It's another boring day in Monroe. The Pirates have a day off of work, so they've decided to catch a bus to city center to do a bit of shopping. Sable gets off at the local big-box bookstore and starts looking through the available notebooks, because she wants to start writing down their longer-term plans and goals, especially about their transition once they get out of this miserable excuse for a city.
<I think we have a winner, girls,> she notes in her mind. <I doubt we're doing to find better for the price.>
After a chorus of agreement, she tucks it into their shopping basket, then continues on. After picking up some nice pens in a variety of colors, they check out and head home, wincing at the "sir" they get from the cashier. Being pre-transition sucks.
Finally, Sable spreads her purchases out on her desk. She tries out the new pens on a bit of scrap paper, then opens the notebook to the first page and starts drawing a few graceful spirals and curves of dark purple ink in the corners, to decorate, and to get a feel for how the paper takes ink, before she starts writing anything down.
Sable squeaks in a decidedly undignified manner. Out loud.
<Girls, did anyone figure out how to stealthily steal front and hide memories and not tell me?>
A round of negations answers her.
<Then something interesting may be afoot.>
She stares at the writing for a moment.
Well, nothing for it.
Hi! Glad you think so. You startled me there. Didn't expect I'd bought a notebook that could write back. Are you the notebook, a person inside the notebook, a distant person communicating through the notebook, or something else I haven't thought of? Also, mind sharing a name and pronouns?
Her handwriting (still in that dark, pretty, purple pen she just bought) is a bit curly and playful, kind of swoopy.
Huh. Interesting.
I'm more of a school of thought that pronouns ought to be a subject of personal comfort and preference rather than reasonableness. If you happen to change your mind about pronouns or a name at any point, feel free to say something. As for me, I'm Sable, she/her.
What were you doing in the bookstore? And how do you like being a sapient notebook?
"What." Sable dropps her pen.
<She communicates through text, Sable,> Hailey reminds her.
Ah. Right. Sable picks her pen back up and replies.
That is an incredibly surprising thing. Mostly because that's the kind of improbable good thing I didn't expect could really happen to me. Last I checked this world was deeply lacking in magic. Um. Why me?
The Spirit chooses people who want to be beautiful and powerful and special in a feminine way. Different people can relate to that idea very differently and still be meaningfully the right kind of person, but that's what the Spirit is all about, and it can only reach people who feel that way.
Oh. That's... That fits.
Oh. Well. That's not really a description that I can remotely deny, nor would I want to try. Being the intersection of Special and Beautiful and Powerful and Girl is extremely #goals. —Wait, do you know that bit of lingo?
A thought occurs to her.
...Oh, also... how do you and the Spirit feel about someone being metaphorically Five Girls In A Trenchcoat?
I think I understand what you mean about goals, though I'm not sure I understand all the context; I often have some trouble with context because I can only read what people write in me or press against my pages.
I'm not sure I understand what you mean about five girls in a trenchcoat, though. Can you say more?
So on certain forms of social media there's a way of labeling posts with topical tags called "hashtags", and sometimes they acquire enough built-up meaning that they slip into slang usage. #goals is one of those, and is basically just used to refer to "yes please I want to be this", whether exactly or approximately. As for the five girls in a trenchcoast bit, there's a thing called "plurality" or "multiplicity" where multiple people share a brain. There are disordered variants of it, like DID (Dissociative Identity Disorder) or OSDD (Other Specified Dissociative Disorder), but it doesn't necessarily have to be a disorder.
Oh, interesting! I think this might be the first time I've been sent to talk to someone who was like that. There are some powers in the standard list that have to do with identity but they aren't really meant for the sort of thing it sounds like you're describing. I'd be happy to design custom powers for you, though, it's one of my favourite things to do!
...but I might be getting ahead of myself. I'd better check first: are all of the people you are as interested in the Spirit's offer as the one I'm talking to?
I'll ask.
<Well, girls?>
Neo grins in mindspace.
Ruby bounces and vibrates, saying, <Ooh yay!!>
Maya just smiles and replies, <With you to every end, love.>
Hailey cackles. <Do you even fucking need to ask?>
That's a chorus of affirmatives from the other girls. Oh, how do you feel about us using different colors of pen to distinguish who's talking?
I would really like that, actually! I get kind of anxious sometimes about not being sure who I'm talking to, because all I know is what touches my paper. I can trust the Spirit that I'm never going to accidentally empower the wrong person, but the Spirit isn't going to save me from being embarrassed...
She smiles.
Okay! I think our handwriting is at least a little distinctive, but we just bought a new set of variously-colorful pens, so using different ink colors is great. We all have different favorite colors, anyway. This purple will be me. I'll let the others claim their colors and introduce themselves.
One moment, please... ⌛
Tiny dots of ink trickle down from the top of the hourglass to the bottom as more ink sweeps across the following pages, assembling itself into a list that looks like it came out of a printer instead of a pen. A counter in the top outer corner of every page reads (0/70), for now. The options are listed in neat little blocks, and organized into four sections, with an introductory paragraph at the start of it all.
These powers are offered under an aegis of metanarrative protection. Anytime you might expect a power to have obvious negative side effects, like glowing eyes making it harder to see, it simply won't—you'll be able to see just fine anytime it actually matters, while having dramatically hazy vision at cool, narratively appropriate moments. This doesn't apply to your own preferences about the explicitly described effects of the power; if you don't want to be Well Endowed, the metanarrative cannot protect you from choosing that option and having to live with it.
Destinations
You must choose exactly one Destination.
Name: Stay Put - Cost: 0 ☐
You're just going to take these powers and keep on keeping on right where you are.
Name: Somewhere In Mind - Cost: 0 ☐
You have a specific destination you want to go to. You can choose any place, real, historical, fictional, or made up in your own head right now, and the Spirit will take you there. After that, you're on your own as far as further interdimensional travel.
Name: Isekai Roulette - Cost: 0 ☐
Trust to the will of the Spirit and let it take you where you need to go. It will look at far more options than you could ever know about, and pick something that's likely to be even better for you than whatever you would have chosen on your own.
Yourself
These powers affect your own self and nature, without direct effects on other people. Some of them are prerequisites for powers in the later Power of Friendship section.
Name: A Thousand Ships - Cost: 1 ☐
Your face is simply exquisite, an ideal of feminine beauty. There are many possible ideals of feminine beauty, and yours is whichever one speaks most deeply to your soul. Others may match your beauty in their own way, but never exceed it.
Name: A Hundred Ships - Cost: 1 ☐
(Replaces A Thousand Ships)
Your face is simply exquisite, an ideal of feminine beauty. There are many possible ideals of feminine beauty, and yours is whichever one speaks most deeply to your soul. Instead of prioritizing pure beauty, this power prioritizes what feels right to you.
Name: What's In A Name - Cost: 1 ☐
Magic to divine true names will accept whatever alias you choose to think of as your true name. Magic to use your true name against you will fail.
Name: Angelic Tones - Cost: 2 ☐
Your voice is supernaturally beautiful and you can sing in any vocal range.
Name: Emerald Orbs - Cost: 2 ☐
At all times, your eyes are exactly the right colour. This effect operates based on your sense of aesthetics, in-the-moment preferences, and narrative considerations. Your eyes can be ANY colour this way. Lightless black voids? Brilliant white stars? Limpid pools of endless sapphire? They will look exactly the way you'd want them to look if you were writing a self-insert fanfic about this exact moment of your life.
Name: Perfect Hair - Cost: 2 ☐
At all times, you have exactly the right hairstyle. This effect operates based on your sense of aesthetics, in-the-moment preferences, and narrative considerations. It is not limited to physically or logistically plausible hairstyles.
Name: Size Difference - Cost: 2 ☐
At all times, you are exactly the right height. This effect operates based on your sense of aesthetics, in-the-moment preferences, and narrative considerations. It will usually keep any height changes fairly subtle, but at dramatic moments you might discover yourself able to shrink to the size of a bee or grow to the size of a giant.
