added Potential, or copied from a specific character. You may not use direct company means to acquire more than one of each type of ability at a time.

Template Stacking II (___________)

Cost: 20. Must be repurchased for each use.

Requires: Matching copy of Template Stacking I

 You or your subject’s template is upgraded to a version of the template rated at Tier 5. This is a flat increase to starting power, skill, and gear functionality, and may not be purchased for abilities of Tier 4 or below.

Power Swap (___________)

Cost: Take the purchase price of the target power’s original owner and subtract the purchase price for the subject's tier at step 1a. The result can be negative. If this is applied to a subject that is already in your retinue, add 20% of the purchase price of the subject’s tier at step 1a to find your resulting cost. Sample prices can be found in the table.

This perk replaces your subject’s original powers and skills, including both their original gear and the results of additional training with the appropriate Talent, with a copy of someone else’s. This changes their tier at step 1a and ignores all powers that are counted in steps 0, 1b, or 2+. The results of any additional training with the original power, through Talents or otherwise, are saved to a backup, should you ever want to switch back. If you purchase this perk for yourself, it will replace any powers gained from your Origin, if applicable, or previous uses of this perk. Knowledge is a power. Communication Talent will ensure that basic language skills are not lost, only added.

Like Template Stacking, this perk does not accept abilities found elsewhere in this catalog or abilities that originated in other CYOAs. All other powers are still allowed, including both “no powers” and Imaginary Tier powers (assuming that you have enough IMG). It’s all the same skill download at our cloning facilities. Unlike Template Stacking, this is the full power, not nerfed down to Tier 4, and does include a Pattern for one of the choice’s iconic Rides. Subjects whom this perk is purchased for will count as “canon” users of the new power, for all perks and rules that consider canonicity, instead of their original one.

Only purchased subjects, including your Origin, return credits if reduced to a lower tier by this perk; subjects whom you did not purchase do not have a return value for the purposes of this perk, and thus do not give credits in return for using this perk to reduce their tier.

If you purchase this perk for yourself at chargen or a purchased subject when they’re purchased, the effects are immediate; this will often affect the subject’s personality and memories. If you purchase this perk at a later date, or for a captured subject, the person will lack an original power for one week (168 hours) before the new power manifests. This perk cannot be repurchased for that person during that time. If you have Warranty Plan, a subject that this perk is applied to will vanish immediately. Their respawn time, with the new power, will be seven days or your retinue’s standard Warranty Plan respawn, whichever is less.

Old Tier

New Tier

Status

Final

4 (10c)

10 (1000c)

New

990c

5 (20c)

5 (20c)

New

0c

6 (50c)

2 (2c)

New

-48c

4 (10c)

10 (1000c)

Purchased

992c

5 (20c)

5 (20c)

Purchased

4c

6 (50c)

2 (2c)

Purchased

-38c

4 (10c)

10 (1000c)

Other

992c

5 (20c)

5 (20c)

Other

4c

6 (50c)

2 (2c)

Other

0c


Additional Rules

R.I.P.

In the event of your death, your retinue will have three days (72 hours) to revive you before your account is terminated. During this period, your companions or Executor (if you have Only Followers or a more restrictive intensity option) will gain the ability to interact with contractor-only functions on your smart device. This includes loans. The shopping app will additionally display a list of all potential subjects who could resurrect you, considering all relevant factors.

If you have an automatic resurrection system in place at the time of your death, including an ability that automatically resurrects you from the dead or a retinue member with the ability to resurrect you from the dead, then this mode will not trigger until that automatic resurrection method fails. It is possible to rely on third party resurrection methods to delay the activation of this mode, assuming that you know enough about that third party method to reliably plan around it. If your resurrection method fails, then R.I.P. will trigger at that point. The ability for your waifu to buy a resurrection method on the shopping app does not count as an automatic resurrection method.

If the local world has a “playable” afterlife, that interacts regularly with the mortal and other planes, this ruleset will not trigger until your soul body is destroyed. Additionally, treat your soul body as your regular body for the purposes of, Drain and Fatality Defenses.

When your account is terminated, all of your former subjects will be freed and all perks that rely on our backing deleted. This includes our apps on your Smart Device, any Bindings (including physical aspects of Bindings such as individual Tempest pieces), Lures and Other Controls, your demiplane, Talents, Defenses, and Other Perks. Any retinue member or Scanned Ride that is still inside your former demiplane will be ejected into the last world they, personally, visited, as the pocket dimension ceases to exist. Freed retinue members will retain every ability and benefit up to step 3 on the effective tier calculations.

