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WorldName0DescriptionInfusionMaterialMinionOutpostGatewayImmortalityNotes
Pts Running Total
Pts Gained by Time, TotalPt Depth (# of sets of 25 passed) After This RowYrs/Pt After This RowPts Remaining at Current DepthPts Gained by Time Before This RowPt Depth Before This RowYrs/Pt Before This RowYrs Spent This RowYrs Spent Running Total
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To play:
1. Make a copy of this spreadsheet.
2. Choose your Origin using the first dropdown, and your Conduit Type using the second dropdown.
3. Choose an initial world in the empty World row. To add more worlds, create a row under the World rows and copy a World row into it.
4. Choose any other drawbacks, perks, extra worlds, etc. in your starting build. To select perks, use the empty perk selection rows under the World rows, copying them into new rows as needed. Base perks and drawbacks have their own selection rows under the Base heading.
5. Proceed to the Timeline section once starting points are spent.
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BaseOrigin: Awakened25The normal origin for a Conduit.
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BaseType: WandererWanderers are the most free of all Conduits, traveling easily between countless worlds. Wanderers can't spend more than 20 points on perks from any one world, and no Wanderer may ever wear a Crown. Wanderers receive twice as much volume from their Material perks.25
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BasePoints spent: 6
Points gained: 32 (starting points plus drawbacks)
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BaseExtra World-2(Repeatable)
This perk can be taken multiple times. For Pioneers and Scions, it costs 2 points the first time, and the cost increases by 1 for each subsequent world: 3 the second time, 4 the third time, and so on. For Wanderers, it always costs 2.

Using this perk, you can connect to a new world; if the world is in your starting pool and you are spending your starting points on it during your initial build, you can connect to that world and take perks in it before ever traveling there, but once your initial build ends and you begin gaining points over time, further purchases of Extra World must be made while standing in the world you intend to connect to.
Polyamora23
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BaseExtra World-2(Repeatable)
This perk can be taken multiple times. For Pioneers and Scions, it costs 2 points the first time, and the cost increases by 1 for each subsequent world: 3 the second time, 4 the third time, and so on. For Wanderers, it always costs 2.