Name: Dressing Room - Cost: 3 ☐
No matter how ridiculous your outfit, it will stay pristine and perfect, unless it would be more dramatic for you to be artfully bedraggled. You can use any quiet moment to yourself to quick-change your clothes, shoes, nails, and hairstyle into a completely new look. (You cannot change your hair length or colour this way without Perfect Hair, but you can braid or style it.)
Name: Pocket Dimension - Cost: 1 ☐
(Requires Dressing Room)
You can reach into your pocket, purse, backpack, or other storage accessory and pull out anything that can fit through its opening, even if it obviously could not fit in the pocket and even if you've never carried that object in that pocket before. In order to summon a specific object this way, it needs to belong to you; in order to duplicate an existing object this way, you need to have held or examined it at least once; in order to invent a new object this way, you need to be familiar enough with what you want that you could tell the real thing apart from a fake made with the same materials. So jewelry you make will be real gold or silver or platinum, but if you want to pull a refrigerator out of your backpack, you need to have a reasonably good idea of how a refrigerator works.
Name: Undressing Room - Cost: 3 ☐
(Requires Dressing Room)
The question of what clothes you are wearing no longer has a specific well-defined answer, but depends on the interactions you're having and how you prefer to be clothed for the purpose of those interactions. You could walk into a room and sit down in a chair, and be naked to all the people in the room but wearing underwear from the perspective of the chair; you could attend a fancy ball and be wearing a fancy ballgown to most people, but let your friends see you in a banana costume instead; you could let someone's hands pass through clothing that their eyes can still see. It may take some practice to become well-attuned to your new sense of how each person and object you interact with is perceiving your state of dress, but you'll always be able to tell if you take a moment to wonder.
Name: Personal Hygiene - Cost: 1 ☐
You are always clean and fresh, never needing to use a bath or toilet.
Name: Like Roses - Cost: 1 ☐
(Requires Personal Hygiene)
You smell lovely. Your scent is unique to you, and may involve any combination of warm spices, floral notes, petrichor, or other things you think smell good. You do not need any justification for why you smell like this.
Name: Just A Little Longer - Cost: 1 ☐
If you push yourself, you can keep doing any task or working on any project indefinitely, visibly strained but never impaired by injury or fatigue. As soon as you stop, you'll collapse with exhaustion and sleep for up to a full day to regain your strength. This only works when what you're doing is personally important to you.
Name: Immunity System - Cost: 3 ☐
You can't get sick or poisoned. You can still use recreational drugs and alcohol normally, but can't overdose.
Name: Breathe Easy - Cost: 1 ☐
(Requires Personal Hygiene and Immunity System)
Eating, breathing, and other forms of environmental exchange are no longer necessary for you. You cannot be harmed by denying your body resources, or by supplying the wrong ones. You can still benefit from positive effects of things you breathe or eat.
Name: Warmhearted - Cost: 1 ☐
(Requires Breathe Easy)
You are utterly self-contained in every respect. No matter the conditions around you, you experience comfort and ease; you are warm in the cold, cool in the heat, unbothered by high winds or airless vacuum, impervious to bad smells, touched only by exactly the raindrops you would welcome.
Name: My Ears Are Burning - Cost: 6 ☐
You always know exactly what people are thinking, as long as it's about you. This effect is not telepathy and is not blocked by effects that block telepathy. It applies even to people you can't perceive normally. You are never impaired by the flood of information.
Name: Soundtrack - Cost: 1 ☐
Your life has a soundtrack, expertly composed in a mix of musical styles that suits you aesthetically and personally. You can hear the soundtrack at all times, but are never directly impaired by it—you can still hear other things just as well, and can still rest normally, enjoy the quiet, enjoy other music, and so on. By listening to the soundtrack, you can discern a lot of information about what kind of situation you're in and how your choices are likely to play out. (The soundtrack will often either go quiet or fade into the background to complement other music playing around you, but might pipe up if it has something important to say.)
Name: Well Endowed - Cost: 1 ☐
You have a generous figure, whether that's a classic hourglass or more of a well-rounded look; you can choose the details. Your endowments maintain a state of perfect grace and beauty at all times, never troubling you with uncomfortable bounces or uninvited jiggles.
Name: Hollow Leg - Cost: 1 ☐
(Requires Well Endowed)
Regardless of your diet and exercise habits, your body maintains the physique and silhouette you prefer. Lack of visible muscle never impairs your strength or endurance. As your preferences change, so will your body; you are no longer bound to the generous figure stipulated by Well Endowed.
Name: Inner Strength - Cost: 3 ☐
(Requires Hollow Leg)
You are implausibly, superhumanly strong, with endurance and toughness to match. You might have to strain a little to lift and carry at the same level as construction equipment, or deal with lightly scraped knuckles if you punch as hard as a battering ram.
Name: Lightfoot - Cost: 3 ☐
(Requires Hollow Leg)
You are perfectly, superhumanly graceful, with reflexes and agility to match. You can cross a field of snow without leaving a footprint, or stand on a slender branch without bending it, or jump so lightly that you soar through the air instead of falling.
Name: Battle Angel - Cost: 1 ☐
Somehow, you never get significantly injured in a fight, unless it's a very dramatic and plot-relevant fight in which case you might be glamorously wounded and pick up a cool new scar.
Name: Battle Demon - Cost: 1 ☐
You have an unerring intuition for gaps in an opponent's defenses, though it may be beyond your power to exploit them.
Name: Battle Maiden - Cost: 3 ☐
(Requires Battle Angel and Battle Demon)
No matter what kind of fight you're getting in, you're always a match for even the most skilled opponent.
Name: Gloryseeker - Cost: 1 ☐
Somehow, you never get significantly injured when doing cool stunts like skydiving or parkour. At especially dramatic moments, you might pick up a cool new scar.
Name: Making Ends Meet - Cost: 1 ☐
You have enough money to sustain a comfortable lifestyle. It comes from a source you don't have to pay much attention to, like a job with almost no responsibilities, a large inheritance, or a noble title.
Name: Motherlode - Cost: 2 ☐
(Requires Making Ends Meet)
You have enough money to sustain a fairly extravagant lifestyle. It doesn't come from anywhere, you just have it.
Name: Four Star Daydream - Cost: 4 ☐
(Requires Motherlode)
The answer to 'can I afford that' is 'yes'.
Name: Five Star Daydream - Cost: 4 ☐
(Replaces Four Star Daydream)
In any world you visit, you will quickly find opportunities to generate enough value to effectively afford anything that's up for sale anywhere in the local economy.
Name: Omniglot - Cost: 3 ☐
You learn languages insanely, ludicrously fast. You know exactly what any word said to you means, and you make strangely accurate guesses about how to phrase things you're trying to say. You never forget any grammar or vocabulary you learn.
Name: Anything You Can Do - Cost: 6 ☐
You learn implausibly quickly from friends, rivals, and love interests. If you have a personal connection to someone with a certain skill, talent, or expertise, you'll learn it five times faster than they did, or twenty times faster if they're actively trying to teach you. This applies even to forms of magic that you ordinarily shouldn't be able to learn.
Name: Dragon Fairy Elf Witch - Cost: 5 ☐
You can at any time discover previously unknown heritage from any type of being you encounter, even if this makes no sense or contradicts previously established descriptions of your family tree. You always get their powers without their drawbacks, unless the drawbacks are cool and dramatic. Any visible features of this heritage will appear at narratively appropriate moments and be cute, pretty, beautiful, or striking rather than awkward, weird, gross, or scary. This ability works even if the beings in question cannot reproduce with humans, or at all.
Name: Snowglobe - Cost: 4 ☐
In worlds where people can have individual special powers, such as powered superheroes or personality-based magic, you find that you can pick up a power of your own even if you don't meet the local requirements. Drawbacks of these powers, such as uncontrollable power manifestations or a tendency to attract unwanted supernatural attention, will only apply if they are cool and dramatic.