Offspring

All descendants of you and your subjects are members of your retinue from birth and benefit from all of your perks that apply to all retinue members. This includes artificial creations given life by you or a subject, but not the results of intercourse with beings that use others as hosts for asexual reproduction.

If you have any Binding, they will all have a simpler version of the Seal’s tattoo, a demi-tattoo, ensuring good behavior (according to your and their other parent’s standards) and loyalty to your family, without the other mental effects.

Children of your Extra or Substitute target that you capture are counted as descendants, even if they were already born when you took over. Capture credits are not awarded, however, for any descendant of yours, who was born or even conceived after your entrance, or anyone born into your retinue. The same applies to Sale credits.

Under No Bindings: Your descendants will not have any bindings either, not even the demi-tattoo. You and their mother(s) will have to raise them the hard way.

If you’ve created Hybrids: Regardless of whether you used Advanced Runes: Body’s synergy with Absolute Order, Sanctuary Laws, or some other method, they will all breed true.

If you have a Shroud: Your descendants will develop shrouds of their own at puberty, with the specific theme dependent on their personality and interests. They will benefit from all of your perks that apply to your whole retinue, just like their parents, and may form their own retinues centered on themselves. If you have Complementary Colors, any of their ancestors who have a Cloak in your network can keep track of them through a unique Shroud connection. You and any of their ancestors who have a Shroud will not have any direct influence over them beyond the Seal’s demi-tattoo. Their parents who are not connected by a Shroud or Cloak will not have any direct influence at all.

If you have Lures: Your descendants are immune to your lures. Food from Faerie Feast will still taste wonderful, but the addictive qualities won’t work on them.

If you have Hotel California: The company suggests abiding by all local laws and barring your descendants from sex work or serving alcohol until they’re of age.

If you are a Dragon or Theos: Your descendants will all have the heritage as well, with their heritage abilities coming in at puberty and their affinities (as appropriate) dependent on their personalities and themes.

If you are a Lunarian: Your female descendants will all have the heritage as well, with their heritage abilities coming in at puberty and their affinities (as appropriate) dependent on their personalities and themes. Your male descendants may also be initiated into the heritage like anyone else.

If you are a Machina: The nature of your natural descendants, if you have any, is highly dependent on the resources you have available.


Elemental System

Mystic Tattoo, the Shroud of Power, Harmonic Union, and Strongholds all share a set of twelve standard elements. The entries for Shroud’s body effects and costume design, and the Stronghold’s features, are only examples to establish the theme, not comprehensive lists.

Luminal (Light)

Shroud Ability: Light and plasma generation and control. Constructs made from it glow intensely and tend to be very crisp hard light. Intense usage tends to be plasma or brilliant lasers. Subtle usage can be nearly imperceptible changes in brightness or electromagnetic fields.

Shroud body effects: Glowing golden sclera, glowing tribalistic tattoos over face and body.

Shroud costume, streamlined: A formal suit, dress, or robes in a consistent white and gold color scheme.

Shroud costume, heavy: Full coverage hard light armor with shoulder-attached cape. Masculine and feminine styles only differ in curvature.

Talent/Defense freebies: Communication Talent, Performance Talent, Blessed Talent

Stronghold features: Glowing constructs, bright materials, gold and marble. Motes of light, healing rays, prisms, radiation/lasers

Umbral (Shadow)

Shroud Ability: Shadow and silence generation and control. Constructs made from it tend to be hazy and semi-transparent. Intense effects tend to involve black voids and inky clouds of shadow, while subtle usage can be dimming of ambient light, or subtle shifts in acoustics.

Shroud body effects: Black sclera and lips, dark facial tattoos, sharpened black finger- and toenails.

Shroud costume, streamlined: All gothic black leather and fishnet. Often has black leather gloves and boots.

Shroud costume, heavy: Dark overlord style full armor with menacing spikes, shoulder-attached cape, and a full face-concealing helmet. Feminine design only differs in curvature.

Talent/Defense freebies: Covert Talent, Performance Talent, Blessed Talent

Stronghold features: Dark materials, manifested shadows, granite and iron. Various physical forms of Darkness, ink, antilight, blackflame, materials that burn and produce antilight smokes/flames, woven darkness that if used as a blindfold inverts light and dark

Volcanic (Fire)

Shroud Ability: Fire and magma generation and control, with practice also able to inflame passions and emotions. Intense manifestations are things such as embers, flames, and magma, while subtle usages can alter ambient temperatures, ashes, and embers.