Using this perk, you can connect to a new world; if the world is in your starting pool and you are spending your starting points on it during your initial build, you can connect to that world and take perks in it before ever traveling there, but once your initial build ends and you begin gaining points over time, further purchases of Extra World must be made while standing in the world you intend to connect to.
Rorch21
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BaseSoft Contact-2Normally, Conduits can sense each other's connections to their various worlds, letting them pick other Conduits out of a crowd with ease. This perk allows you to choose which of your connected worlds are visible to this sense and which are hidden. If you conceal all of them, Conduit senses alone will be unable to distinguish you from a non-Conduit - though your connections can also cause mundanely visible changes which this perk does nothing about.19
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BaseDisorganization1Your Minion limits are halved. Scions cannot take this drawback.20
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BaseCost Overrun1Your Outposts cover half as much area, and you cannot key your Gateways. Pioneers cannot take this drawback.21
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BaseLiving Bridge1(Repeatable)
You may take this once per world you connect to, at any of three opportunities: (1) when you connect to that world for the first time, (2) the first time you enter the world, if you connected to it beforehand, or (3) when you spend your 20th point in the world. You will carry with you a tangible aura of that world, as though you were an open bridge to it. If you have Soft Contact, you may no longer conceal your connection to that world from Conduit senses, but the extra control granted by Soft Contact allows you to mitigate your aura considerably, down to a minimum of one subtle physical effect.
Earth22
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BaseLiving Bridge1(Repeatable)
You may take this once per world you connect to, at any of three opportunities: (1) when you connect to that world for the first time, (2) the first time you enter the world, if you connected to it beforehand, or (3) when you spend your 20th point in the world. You will carry with you a tangible aura of that world, as though you were an open bridge to it. If you have Soft Contact, you may no longer conceal your connection to that world from Conduit senses, but the extra control granted by Soft Contact allows you to mitigate your aura considerably, down to a minimum of one subtle physical effect.
Heartnet23
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BaseLiving Bridge1(Repeatable)
You may take this once per world you connect to, at any of three opportunities: (1) when you connect to that world for the first time, (2) the first time you enter the world, if you connected to it beforehand, or (3) when you spend your 20th point in the world. You will carry with you a tangible aura of that world, as though you were an open bridge to it. If you have Soft Contact, you may no longer conceal your connection to that world from Conduit senses, but the extra control granted by Soft Contact allows you to mitigate your aura considerably, down to a minimum of one subtle physical effect.
Bevin24
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BaseLiving Bridge1(Repeatable)
You may take this once per world you connect to, at any of three opportunities: (1) when you connect to that world for the first time, (2) the first time you enter the world, if you connected to it beforehand, or (3) when you spend your 20th point in the world. You will carry with you a tangible aura of that world, as though you were an open bridge to it. If you have Soft Contact, you may no longer conceal your connection to that world from Conduit senses, but the extra control granted by Soft Contact allows you to mitigate your aura considerably, down to a minimum of one subtle physical effect.
Polyamora25
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BaseLiving Bridge1(Repeatable)
You may take this once per world you connect to, at any of three opportunities: (1) when you connect to that world for the first time, (2) the first time you enter the world, if you connected to it beforehand, or (3) when you spend your 20th point in the world. You will carry with you a tangible aura of that world, as though you were an open bridge to it. If you have Soft Contact, you may no longer conceal your connection to that world from Conduit senses, but the extra control granted by Soft Contact allows you to mitigate your aura considerably, down to a minimum of one subtle physical effect.
Rorch26
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Base26
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WorldEarthPoints spent: 5
Points gained: 0 (Years Spent: 0 - 0 in Rim time)
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WorldBevinPoints spent: 5
Points gained: 0 (Years Spent: 0 - 0 in Rim time)
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WorldHeartnetPoints spent: 13
Points gained: 0 (Years Spent: 0 - 0 in Rim time)
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WorldPolyamoraPoints spent: 2
Points gained: 0 (Years Spent: 0 - 0 in Rim time)
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WorldRorchPoints spent: 1
Points gained: 0 (Years Spent: 0 - 0 in Rim time)
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EarthNomad-2The key ability of a Conduit is to travel between worlds, an outgrowth of the ability to travel the Earth. Moving about the Infinite Earths with ease, you find your way between worlds becoming easier as well. With just a minute of mental preparations, you can jump to any world directly reachable from the one you're standing in. You can land anywhere near the far end of the closest bridge to that world, within a range of as many miles as your total points spent in both worlds.24
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EarthTeleport-2(Requires Nomad - Gateway)
Instead of jumping between worlds, you can jump within them. You essentially begin to jump, but then jump back, pushing against the boundaries between worlds; this takes about one second of focus. You can jump to a bridge as with Nomad, but land on the same side you're jumping from; your inner bridge to your Bevin counts. If you try to land farther from your target bridge than the number of miles equal to your points spent on both sides of that bridge, your precision suffers. If you're jumping directly into a dangerous situation, you feel a sense of dread allowing you to abort or redirect.
Gateway22
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EarthTongues-1Many Conduits find that their connection to other worlds includes a supernatural gift with languages. You can become conversational in a language in weeks or days, if immersed in the language, and after a year or two you will be indistinguishable from a native. You can even decode dead languages, though it remains a long and arduous process.21
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HeartnetCharge-1You can hold Charge in your mind, and may view your current Charge balance through an app that is now installed on every computing device you own. (Or, if you are on Heartnet, by thinking about it.) While you cannot use Charge to create things outside of Heartnet without additional perks, this perk allows you to be more than just an observing voice in the shape of the plane. Your stored charge slowly decays over time, but others with this perk may freely donate Charge to you, and you to them. You may generate and store charge even outside of Heartnet, and may use it to generate Heartnet-like effects even off the plane with other perks. (All perks in this list work everywhere.)

On Heartnet everyone is considered to have Cosmetic Creator, Collision Detection, Full Sensory Integration, Simulated Environment, and World Model; taking these perks lets you emulate these effects even outside Heartnet. Native Heartnettians cannot leave Heartnet without being embodied in a non-virtual form by a perk other than Cosmetic Creator, Collision Detection, or Full Sensory Integration.