Name: Unleash The Magic - Cost: 3 ☐
(Requires Anything You Can Do and Dragon Fairy Elf Witch and Snowglobe)
Any form of magic or other special ability you encounter can be yours, regardless of prerequisites, as long as you see it in action at least once. Your various powers and attributes will never conflict with each other or come with annoying drawbacks, and will often synergize in cool and interesting ways.
Name: Soulbound - Cost: 8 ☐
If something feels instinctively like a part of you, then it is. A necklace you always wear will be impossible to lose. A vehicle you care for deeply will be impossible to steal. A tool or power you rely on like part of your body will become as hard to misplace as your own hands. Tools, devices, and powers that you absorb this way will be translated into the form of Spirit-granted powers, granting them the flexibility to Just Work despite pesky details like network protocols, service providers, and laws of physics, and will be fully as well protected as your own mind and body are by all of your potentially applicable powers.
Name: Personal Space - Cost: 3 ☐
No one can touch you intimately if you don't want them to. You can still be struck in a fight or bumped into in crowds, but things like hugs and kisses and sex only happen if you're okay with them.
Name: Closed Book - Cost: 1 ☐
You're immune to any supernatural, pharmaceutical, or other effect that would let people directly read your thoughts or feelings.
Name: Indelible - Cost: 1 ☐
You're immune to any supernatural, pharmaceutical, or other effect that would let people directly alter your thoughts or feelings.
Name: Iron Will - Cost: 2 ☐
(Requires Closed Book and Indelible)
You are immune to all forms of mental illusion, alteration, interference, or control. Even extreme torture, extended solitary confinement, advanced brainwashing techniques, and so on cannot touch you. You can be lonely but not cripplingly lonely. You can be upset but not traumatized. (You can choose to allow specific effects like communicative telepathy on a case-by-case basis.)
Name: It Gets Better - Cost: 5 ☐
You're going to be okay.
Your mind and body may never be perfect, but they are yours, and cannot permanently be taken from you. In time you will heal from any injury, escape any imprisonment, and recover from any trauma; maybe not in exactly the ways you hoped, but always in ways you're okay with.
Name: The Great Equalizer - Cost: 8 ☐
Where you go, Fate shatters. Forms of prophecy that were once perfectly reliable stop working, or show a broad array of possibilities instead of a single coherent future. Imbalances of magical luck wash out, leaving everyone lucky and no one able to leverage their luck against an opponent. If you stay in the same world for a year and a day, this effect will be permanent even after you leave and even if someone tries to constrain the future anew in your absence.
Name: Star-Straightened - Cost: 8 ☐
(Replaces The Great Equalizer)
By default you are invisible to all forms of future-sight and invincible to all forms of fate- or luck-related curse, prophecy, or doom, including indirect effects such as your enemies' luckiness making your plans go awry. However, whenever such a divination or manipulation is something you would choose to allow if you had full information about its nature, intent, and likely effects, then it works fine. In ambiguous cases, the default holds.
Powers of Friendship
These powers affect how others see you and how you interact with them.
In general, effects that describe others' reactions (like their attention being drawn to you by Mysterious Allure, or their sympathy being provoked by Tragic Backstory) operate on a metanarrative rather than a causal level. They are not mind control, and are not blocked by effects that block mind control.
Your true love is anyone you're pursuing a serious romantic relationship with. You can have as many of these as you like, but your feelings for all of them must be genuine.
Name: Mysterious Allure - Cost: 5 ☐
There's just something about you. People are drawn to you, fascinated by you. You tend to be the most interesting person in the room unless something really unusual is going on.
Name: Captive Audience - Cost: 3 ☐
As long as you have genuine interest in what you're talking about, no one will ever get bored of listening to you talk about it.
Name: Blackout Binge - Cost: 2 ☐
(Requires Immunity System)
Heavy use of recreational intoxicants puts you in a carefree, uninhibited state in which it will be universally agreed afterward that you were not responsible for your actions.
Name: Disney Princess - Cost: 2 ☐
Animals are always friendly to you, especially the small cute ones. You can effectively tame any animal by feeding it and speaking gently to it.
Name: Puppies Everywhere - Cost: 2 ☐
(Requires Disney Princess and Personal Hygiene)
No matter how absurd the size of your menagerie, you always have time and resources to feed and care for all of them; or, if you and they prefer, they can take care of themselves just as easily, without affecting the local ecology. The benefits of Personal Hygiene extend to any animal you befriend.
Name: Pocket Monsters - Cost: 1 ☐
(Requires Puppies Everywhere and Pocket Dimension)
You can store living creatures in your Pocket Dimension, though you must put them in before you can take them out, and you cannot duplicate them this way. The creature must be willing to be put in your pocket. Stored creatures have all their needs and experiences suspended, but may be cognizant of time elapsed and conditions of transport on retrieval.
Name: Where The Heart Is - Cost: 1 ☐
(Requires Disney Princess)
When you make a place your home for long enough, it will begin to respond by animating itself, including furniture and loose articles, for your convenience. Over time it may develop a personality; if so, that personality will be tailored to complement yours.
Name: Cotton Candy - Cost: 3 ☐
(Requires Disney Princess)
The sharp edges of the world are blunted around you. That's not to say that nothing bad can happen, but that the worst things happen a lot less often, and happy endings large and small are much easier to come by. This effect can ripple outward to improve the lives of people you've never met.
Name: Musical Number - Cost: 4 ☐
(Requires Disney Princess and Soundtrack)
At dramatic moments, you and those around you may spontaneously burst into song. The lyrics and choreography will be flawlessly coordinated.
Name: Best Friend - Cost: 3 ☐
You have an animal companion, like a horse or a cat or a raven. They have a cool name and maybe a few nifty cosmetic quirks, like glowing purple eyes. Their loyalty is infinite and they often hold the key to solving whatever situation you're up against. You can understand them perfectly even though they can't speak, and they always know exactly what you mean even if all you do is glance at them meaningfully.
Name: Bestest Friend - Cost: 5 ☐
(Requires Best Friend)
Your animal companion is a fully magical creature, like a dragon or unicorn. They have magnificent supernatural powers ready to be used at your command. They can speak every language you can, but can still communicate with you on a deeper level of mutual love and understanding.
Name: Ascended Friend - Cost: 5 ☐
(Requires Bestest Friend)
Your animal companion is now a minor deity. If you encounter any magic system in your travels that involves gods or other beings empowering their followers, your Friend will discover the ability to empower you the same way.
Name: Transformer - Cost: 1 ☐
(Requires Best Friend)
Instead of (or in addition to) being an animal companion, your Friend takes the form of a tool, weapon, or vehicle.
Name: Generosity - Cost: 3 ☐
Your friends love to get you presents. They'll try to pick out things you'll like, but their success depends on how well they know you.
Name: Helpfulness - Cost: 4 ☐
Your friends love to do you favours. They'll volunteer eagerly whenever you need help with small tasks.
Name: Cuddle Buddies - Cost: 2 ☐
Your friends love to hug and cuddle you. Even someone who ordinarily isn't into that sort of thing will make an exception for you.
Name: Flattery - Cost: 1 ☐
Your friends love to compliment you and tell you all about how much they like you and why.
Name: Quality Time - Cost: 2 ☐
Your friends love to hang out with you and spend time together, even if you're not doing anything interesting or important.
Name: Agree to Agree - Cost: 4 ☐
You can always convince your friends to see your point of view about things like politics and philosophy. They might have a few quibbles here and there, but they'll see how right you are once you explain where you're coming from in enough detail.
Name: Backchannel - Cost: 4 ☐
When you're talking to someone and you think you might not be getting through to each other, you can take a step back, look deep into your heart, and really try to understand where they're coming from, and it will just work and you'll know what they're trying to say and how sincere they are about it and have a good idea of what you should say if you want them to understand you right back.
Name: You Can Teach Better - Cost: 8 ☐
(Requires Anything You Can Do)
If you have a personal connection to someone, you can teach them anything you know; depending how motivated and engaged they are, they could learn it up to 110% as fast as you could have learned it using Anything You Can Do. If you consider them a good friend or otherwise especially close, this applies even to forms of magic that they ordinarily shouldn't be able to learn.