Shroud body effects: Constantly-flushed skin, heightened body temperature. Faint smell of smoke, incense, or ash. Eyes glow like embers.

Shroud costume, streamlined: Glowing oranges, orange trim on black backgrounds, flame patterns.

Shroud costume, heavy: Full body armor, seemingly melted into place with a burning inner glow.

Talent/Defense freebies: Athletic Talent, Exploration Talent, Environmental Defense (2x)

Stronghold features: Warm colors, glowing materials, solid but visually molten lava, basalt, cobblestone. Special Flames/Embers/Coals, special lava, kindling, intense heats.

Boreal (Ice)

Shroud Ability: Ice and snow generation and control, with practice also able to cool passions and emotions. Intense usage involves things like snow and ice. Subtle usage can lower ambient temperature, be the misting of breath, or hints of rime and frost.

Shroud body effects: Skin tinted blue from lower body temperature. Faint smell of pine needles. Eyes glow like ice.

Shroud costume, streamlined: Lace, white and blues, sheer materials.

Shroud costume, heavy: Fur, heavy materials, layers of silks.

Talent/Defense freebies: Performance Talent, Environmental Defense (2x)

Stronghold features: Crystals and snow, igloos, furs and leather, hoarfrost lace. Snowflake patterns, crystals, mystic snows, intense colds/developing hoarfrost

Xeric (Land)

Shroud Ability: Earth, stone, and gem generation and control. These materials last the longest of the Shroud-generated materials when separated from the Shroud. Intense manifestations involve soil, rock, stone, gemstones, or mud, while subtle manifestations can be such as imperceptibly spread through the ground beneath your feet, dust in the air.

Shroud body effects: Richly tanned skin if otherwise lighter. Smell of moist clay or loam. Eyes sparkle as gemstones of the same color.

Shroud costume, streamlined: Brightly-colored silk, veils, jewelry-as-lingerie.

Shroud costume, heavy: Metal plating, gemstones.

Talent/Defense freebies: Martial Talent, Exploration Talent, Aesthetic Talent, Environmental Defense (1x), Creature Defense (1x)

Stronghold features: Nearly any form of stone or crystal, often appearing extremely sturdy, but also sands or desert aesthetics. Special dusts, minerals, metals, ores, special soil, radioactive minerals, quicksand

Pelagic (Sea)

Shroud Ability: Water and natural fluid generation and control. Constructs tend to be surprisingly solid and slightly springy shapes made of water or coral. Obvious manifestations include torrents of water, fresh or otherwise, as well as other more natural liquids such as oil. Subtle manifestations include dew, mist and dampness. You may ‘harden’ portions of the Shroud into ice.

Shroud body effects: Mermaid alt-form automatically activates when entering water - can be based on any sea creature, not just fish. Skin tinted blue-green, sometimes a deeper black. Smell of salty ocean spray. Can have watery eyes or perpetually damp hair. Presence leaves condensation on nearby surfaces.

Shroud costume, streamlined: Neck-down bodysuit matching mermaid form. Kelp-like materials. Bathing suits.

Shroud costume, heavy: A diving suit with attached helmet, a full wetsuit, coral plating

Talent/Defense freebies: Martial Talent, Exploration Talent, Performance Talent, Environmental Defense (1x), Creature Defense (1x)

Stronghold features: “Solid” water, coral structures, seaweed wrapped materials, sandstone. Special fluids, corals, potion fonts, whirlpools, hazardous liquids/brines

Storm (Sky)

Shroud Ability: Wind, lightning, and cloud generation and control. Constructs tend to be compressed wind or semi-solid clouds. Intense manifestations tend to be clouds, lightning, or howling winds, while subtle manifestations of the Storm Shroud are some of the most versatile out there, able to alter the weather, and manipulate the very air currents.

Shroud body effects: Smell of fresh breeze or ozone. Eyes crackle with lightning at times. A dramatic wind always occurs when needed. Head wings.

Shroud costume, streamlined: Both designs have a leather coat and winged boots. Feminine design has a bikini and thigh-high boots. Masculine design has tight pants and no shirt. Fishnet and scarf optional.