Perks from other worlds that create physical things generally require a synergy with Charge to function on Heartnet. Perks that affect one’s body are freely simulatable, but affect the virtual body rather than the physical one. Perks that affect one’s mind or soul function as normal.
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HeartnetCosmetic Creator-1(Requires Charge)
By spending a continuous trickle of Charge, you may load an imagined appearance as your own. While this grants you none of the abilities of the imagined form other than cosmetic appearance, the illusion is realistic to all the senses - touch, taste, sight, smell and hearing. Even light conversation is generally enough to maintain such a form.
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HeartnetCollision Detection-1(Requires Cosmetic Creator)
While you are in a form created by Cosmetic Creator, you may exert up to 2500 newtons of force at any point or set of points to assert the boundaries or actions of your imagined form. This is effectively telekinesis, but by default only acts to assert that your current form is "solid." Exerting force drains your Charge.
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HeartnetFull Sensory Integration-2(Requires Cosmetic Creator)
While in a form generated by Cosmetic Creator, you may choose to experience the world as if you had the appropriate senses of touch, taste, sight, hearing and scent for that form. This cannot grant you any additional senses beyond the standard five, and noticeably increases your Charge draw. Experiencing something beautiful or meaningful generally is enough to compensate for the increased charge draw of this form, and particularly intimate acts such as snuggling and sex return several times more charge than this draws.
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HeartnetRespawn-5(Requires Full Sensory Integration - Immortality)
For an extremely steep one-time fee of Charge, you may generate an entirely new physical, non-virtual body to replace your original. If you have enough charge at your time of death to build a new body, this power triggers automatically and respawns you at the place you last entered Heartnet, or at the last place you used a computer or phone if you have never used Heartnet. You may also pay the same charge to embody native Heartnettians in non-virtual bodies. The average user can only save enough charge to use this once per five years, but power users who receive large amounts of donated charge may be able to save up much, much faster.
Immortality11
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HeartnetSimulated Environment-1(Requires Cosmetic Creator)
You can generate detailed illusions of environments around yourself by spending Charge continuously at a moderate rate. These illusions have no substance and can only fool the senses, but may be of dizzying complexity with enough practice and forethought. The more complex and detailed they are, the faster they drain Charge. In general art projects that are commonly observed and approved of by native Heartnettians receive donations more than equal to their charge cost.
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HeartnetWorld Model-2(Requires Collision Detection and Simulated Environment - Outpost)
Your environments from Simulated Environment may now exert force as if your Collision Detection was acting on them. This exerts a high rate of Charge drain. In Heartnet the World Model allows for full environmental configuration, and may eventually become “part of the accepted terrain” and supported Charge-wise by those who use it habitually.
Outpost8
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PolyamoraAdvertisement-1Whenever you encounter someone who is interested in kinks you share, the pair of you immediately gain mutual knowledge of this connection in interests.7
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BevinFire and Water-1The tap in your Bevin expands into a magnificent water garden, piping throughout many of the rooms, and filling baths or pools. Smokeless fires burn in a warm hearth. Every room is heated, every room can have clear clean water, or whatever beverages you will. Enjoying the heat of the fire, or a warm bath, brings great comfort, but they have other uses. Flowing water powers engines, and hot fires power industry. You can use both of these to any such end you so desire.6
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BevinLibrary-1Halls of shelving run through your Bevin, stocked with books that somehow found their way there from musty galleries and museums, deserted manors, and libraries long-since burnt. Any writings on worlds you're connected to can find their way here, but they tend to be those of interest to you. You also find your reading speed and comprehension increased, and your writing takes on a calligraphic elegance, while your voice softens and begins to sound quieter, even when amplified.5
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BevinCorrespondence-1(Requires Library)
Books published from other Bevins appear on your Library shelves, and you can publish your own writings too, simply by setting them in a certain specific desk drawer in your new library halls. You can address books or letters to anyone whose name you know. If they are connected to or in a Bevin, whether they are the Conduit or otherwise, the letter will appear on a desk in that Bevin for them.
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BevinEntangled Systems-2(Requires Library)
The desk in your library now has a drawer filled with plain silver hand mirrors, five for each point spent in Bevin. Plant one near a library or archive to view and copy nearby published writings at will, using the master mirror that fits in a slot at the back of your desk. Give one to a friend to allow easy trade of books and letters. In worlds with complex information networks, the mirrors will find a way to connect. The master mirror can recall or restore any lost or broken mirrors.
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PolyamoraSinflowers-1(Material)
These small pink blossoms, oddly yonic, produce a gentle aphrodisiac effect when eaten, as well as preventing the conception of children for twenty-four hours. You have the supernatural touch to grow these in normal soil, rather than the incredibly rich volcanic soil of Polyamora.
Material1
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RorchParkour-1Like the Runners, you can leap nimbly around buildings. With a bevy of minor mobility devices like skateboards, wingsuits, and grappling hooks, your speed exceeds some trains as you swing, zipline, grind, and flip through the city. What's more, you can do cool tricks, generating stone Bits. The longer and more impressive your combos, the more Bits spring from the ground once you finally land. If you land in the water, your combo and all Bits are lost.0
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STARTING POINT SPENDING ENDS HERE; TIMELINE BEGINS

To use the timeline: Copy rows into position, making sure you have a World row up above for every World you connect to. If you move any rows, the running total columns might break and you might have to recopy the formulas across the moved rows to unbreak them. Creating rows is mostly OK if you fill them with copied rows. Select a World in each Time Spent row, so the points gained and time spent will correctly appear in the World row for that world. Points Freed have no associated world, and use the World column to hold the number of freed points.

Years spent in total: 0
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Time Spent00p gained over the course of 0y. The next point will take 1y. The current block of 25 (#0) has 25p remaining.00012500100
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0Points Freed0p freed from the total. The next point will take 1y to gain. The current block of 25 (#0) has 25p remaining.000125001
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