Name: Not Like Other Girls - Cost: 2 ☐
People will understand that you're different. They won't make assumptions about you based on prejudice or stereotype, they won't apply legal or societal limitations to you based on what kind of person you are, and they won't take you as a representative of your demographics.
Name: Pacifist - Cost: 6 ☐
Fights don't happen to you. Any violent conflict you might otherwise get into is either avoided by coincidence, or replaced with a yelling match, game, contest, race, or dance battle, whichever is most appropriate to the situation. Powers you have that give you advantages in fights also apply to fight replacements.
Name: Love Interest - Cost: 1 ☐
(Requires A Thousand Ships and Mysterious Allure)
Anyone you fall for will inevitably like you back. They may not necessarily act on their feelings, but the potential will be there.
Name: Love Triangle - Cost: 2 ☐
(Requires Love Interest)
People you fall for will be open to dating you even if they already have another serious relationship, or other circumstances that would ordinarily interfere, like a demanding career or a vow of chastity. This may cause drama, but it'll blow over quickly and there won't be any serious problems.
Name: Love Dodecahedron - Cost: 5 ☐
(Requires Love Triangle)
When you fall for someone who is already seriously dating or even married, your romantic rival will be open to allowing their partner to date you, and may even want to date you themselves.
Name: Time Enough For Love - Cost: 5 ☐
No matter how many people you want to date or be close friends with, you will somehow find the time to hang out with all of them and express your love and care. This power can only be used for relationship activities and not for anything else you might want to use the ability to be in two places at once for.
Name: Safe at Home - Cost: 4 ☐
No one will hurt your loved ones to get at you, or vice versa.
Name: Opting In - Cost: 4 ☐
(Replaces Safe at Home)
When you make yourself vulnerable to dangerous people, they will focus their danger on you and whoever else has chosen to involve themselves, leaving innocent bystanders and your uninvolved loved ones alone.
Name: I Can Fix Them - Cost: 5 ☐
Regardless of how morally despicable someone is, your love can and will reform them into a genuinely good, kind, upstanding person who regrets their evil deeds.
Name: I Can Help Them - Cost: 5 ☐
(Replaces I Can Fix Them)
Regardless of how lost to darkness someone is, your love can save them, if they're willing to accept it.
This power will not directly alter someone's mind except to allow them to believe a true thing they couldn't have believed otherwise, or to change something that their pre-alteration and post-alteration selves would hypothetically be able to agree was good if they talked it over honestly with full access to each other's perspectives. In cases where the outcome of the hypothetical is uncertain, it will default to not making the change.
Name: Inspirational - Cost: 5 ☐
Just meeting you makes people want to be better. Those who hurt you, or hurt someone you care about, will always come to understand your point of view and regret what they've done. In trade, you might sometimes come to understand more of their point of view than you'd like.
Name: True Love's Kiss - Cost: 1 ☐
By kissing your true love, you can break any curse, heal any injury, and cure any illness. The same works in reverse.
Name: Eternal Love - Cost: 2 ☐
(Requires True Love's Kiss)
Those you love cannot be parted from you by anything short of their own uncoerced decision to leave. Anything else—war, politics, death, interdimensional travel—you will find a way to overcome and be reunited.
Name: The Rescuer - Cost: 5 ☐
(Requires Eternal Love)
If someone is dead who would want to be alive again, and you set your heart on returning them, you will find a way. It may have costs or difficulties or take a long time, but you will find it, and it will work.
Name: Planned Parenthood - Cost: 1 ☐
You can only have children if you actively and specifically want to. Your partners will instinctively believe you about this, and won't be concerned that you might be wrong or fibbing.
Name: Providential Parenthood - Cost: 1 ☐
(Replaces Planned Parenthood)
You can only have children when you're really ready for it, or if you actively and specifically decide to.
Name: Two Become One - Cost: 1 ☐
(Requires Planned Parenthood)
When you have sex, it is always special and wonderful and beautiful. No one ever elbows anyone in the face or makes undignified noises.
Name: Laugh Together - Cost: 1 ☐
(Replaces Two Become One)
When you have sex, you find it easy to free yourself from expectations and anxieties and immerse yourself in the experience of the moment. Your partners get the same benefits.
Name: Here For A Good Time - Cost: 1 ☐
(Replaces Two Become One)
When you have sex, the world gets out of your way. Pillows don't fall off the bed; blankets don't end up scrunched in uncomfortable places. You are exactly as graceful as you want to be, and have excellent luck evading misaimed elbows.
Name: Bop It - Cost: 1 ☐
(Requires Two Become One)
The mysteries of another's body are an open book to you, and you always know exactly how to move and touch in order to please someone in bed.
Name: The Princess And The Dragon - Cost: 3 ☐
No matter who or what you're trying to sleep with, the logistics will all work out, somehow. Arbitrary differences in size, biology, temperature, substrate, and underlying physics can be gotten around with sufficient creativity and determination.
Name: GGG - Cost: 4 ☐
Your true love will be willing to try just about anything you suggest in bed, and if you really enjoy it, they'll really enjoy it too.
Name: Opening Up - Cost: 4 ☐
(Replaces GGG)
Being with you gives your true love more capacity to be adventurous, in or out of the bedroom. Although these adventures might have consequences, those consequences will never be devastating, and it will always turn out that finding out what these things are like is worth the consequences of trying them.
Name: Before Your Eyes - Cost: 4 ☐
In your presence, people become willing to experiment sexually in ways they normally wouldn't. For some reason this applies especially well to boys kissing each other.
Name: Reaching Out - Cost: 4 ☐
(Replaces Before Your Eyes)
Your presence is a catalyst that encourages people to let go of preconceptions and constraints and have the courage to try things that they might like even if they're new or unfamiliar or scary. However that turns out, it will ultimately help those people understand themselves and their desires, and won't do lasting damage physically, emotionally, or socially to anyone involved.
Name: Fated Lovers - Cost: 3 ☐
You will meet someone who will go on to become your true love. If you enter a specific universe with a specific target in mind, you'll meet that person under favourable circumstances, and if it doesn't work out with them, this power will keep introducing you to new possibilities until you find someone who's right for you. If you're the sort of person who can have multiple true loves, you'll keep meeting new ones until you have enough.
Name: Fated Friends - Cost: 4 ☐
Wherever you go, you will be steered into meeting people you'd do well to befriend. It's up to you to recognize and appreciate them.
Name: Sorry About That - Cost: 3 ☐
Your true love will be extremely forgiving. Even if you make mistakes or act thoughtlessly toward them, a simple apology will mend things between you. They may expect you to try to improve, but they'll be infinitely patient about how fast that improvement takes place.
Name: Excuse Me - Cost: 5 ☐
(Requires Sorry About That)
All your friends will be just as forgiving as your true love.
Name: Tragic Backstory - Cost: 8 ☐
(Requires Excuse Me)
Something terrible happened to you in your past. Anyone who hears about it immediately forgives you for any and all bad behaviour in the present. They will not expect you to grow or change, and will continue sympathetically excusing whatever you do indefinitely.
Name: Sense of Style - Cost: 4 ☐
People who are romantically interested in you will start dressing more to your taste. The more romantically compatible they are, the better they'll be able to guess exactly what to wear to catch your eye.
Name: Bonus Style Points - Cost: 3 ☐
(Requires Sense of Style)
Luck will shine on anyone trying to dress up for you. They'll get their hands on outfits they couldn't normally afford, their clothes will fit better, and in extreme cases they might even find themselves able to change shape, sex, or species—though only in ways that make them more, not less, comfortable in their own skin.
Name: Like a Mirror - Cost: 3 ☐
An underlying fact of the multiverse is that the same person can exist in multiple places, either as an alternate timeline where something went differently, or as the same essence of identity expressed under different circumstances. This power will steer you toward the local version of you, if they exist, in each world you visit. Your alternate selves will be happy to meet you, get along with you smoothly, and be inclined to cooperate with you.