Shroud costume, heavy: Scarves, tassels, flowing robes

Talent/Defense freebies: Athletic Talent, Communication Talent, Performance Talent, Environmental Defense (1x), Stress Defense (1x)

Stronghold features: Ethereal solid clouds, aerogel construction, solidified lightning, silk, cloud cores, winds/areas/special breathing techniques, electrical orbs, St. Elmo’s fire, whirlwinds

Bestial (Fauna)

Shroud Ability: Animal biomass generation and control. Constructs tend to be actual living creatures or masses of tendrils and tentacles. Intense effects tend to be flesh, muscles, spines, and biomass alteration. The line between intense and subtle effects is particularly blurry for the Bestial and Jungle Shrouds and is primarily found in the fidelity of control. Both elements gain the ability to control fungi and, thus, spores and mycelium once Elemental Loom is purchased.

Shroud body effects: Individual gets a kemonomimi mode based on a natural animal, from your or the individual’s homeworld and appropriate to the individual’s personality. Kemonomimi mode shifts to a bestial warform as the volume of active constructs increases.

Shroud costume, streamlined: Slight amounts of tendrils or bone, form-fitting bodysuits with support

Shroud costume, heavy: Interweaved exoskeletons, heavy leather with fur trim

Talent/Defense freebies: Martial Talent, Exploration Talent, Communication Talent, Covert Talent, Body Defense (1x)

Stronghold features: Organic structures, veins, arteries, bones, blood, special meats, symbionts, pets, parasites, leeches, fur, scales, etc.

Jungle (Flora)

Shroud Ability: Floral generation and control. Constructs tend to be actual living creatures, or masses of roots, bark, and vines. Intense effects tend to be vines, flowers, leaves, and trees. The line between intense and subtle effects is particularly blurry for the Bestial and Jungle Shrouds and is primarily found in the fidelity of control. Both elements gain the ability to control fungi and, thus, spores and mycelium once Elemental Loom is purchased.

Shroud body effects: Green-tinted skin, hair, lips, sometimes blood. Often green eyes. Smell like flowers, fresh fruit, or other plants. Can have leaves and flowers grow in hair. Extreme cases develop a layer of bark on skin, usually along the back and shoulders.

Shroud costume, streamlined: Leaves and vines, green lace. Cotton.

Shroud costume, heavy: Flowers, bark, and petals as well as thick vines.

Talent/Defense freebies: Athletic Talent, Exploration Talent, Aesthetic Talent, Land Talent, Body Defense (1x), Creature Defense (1x)

Stronghold features: Bark, living wood structures, petals, leaf structures. Special fruits, pollens, plants that can become medicines, creeping vines, thorns, hazardous contact/oils, spine-firing flowers, carnivorous plants

Burial (Death)

Shroud Ability: Ectoplasm, soul, and entropic generation and control. Constructs tend to be translucent ectoplasm. Intense manifestations tend to be ectoplasm or intense visual distortions of concentrated entropy, while subtle effects are gentle alterations to entropy or ambient soul field around oneself.

Shroud body effects: Several hitodama orbit you. Can turn intangible at will, also become monochrome for the duration.

Shroud costume, streamlined: Veils and shrouds, bone jewelry or lingerie

Shroud costume, heavy: Bone plating, tattered shrouds, robes, and veils, original outfits but tattered and ragged

Talent/Defense freebies: Everlasting Tune-Up, Body Defense (1x), Stress Defense (1x), Drain Defense (1x)

Stronghold features: Bone, concrete, iron, grave dirt, Soul fragments, "souls" dark souls style, ectoplasm, supernatural bones/ivory, soul drains

Cyber (Technology)

Shroud Ability: Nanite/Technology/Digital generation and control. Constructs are built from liquid nanite metal, which often has digital circuitry designs along it unless compressed into a known technological form such as a gun or tablet. Blatant uses generally involve the creation and manipulation of technology via the nanites that make up the base of the Shroud, or interfacing with technology being indicated by glowing circuit-designs appearing on the item, while subtle uses involve manipulating the digital space or accessing technology at a distance.

Shroud body effects: Seam-like skin indentations over the entire body from neck down. Symbol-shaped pupils; bilateral symmetry recommended but not required. Pupils can instead be the same design as your tattoo’s central emblem.

Shroud costume, streamlined: The most common form is a skintight leotard, elbow-length gloves, and knee-high stiletto heels for the feminine, and a full neck-down bodysuit with flat soles for the masculine. An earpiece and something for the heads-up display to be projected upon are mandatory. Neon patterns resembling circuitry are standard across all body pieces.

Shroud costume, heavy: Both designs have a neck-down bodysuit beneath shoulder pads, wrist-to-elbow gauntlets, torso and hip armor, and knee-high boots. Feminine design’s boots perfectly hide tall wedge heels. Masculine design armors thighs as well. Heads-up display projected onto a bulky head mount, completely hiding eyes. Headpiece completely attached to headset, with aesthetic antenna spikes pointed up and behind ears (at least two spikes on each side). Neon patterns resembling circuitry are standard across all body pieces.

Talent/Defense freebies: Algorithm Talent, Engineering Talent, Administrative Talent

Stronghold features: Steampunk, Cyberpunk, Solarpunk, dieselpunk, clockpunk, etc. Nanite pools, crystal computing slabs, steampunk engines, programmable smart matter, living cable, adaptive code fragments, truly- universal connectors, intricate clockwork mechanisms

Astral (Space-Time)

Shroud Ability: Spatial warping and temporal generation and control. Constructs appear to be starry voids. Intense effects tend to visually involve those starry voids, loud ticking of a clock, or even dancing stars around the user, while subtle effects can involve simple effects like flight and temporal acceleration, or shifts in gravity without any obvious signifiers. The Astral Shroud has been consistently rated as the single most difficult Shroud to master by 4.231638 * 10^97 users, as the automatic defenses against harming unintended things with the Shroud make it difficult to fully utilize. Purchase with caution!

Shroud body effects: My god, it’s full of stars! Specifically the pupils, which seem to go on forever. The insides of orifices may also seem to hint at further cosmos within, and the user appearing larger or smaller than they truly should out of the corner of one’s eye.

Shroud costume, streamlined: Semi-sheer material that glitters and sparkles, feminine designs tend to involve deep cleavage, while masculine tend to involve black latex.

Shroud costume, heavy: Dark, spacesuit-like outfit, the material glittering with pinpricks of light like stars.

Talent/Defense freebies: Covert Talent, Paradox Defense (1x)

Stronghold features: Cosmic material, voids, accretion disks, impossibly black materials. Little stars or distortions, rifts surrounded by distorted space, temporal distortions anchored to a mineral, materials that can alter local spacetime in controlled methods

Credits

Thanks to everyone at QQ who helped build this CYOA, whether intentionally or not.

The WC Team

  • SwiftRosenthal, the Creator
  • Andoriol, the COO of Porn
  • Shroud (rework Q4 2020)
  • Transhuman (original)
  • Ritual Circle (deprecated)
  • Hypno App (deprecated)
  • Tantric Arts (Ritual Circle rework)
  • Demiplane (now Sanctuary)
  • Dungeon (deprecated)
  • Transhuman (rework)
  • Stronghold (Dungeon rework Q2 2024)
  • Despin, the Advocate
  • Rhivan, the Resident Priest
  • Infernal
  • Undead
  • Missions (rework Q4 2024)
  • Interesting Times/Calming Up (rework Q4 2024)
  • Dimensional Resonance
  • Dragon (rework Q2 2025)
  • Theos
  • Lunarian
  • Submissive and Yeetable
  • Celestial
  • Metabolicjosh, the Birb
  • Mahoushoujo
  • Thepowerofgod&anime
  • Mission Rewards (rework Q1 2025)
  • Lunarian
  • Infernal Sins
  • ErrantAbberance, the Truth
  • Transmigrator
  • Mystic Tattoo (Stamp rework)
  • Tormentor’s Toolbox (Hypno App rework)
  • Backseat Driver (rework Q4 2025)
  • Machina
  • PLPanda
  • Delivery Speed
  • World Variance (Randomizers rework)
  • Other People’s Prize
  • Lunarian
  • Exploration Talent (Wild Talent rework)
  • Shipwright Perks (Catch-a-Ride rework)
  • Pattern Collection
  • Slightly Used (rework Q2 2026)

Content Contributions

Prelude

  • X50413: Second draft and final version

Intensity

  • Avidus Aureum: World Variance second draft

Bindings

  • SotF: Tempest Jewelry rework Oct 2020

Lures and Other Controls

  • SotF: Potpourri
  • Azoicenead: Alluring Whisper (as “Dulcet Tones”)
  • Merior: Master Chef (as “Yes, Chef!”), Space Truckin’ rework Dec 2021
  • Barret: Stacy’s Dad Has Me Down Bad

Heritages

  • SotF: Dragon (rework Jul 2020)
  • Subrosian_Smithy: Outsider
  • x50413: Bling, Booty, and Chests rewrite Aug 2024
  • PerfectlyNormalPerson: Phoenix