Name: Self-Reflection - Cost: 5 ☐
Whenever you meet someone who is you, or was you, or could have been you, or will be you, a special bond is formed, allowing you to keep in touch with them no matter how far you travel. You can speak out loud to someone who is you, and they'll hear you as though you were standing right next to them; you can write notes to someone who is you, and the note will appear near them; you can send messages to someone who is you, and they'll receive them even if there's more than a world between you. The person on the other end of the bond can contact you in just the same way. This lasts as long as each of you considers the other a reflection of themselves and each of you wants to stay in touch with the other.
Name: Chaser Six When - Cost: 4 ☐
(Requires Time Enough For Love and Self-Reflection)
Two of you who are near each other can decide to merge, becoming a conjoined double consciousness sharing two bodies. One of you can decide to fragment, adding a body and a conjoined consciousness to drive it. You can share with yourselves not only messages but direct mind-to-mind transmission of thoughts and memories across any distance. Your fragments can narrow themselves down to focus on embodying specific mental states or orienting themselves to specific tasks, in a way that's fully reversible and doesn't make them any less you; they can also split off into discrete forks just as easily as discrete forks can conjoin themselves with each other. Fully merging conjoined selves into a completely unified being with only one you's worth of mind is also possible, but takes more time and effort and can't be done as fluidly.
Name: Severance - Cost: 2 ☐
Identities that you gravely and deliberately cast aside no longer describe you or refer to you. You cannot be traced by them or identified with them. No one will ever know that you are the same person you were once known as, unless you choose to personally tell them.
Name: Popular - Cost: 3 ☐
Wherever you go, you develop a reputation fast. The sort of people who you'd like to have as fans tend to hear about you and be impressed. You may not make an impression on mainstream society at large, but you'll develop a following among the people who best resonate with your style.
Name: Famous - Cost: 3 ☐
(Requires Popular)
Wherever you go, people really take to you. You're the subject of constant gossip and most people have heard of you before you meet them. People you've never met will get crushes on you.
Name: Undiplomatic Immunity - Cost: 6 ☐
You are above the law. Any crimes you commit will be overlooked by the authorities. Note that, if you do enough crime that you start looking more like an invading army, local governments will still feel free to declare war.
Name: Friends In Low Places - Cost: 3 ☐
You make friends easily among the lowest echelons of society, the underdogs and underworlders. Moving and acting in these circles is intuitive and natural for you.
Name: Friends In High Places - Cost: 3 ☐
You make friends easily at the highest echelons of society, among the rich and powerful. Moving and acting in these circles is intuitive and natural for you.
Name: Friends in Strange Places - Cost: 3 ☐
You make friends easily in small isolated communities, among those who may be scorned by mainstream society for their differences or may just be so obscure that mainstream society mostly hasn't heard of them. Moving and acting in these circles is intuitive and natural for you.
Name: Vending Machine - Cost: 12 ☐
You can instantiate any person (real, fictional, or made up in your head) in any world you're in. Instantiating a real person will not pull them from their original world; it will create either a copy with their memories or the version of that person who would exist had they been born in that world. Instantiation can be retroactive: that is, you can use the power, and then meet the person you instantiated and find that they were already here and have lived in this world all their life.
Drawbacks
These options grant points rather than costing them. They represent inconveniences or mitigations of existing advantages.
Name: Decorative - Grants: +1 ☐
You are unfailingly cute and pretty and feminine at all times, in all circumstances. You cannot wear insufficiently pretty clothes. You cannot make insufficiently pretty noises. You cannot ugly cry.
Name: Beauty Is A Curse - Grants: +1 ☐
(Requires A Thousand Ships)
No, you don't understand. Beauty IS a curse. People will NOT stop bringing it up. Everyone you meet just has to point out how pretty you are. This will never stop happening. Even the most tactful people find it slipping out subtly, as remarks about the luster of your hair or the depth of your eyes.
Name: Even Worse - Grants: +2 ☐
(Requires Beauty Is A Curse)
People are no longer compelled to comment on your beauty at all times; however, their attention is still drawn to it, and you tend to accumulate jealous rivals, aggressive admirers, and even greedy villains.
Name: Plain Jane - Grants: +2 ☐
No matter what you look like, nor how many times people tell you you're beautiful, when you look in the mirror all you see is imperfections. You will never be fully satisfied with your appearance on an instinctive level.
Name: Style of Sisyphus - Grants: +1 ☐
Anytime you settle on a personal style that works well for you, soon afterward you'll encounter inspiration for another style that you like even better. You might end up cycling between different fashions, or trying to incorporate them all into a single outfit (and then finding another inspiration and having to start all over again).
Name: There's Another One - Grants: +3 ☐
You are not the only vessel of the Spirit. You might meet someone else with similar powers to yours; you might even meet more than one. Your susceptibility to one another's powers will be governed by the narrative.
Name: Incomplete - Grants: +5 ☐
About half of people you encounter will be immune to all mind-affecting aspects of your powers, and about half of those who remain will see reduced effects. You can do nothing to change this.
Name: Nullified - Grants: +1 ☐
(Requires Incomplete)
Any aspects of your powers that would affect the minds of others in ways they might not like will instead not do that. This can make many of your powers less effective.
Name: Grimm's Fairy Tales - Grants: +1 ☐
(Requires Cotton Candy)
Bad things can and will still happen to you in particular.
Name: Funhouse - Grants: +2 ☐
(Requires Like a Mirror)
This removes the restriction that all your alternate selves must get along with you. Now they can relate to you in all the ways you might potentially relate to another version of yourself. If you get along well with yourself, this might not be so bad.
Name: Great Responsibility - Grants: +4 ☐
When someone calls out to you for help, you can hear it no matter how far away you are, and you know exactly how they feel.
Name: Helpline - Grants: +3 ☐
(Requires Great Responsibility)
People whose problems you could potentially solve will sometimes instinctively know to pray to you about them. They won't necessarily know anything else about you, or recognize you as the same being they prayed to. You won't necessarily know what their problem is or how to solve it.
Name: Divine Mantle - Grants: +6 ☐
(Requires Helpline and at least one of: Very Distinctive, They'll Know)
For every prayer you answer, it becomes permanently more apparent to everyone who perceives you that you are a power beyond reckoning, limitless in potential, greater than any god whose domain is bounded by a single knot of worlds. You cannot turn this off. At higher levels, this ability begins to broadcast more and more detail regarding how you feel about answering prayers and how the attributes of the prayer and the petitioner affect those feelings.
Name: Mood Ring - Grants: +2 ☐
(Requires at least two of: A Thousand Ships, Angelic Tones, Emerald Orbs, Perfect Hair, Size Difference, Dressing Room, Like Roses, Well Endowed)
Your appearance powers will advertise your feelings and reactions. You might shrink in fear; your eyes might glow red with anger; your laughter might be literally musical. You cannot turn this off or adjust it.
Name: Very Distinctive - Grants: +3 ☐
(Requires at least three of: A Thousand Ships, Angelic Tones, Emerald Orbs, Perfect Hair, Size Difference, Dressing Room, Like Roses, Well Endowed)
You cannot successfully disguise yourself to anyone who has met you in your normal identity. Even someone who has only seen you at a distance or heard about your style might notice similarities.
Name: Flashy - Grants: +2 ☐
(Requires Very Distinctive and at least five of: A Thousand Ships, Angelic Tones, Emerald Orbs, Perfect Hair, Size Difference, Dressing Room, Like Roses, Well Endowed, Mysterious Allure)
Stealth just doesn't work for you. If someone has any opportunity to notice your presence, they will.
Name: Moodier Ring - Grants: +2 ☐
(Requires Mood Ring and A Thousand Ships and Angelic Tones and Emerald Orbs and Perfect Hair and Size Difference and Dressing Room and Like Roses and Hollow Leg)
Your appearance powers will work together to advertise your feelings and reactions. Some of these effects might be subtle; many will be the opposite. Anime sweatdrops are not out of the question.
Name: Secret Identity - Grants: +2 ☐
When you're at home, in your world of origin, your powers are fully concealed. Unfair advantages are withdrawn and inhuman features are hidden. Powers of safety and convenience still work, as long as they can remain plausibly deniable, but to all outward appearances you're back to being your ordinary self with no magic to speak of. (If you take this with They'll Know, the standards for plausible deniability will be much more restrictive and fewer powers will be able to work with them, but safety powers will still work and still conceal themselves.)
Name: Selective Memory - Grants: +3 ☐
Pick between three and ten of your chosen powers and drawbacks. You forget that they were ever offered to you, and all evidence that you took them is erased. You still have them, but you no longer remember what they are. It is possible to rediscover them later by observing them in action, but it might take a while to pin down exactly what they were. It's up to you whether or not to list this drawback among them.
Name: The Veil - Grants: +5 ☐
(Requires Selective Memory)
You forget that these powers were ever offered to you, and all evidence that you chose them is erased. You still proceed to your Destination as normal, but without any explanation for why you were suddenly transported to another world, if you chose to travel to one. It is still possible to discover your powers by observation, but pinning down the details could turn out to be quite the project.
Name: Dramatic Damsel - Grants: +3 ☐
When (and only when) an opportunity for a really great story arises, powers that ordinarily protect you from things like getting hurt, being drugged, or losing fights will slip just enough to facilitate someone getting the better of you. The power may reassert itself right away for a dramatic escape, or keep a loophole open or a handicap in place long enough to make your escape more difficult and elaborate. (Combining this with Realism is not recommended.)
Name: Love Is A Battlefield - Grants: +5 ☐
(Requires Dramatic Damsel)
You can never have a perfect defense against your love interests. Though your defensive powers may hinder them, they can always find a way through. This applies to anyone you're romantically interested in, and to anyone chosen for you by Fated Lovers. As your relationship with them intensifies, your defenses lower further where they're concerned. Breaking up with them has no effect on your vulnerability.
Name: Seen With The Heart - Grants: +3 ☐
(Requires Love Is A Battlefield and Selective Memory)
To the extent that you're vulnerable to someone through Love Is A Battlefield, they also have unusual insight into powers you possess that you may not be aware of. Taking They'll Know strengthens this effect.
Name: Green With Envy - Grants: +6 ☐
People are so eager to be your friend that they become bitter and vindictive when denied the opportunity. You can tear apart long-established friend groups if you aren't careful to give everyone equal attention, and sometimes even then. This effect is particularly harsh around people you're dating.
Name: You Ruin Them - Grants: +3 ☐
Once someone has dated, slept with, or even shared a deep and longing glance across a room with you, their heart is never fully satisfied with anyone else. Other relationships pale in comparison to what they could have, or imagine they could have, with you.
Name: Jilted Lovers - Grants: +4 ☐
When you break up with someone, they become monomaniacally obsessed with getting back together. If you take Realism, this will absolutely escalate to violent stalking.
Name: The Crazy Train - Grants: +6 ☐
Powers that you should be able to control directly or influence by your mood and preferences (like Dragon Fairy Elf Witch, Emerald Orbs, or What's In A Name) instead answer only to the narrative, which is still using your aesthetics but might not necessarily have your best interests in mind. Combines... interestingly... with Realism.
Name: That's How It Goes - Grants: +3 ☐
(Requires Secret Identity and The Crazy Train)
Rather than being confined to when you're in a specific universe, the power suppression from Secret Identity operates on the same narrative sensibility that drives your voluntary powers: some or all of your powers may be suppressed whenever the story demands it, and return later at an appropriate time. This can synergize with Dramatic Damsel to make your interludes as a damsel significantly more dramatic.
Name: Live The Role - Grants: +4 ☐
(Requires That's How It Goes and Selective Memory)
Your memories, including but not limited to memories of your own powers, may be altered or suppressed at the discretion of the narrative. In general, the story will usually let you have your memories back eventually; if you take It Gets Better, you can be sure that you will someday recover anything you've lost that you would want to regain.
Name: Marionette - Grants: +3 ☐
(Requires The Crazy Train and Love Is A Battlefield)
To the extent that you're vulnerable to someone through Love Is A Battlefield, they also gain direct influence over the use of your powers.
Name: They'll Know - Grants: +8 ☐
This drawback lifts the veil that discourages people from realizing how your powers affect the world around them and their own minds. Warning: this knowledge can cause a lot of trouble.
Name: Realism - Grants: +20 ☐
Give up your metanarrative protection. Although your individually selected powers still work as described, the invisible synergies that protect you from, say, gaining violent stalkers through Mysterious Allure or being genuinely traumatized by your Tragic Backstory are removed. Additionally, though effects like I Can Fix Them still operate, they may take considerably more effort, care, thought, and narrative investment on your part.
Once the list is complete and the hourglass has finished flowing, the invisible pen goes back and writes a quick note underneath it, before the first page of the printed list.
The list is really only meant as a starting point; lots of powers already have multiple variants, and I'm happy to come up with more. Please let me know if you have any questions!
You can take notes or ask questions in the margins, but it's probably easier if I just...There's a slight rustling noise as the notebook's pages shuffle in place.
There, a blank page between every page of the list. And I can add more if you want them. ♡
It doesn't bother me at all, quite the opposite! The more I see you discuss your options and how you feel about them, the better I can help you pick the options that are right for you, either by talking you through them or by coming up with custom options that suit you.
The appearance powers keep up with changes to how you want to look - that's what "at all times, you have exactly the right look" means, and even the ones that don't explicitly say that, like A Thousand Ships or Like Roses, still keep up with your desires in the long term—though Like Roses takes longer to adapt and responds less to momentary impulses, because it's meant to be a signature scent that thematically represents you, and it's hard to do that without being stable over time. Emerald Orbs and so on will change instantaneously.
As for separate bodies, I'm thinking about that... there are powers later on that are relevant, but I don't think they're quite right for this situation.
We really appreciate the work you're putting into this.
Hundred Ships, Emerald Orbs, Perfect Hair, Size Difference, Dressing Room, Pocket Dimension, and Personal Hygiene all get starred. Angelic Tones and Like Roses get a plus. Actually...
How much does the rest of the shapeshifting also handle voice incidentally, or is Angelic Tones necessary for any vocal changes?
The more appearance powers you take, the more your appearance in general will tend to conform to your ideal even in areas that aren't covered by any of them explicitly, and to some extent even in areas that are covered by appearance powers you haven't taken. Without Angelic Tones, your voice won't be superhumanly beautiful or perfectly ideal, but with plenty of other appearance powers it should at least be a voice you'll be satisfied with.
Does that work for you? I thought you might like to have the stars included in the plus total so you know how many points you'd need if you wanted both. You can also add more symbols if you want! I think I've had people use as many as six different tiers before.
Reasonable! Privacy is important!
After some deliberation, she goes through and remarks everything S-F. The destination options get C, A, and S in order. Thousand Ships gets B, Hundred gets A. What's In A Name and Undressing Room get Cs. Angelic Tones, Like Roses, Just A Little Longer, Breathe Easy, Warmhearted, and Soundtrack get Bs. Emerald Orbs through Pocket Dimension, Personal Hygiene, Well Endowed, and Hollow Leg get Ss.
And then on they go downward.
Situational but a specific headmate really likes it is enough reason to upgrade.
Down it goes as a B.
Lightfoot gets an A.
We all like being graceful an awful lot. I think we'd rather earn our combat skill the hard way unless we expect to be getting in a lot of fights, though.
The Battle series gets Cs, as does Gloryseeker.
Implementation is sort of a complicated question, because these powers don't have to choose a specific way to make things happen; they can just make them happen directly.
Do you want me to try to come up with a power based on Personal Space that prevents incidental bumps as well as deliberate personal contact?
...Thanks.
On down they go. Closed Book gets a C, Indelible gets an A, Iron Will gets a B, It Gets Better gets an S and a quick note of
Holy shit.