Strongholds & Sanctuaries

  • SotF: Sweet Home rework Jul 2020

Talents and Defenses

  • Enjou: Addiction and Information Defenses

Other Perks

  • Sleepy Fluffball: Eugenic Calibration
  • Sunspark: Mapper, Target Tracker, Bounty Tracker
  • Azoicenead: We Will Meet Again, Pursued by a Bear

Character and World Listings

  • CelestialDragon
  • silverm21
  • Daytripper
  • Azoicennead
  • Enjou
  • FreeloaderEX
  • SwissJavaZ
  • JOHNfreedom1234
  • Digital_Devil
  • Persona4Dan
  • KaiserRyu
  • Zaralann
  • Krein
  • Filo
  • Groffin
  • Robotninja
  • Rani
  • Ksenesis (Project Moon)
  • PLPanda
  • Bobmbob (Lilithsoft, Nikke)
  • and others

Embedded Art

The Heritage flowcharts were created for this project. All other images belong to their original creators, as follows:.

  • Drop-In: Re:Zero
  • Walk-In: wei (promise 0820)
  • Extra: falken (yutozin)
  • Substitute: qre0101
  • Possess: How Not To Summon a Demon Lord
  • Mystic Tattoo: whoareuu
  • Slave to Art: boomer mountain
  • Elemental Inkarnation: sara21222122 (w/ Tensor)
  • World of Your Own Design: clayjun
  • Dancing on Threads: parororo
  • Tormentor’s Toolbox: black bean/uragamu
  • Augmented Revisions: Taimanin
  • Your Worst Nightmare: tarmo
  • Hypno App: yoosai
  • Hypno-Correction Tank: torazu
  • Shareware: Lewd-Zko
  • Time Turn-On-Er: mizikayo
  • Designer Set: Hadant (Haryudanto)
  • Assuming Direct Control: ton (w/ NovelAI)
  • Space Truckin’: Fuuka
  • Demon’s Eye: Konosuba

Dragon Heritage

  • Dragon: k-takano
  • Scaleborn Majesty: kloir
  • Dragon Thrall: zhang (pixiv62336231)
  • Bulwark of Terror: shisshou senkoku
  • Dragon Break: hideyoshi ruwwe
  • Elder Dragon: BEFE

Lunarian Heritage

  • Moontouched Champions: omochi kuitai
  • Mother, Mighty: machiko (beard)
  • Toil and Trouble: taitannsouru
  • Silver Palace: rei (lappy mofumofu)
  • The Triple Goddess: fukiya (fumiakitoyama)

Machina Heritage

  • IT’S ALIVE: Young Frankenstein
  • Bimbot Virus: kusunotaiboku
  • Glitch in the Matrix: fuyutsuki11
  • Machines in Disguise: kamizono (spookyhouse)
  • Spark of Life: zzom_b
  • Ghost in the Shell: xuan (pinkturnip232)
  • Artificial Gains: yato (yama0x1)
  • Gray Gooliath: natsukaze shigure

Theos Heritage

  • Beast Unburdened: Tiziano Vecellio
  • Family Bonds: Tomb of Tutankhamun
  • Avatars of Divinity: Toyohara Chikanobu
  • Sacrificed Sheep, Please Respond: Mårten Eskil Winge
  • “Not” Blood-Related: yomusugara (uzo-muzo)

Content Creators

Thanks to all the authors whose works served as inspiration or beta-testing. These include: Ina_Meishou, JeckJack, Chastity, Vergil1989 Crossover King, Daemonflayer, Katanasoul_91, x50413, spktr alpha,, Wheeness, Rani, Cambrian, shadowdice, Coltsguy, StreamingViking, alex357, Wotchr, ENIYA,, Xahn, A Standup Philosopher, Saligia, Supernatural, Brian Boru, Slayer Anderson, Aoinfinity, Deus_Ex_Transhuman, Ideas-Guy, Dantegrey, Nomad-117, MerelysSoul, Imperator Pax, Konami-kun, FourthPear, RedOrion, rooster, frostgiant, helios, Silver Swallow, lunar8108, Guardonion, taovkool, inphernalmenace, Vagabond, Flux Casey, Lazurman, TravelerofTime, Krule, Much Too Desensitized, eveakane, klassekatze, Meline Sureli, and others;

...And, finally, all of the artists and original creators whose published tales, settings, and pieces are the backbone that everything else is built around. This project could not have existed without the original sources of everything.