Great Equalizer gets a C and a note that it's "too heavy-handed outside of special circumstances", while Star-Straightened gets an A.
The first three perks under Power of Friendship get Fs.
Ick. I'd like to earn people's attention, thank you very much. I can understand why some people would want this, but we really don't.
Disney Princess, Puppies Everywhere, and Pocket Monsters all get Cs.
They're very situational, and the latter two can't really help unless one's going all-in on pets.
Where The Heart Is gets a B though. And then Cotton Candy gets an S.
Fuck. This is a moral imperative. The ability to make people's lives better just by existing nearby is something I cannot pass up. Ever.
Under the commentary on Mysterious Allure et al, the notebook writes,
Yes, different people can approach these powers very differently.
And under the comment on Cotton Candy,
It's very kind of you to want to help people like that! I wouldn't want you to take a power like this just because you feel like you're obliged to, though. There's a difference between powers that are genuinely a part of living your best life as your best self, and powers that you take on as a burden because you don't feel capable of doing otherwise.
I... Yes, I have a problem with taking on burdens just because I feel obligated to help people, but this one is perfect because all it does is make things better as a continuous passive effect. I don't even have to do anything. It just works. Part of living my best life is making people have happier and more fulfilling lives, and this power basically means we can get that for free. Just spend a few points.
Yeah! ♡
The Best Friend chain of perks gets Cs until Sable suddenly pauses at Transformer.
Okay, this is going to need some consideration, because while we don't want to Make A Whole New Person, Maya here is very much about being the intersection of Ship and Girl: walk around and be snugglable like a humanoid girl, but able to turn into a spaceship or surface ship or airship or car or motorcycle or power armor, and ideally also be able to appear aboard shipform in girlform. Is that something we can manage with some variation on Transformer? Because that would make Maya extremely happy and fulfilled, and I am all about my headmates getting to be happy and fulfilled. (I'm just generally about everyone getting that, but especially my headmates. ♡)
Hmm... I could definitely imagine someone in your position being able to externalize one of yourselves into a Bestest Friend, maybe with a custom power. I'll think about it, but I don't want to start suggesting externalization powers until you've been through the list so you know what the existing options are.
She nods. Then feels silly because the notebook probably can't see her.
Makes sense. We'll keep going then. That's getting a placeholder A with an asterisk for now so we know to come back to this idea.
She marks it down and on they go.
Generosity through Agree to Agree get an eloquently disgusted face and an F.
Nope. Nope nope nope. I only want my friends to agree with me if I'm actually right, and to convince me if they're the ones actually right. And the rest is just too much non-consensual alteration. Or world-selection-narrowing. Or something.
Backchannel, on the other hand, gets an A.
This one's much better. Just a straight-forward communication advantage.
And then You Can Teach Better gets an S.
Oh wow. I already kind of enjoy teaching, and this really gives me some beastly advantages at it. Yes please, I'd love to upskill all my friends and loved ones in anything they're interested in.
She waffles for a while over Not Like Other Girls, but eventually gives it a B.
This is kind of situational, but as a trans girl, I can't bring myself to knock it down to a C, because prejudice sucks so hard.
Pacifist gets a little "hehe, cute" written next to it, and a C. The Love Interest chain gets a round of Fs on the basis of forcing people, and then she stops in her tracks at Time Enough For Love.
Oh fuck. I...
A tear rolls down her cheek and lands on the paper.
I need this perk. Not having this perk has been the single thing that hurts me most my whole life, and I only see it getting worse as time goes on. This perk is the answer to the oldest, deepest wound in my heart. Thank you.
That gets an S.
And onward they go. Safe At Home and I Can Fix Them get Ds, while their modified versions get Bs.
Not a fan of how Safe At Home limits options, and not a fan of how much agency is taken away by I Can Fix them. The alternates are good though.
Inspirational gets a C.
True Love's Kiss and Eternal Love get Ss, and Rescuer gets an A.
I'm vetoing putting Rescuer above an A just because Sable overburdens herself too easily.
Planned Parenthood gets a B, while Providential Parenthood gets an S.
If we're actually ready for it, we'd maybe consider kids, but the big thing we like better here is the lack of... call it "forced belief." We mostly just categorically don't want kids, but fullness of time and all that shit.
Laugh Together gets a B, while its alternates get Ds. Bop It gets a D, while The Princess And The Dragon gets a B. Opening Up and Reaching Out get Bs, while their alternates get Fs.
And then they stop at Fated Lovers.
Feel complicated about this. Probably meeting good people is very good for us, but also we just tend to meet lots of great people, and Sable can love damned near anyone. Not sure what to do here.
There's also an option later on that reduces unwanted mental interference in general. You could take Planned Parenthood with that, when you get there, if the openness to surprises isn't what draws you to Providential.
And then on Fated Lovers,
If you already meet plenty of potential partners and don't think you need to meet more, I think you can skip Fated Lovers. It's very helpful for people who have a hard time picturing themselves meeting someone who could love them, but it doesn't sound like that's you.
Then Fated Lovers gets a C, as does Fated Friends. The Sorry chain and the Style pair all get Fs, and then the girls reach Like A Mirror.
Huh. The only part of this that's useful to us specifically is the part about finding alts. We tend to cooperate with ourselves. Also, would this find individual instances or only system instances?
Self-Reflection gets another raised eyebrow.
And this... This is a little like the kind of connection we want to linger if we get individual bodies. We'd prefer something more mental, with the option to just throw balls of thought and info at each other, and maybe support for a persistent and more detailed mindspace, rather than the more physicalist connection depicted in this perk.
And then Chaser Six When.
Oh. Forking and merging. Yeah, this could be stretched to do individual embodiment, I see it. We don't need fully-general forking and merging, though, just one body each — well two if Maya is being a ship and a girl at the same time, if you find a good wording for that. But yeah. I see why you wanted us to see this.
I think the externalization power I come up with for you all might end up looking something like a very specific and limited form of Chaser Six When that only lets you externalize individual people from yourself while staying connected, and perhaps merge with each other and externalize again if that seems like a thing you want. It should also let you merge and split the same way with any multi-body situations you create by other means, but not let you create arbitrary new bodies for yourselves because that would cost more points.
As for Maya, I think I can get Bestest Friend with Transformer to accept an externalized person as the Friend, especially if your mindset is already Friend-like (meaning that you're very friendly with and loyal to the rest of you)... but I might need an extra power to allow a Friend to take a humanlike form, especially if it's simultaneous with another body.
Does that all make sense?
That makes sense and sounds fuckin' perfect. And yeah, deeply "friendly and loyal" is very nearly the most accurate description of Maya. Only more-accurate one would be "steadfastly devoted lover, helper, and ally". Loyalty to the rest of us is what she's about.
And yeah, merging bodies back in sometimes would be nice, because sometimes we want to minimize the number of us who have to be out in the world dealing with something frustrating and have the rest of us cuddle up in mindspace or something.
Severance goes down as a C for how situational it is — not like they're going to tell anyone in their destination world her or Sable's deadnames, so it's not very necessary. Popular and Famous get Fs. Undiplomatic Immunity and Vending Machine get Cs, and the Friends In perks get Bs.
And finally it's on to drawbacks.
Decorative and Beauty Is A Curse get Cs. Even Worse gets a B, because rivals feel somehow less annoying than the constant talking about it. Plain Jane gets a D, while Style of Sisyphus gets a B. There's Another One gets a C.
What d'you think are the odds another vessel turns out to be a threat rather than a potential ally?
Incomplete and Nullified get S-ranked immediately. The girls didn't want to meddle with people's minds anyway. Grimm's Fairy Tales gets an A. Funhouse gets an A with a note.
A variant on this that applies to the plurality perks you're workshopping might be nice, given that we don't need any backing from the Spirit on our loyalty to each other.
The Responsibility chain gets marked down with As, and she pauses.
These very much enable Sable to do the kind of overburdening herself she's vulnerable to, but since she does it out of a sort of deeply personal love for everyone she interacts with, she might be able to leverage the perks to make it not overburden her. Not sure. Thoughts welcome.
It's hard to be sure!
On Funhouse,
I'm not sure exactly how the question of loyalty will fit into the externalization powers yet, but I'll keep that in mind.
On Responsibility,
That makes sense. Sable, can you say more about how you feel about these drawbacks and how they would fit into your life?
Then the notebook writes on a new line,
I think I've got that Personal Space variant worked out, but I'm not sure I'm satisfied with it... in particular, it might prevent any hugs or other contact that you have strongly mixed feelings about. If you're fine with that then I think it's a good power, but if you're not, I should think about it some more.
The power in question appears in the list just after Personal Space.
Name: Personal Bubble - Cost: 3 ☐
(Replaces Personal Space)
No one can touch you if you don't want them to. You can slip through crowds and squeeze past strangers without ever coming into contact, and intimate contact only happens if you're okay with it. When you get into a physical fight, this effect is suspended for other combatants, but still applies to bystanders.
I... If I know a person, I care about them. If I care about them, I want to help them. Everyone deserves better than this world. Everyone deserves more, deserves safety and peace and comfort and affection. And if I have the power to help people, I want to do so. Helping people makes the world feel... less wrong to live in, makes it easier to metaphorically breathe, like something in me unclenches a bit at seeing people's lives become less fucked.
Hmmm... a question that comes to mind, then, is: is it satisfying for you to personally be the one to help someone else? Or would you rather, if you could, just live in a world where someone else has solved all the problems already? Does your best life look more like helping people and making their lives better, or more like finding yourself in a world where things are already okay?
Even the Spirit's power can't solve every problem everywhere for everyone in an instant, so there will always be people somewhere in the greater multiverse who need help. But there are plenty of places where the amount of help people need isn't very much, and if ending up in one of those would let you relax and feel okay, it might be better to look for that from Isekai Roulette than to take drawbacks that push you into unhealthy patterns. On the other hand, if you think that helping others is part of your best life, you could take the drawbacks and we could try to find ways to soften them and support you so that the result is something that makes your life better and not worse.
And under Hailey's,
That's what I was trying to say—the way the power came together, its definition of 'okay with' is pretty strict. It might not let you touch people in ways that are really uncomfortable and unpleasant for you, even if you're making an endorsed choice to try anyway. Do you want me to try again?
I could go in a different direction and try to get you a power that's focused on preventing unwanted incidental contact and very permissive about deliberate touch?
To Sable,
Do you want to try taking the drawbacks, then, and see what we can do to make them as healthy for you as possible?
Thanks
And down they go. Mood Ring gets a B.
I'm not a fan of the damage this would do to my poker face. It's kind of aesthetic, though, especially for Sable.
Very Distinctive gets an S. This is basically free points for them. Flashy gets a D, though. and Moodier Ring gets a C.
Secret Identity gets a tentative C and a question.
Given we're not currently planning to come back here, we're not sure how we feel about this perk. It would prevent us from being able to do any uplift back here if we ever came back. Well. Hm. Maybe actually it would just handicap our uplift attempts? Would we still be able to use things we acquired after arriving in our destination world back here?
Selective Memory gets an A, because she knows they can find options that do everything they need to whether or not they know of them. The Veil gets a C.
Dramatic Damsel gets a B, and then Neo briefly jumps in to mark Love Is A Battlefield down as S. Seen With The Heart gets an A.
Green With Envy, You'll Ruin Them, and Jilted Lovers all get Fs.
The Crazy Train gets a C, and That's How It Goes gets a D.
Live The Role gets a C, Marionette gets a D, They'll Know gets a B, and Realism gets an F.
Okay, that's all of them.
Secret Identity conceals the effects of your powers, which includes anything you gain using Dragon Fairy Elf Witch and similar; but it doesn't stop you from going to a world where anyone can learn magic, learning magic there the way anyone could, and bringing that magic back to your world of origin.
I think I have that second variant worked out!
It appears just after Personal Bubble:
Name: Personal Slipstream - Cost: 3 ☐
(Replaces Personal Space)
Incidental physical contact doesn't happen to you; you can touch and be touched only by your deliberate choice. Things such as getting in a fight or giving someone a hug can count as making that choice, even if you would prefer that the person you punch or hug not be able to touch you back.
Meanwhile, I'm thinking...
Some of you seem to want powers or drawbacks that others don't, like Mood Ring or Personal Slipstream. I don't think each of you could get entirely separate builds... but it's possible I could come up with something that lets you each reserve part of the build for yourself. I'm not sure, though, I get the sense that it's somewhat uncharted territory. Would you be interested in something like that, though, if you could?
Well, I think it's sweet. ♡
Okay. Can you tell me about how you would feel about those drawbacks, and how you would live with them, and what kinds of changes might make them better and more comfortable and easier to handle? It might be helpful to get multiple perspectives, if any of the rest of you want to chime in.
Okay. ♡
Well. Great Responsibility feels in part a bit like... relief? Like with it I fundamentally can't miss someone who needs my help, reduces the problem just to figuring out how to get there and what to do about the situation. There's no more worry of "wait what if someone wants my help and I don't know" because they can just call out to me. And Helpline just takes that a step further by making sure I don't have to have explicitly told them I can do this. Not sure if Responsibility requires it to be out loud or not, it would be better if not.
Basically you fundamentally don't know how to consider someone's problems not your responsibility, so you see these perks as a strict upgrade of just making you more able to find the problems and help. And what about requests you don't have a way to reach in time? Problems that happen too quickly for you to travel there in time? You'll be beating yourself up about those.
>///< Yeah, you have a point, girls.
As far as Mantle... the biggest advantage of it is that it will help discourage people from making asinine requests for awful bigoted or hurtful things. Not thrilled with being so very set apart, unless there's a good way to help romantic interests cut through that sense of distance.
The thing that really gives me the most joy in my life is spending time with people who're enjoying things, or excited, or happy, or making satisfying progress, or in some other way thriving. Being close to people. Hailey likes to call me "ten pounds of love in a five pound bag", because I love people so much.
>///< Hush. But the concern I have about Mantle is that, while I don't mind being alien or weird or eldritch or unnerving in principle... I don't want people to feel like they can't try to get close to me, because being close to people is what gets me out of bed in the morning.
I see what you mean!
I do think that what your Divine Mantle would say about you is all true things, though, and I'm sure there are people out there in the multiverse who would want to be close to you even though those things are true, or even because those things are true. It just might be harder to find them, when the first thing people see about you is something that a lot of them will find imposing.
Yes, that's a tricky one...
In the meantime, I have the start of something for Maya. I think I can build on it to get an externalization power for the rest of you, but I'm not sure. It turned out that keeping the Best Friend loyalty in place made the power cheaper, so I did that - would the rest of you be okay with having that kind of mutual bond between all of you, in the final externalization power?
The new powers show up just after Transformer in the list:
Name: A Friend Like You - Cost: 1 ☐
(Requires Bestest Friend and Transformer)
Your Friend can shapeshift at will into a human or humanoid form, instead of or in addition to an inanimate one. This new form preserves one signature feature, like iridescent black hair, a shining unicorn horn, or slit-pupiled golden eyes, from whichever other form your Friend considers their truest.
Name: Friend From Within - Cost: 4 ☐
(Requires A Friend Like You)
Your Friend's personality is either a mirror of your own, or an externalization of someone who lives in your head. You are their Friend as much as they are yours, and your mutual love and loyalty are unbreakable. The effects of powers in the Best Friend tree apply to you accordingly, and the effects of your other powers and drawbacks apply to your Friend. The two of you metaphysically count as both a single person and two separate people, with results depending on which combination of interpretations is most convenient.
Oh, I just realized I've been doing something silly...
When I add up everything you've marked S, sometimes those powers and drawbacks have prerequisites that you've marked A or lower, and those don't get included in the total. But that means the total marked under S isn't the "real" total of points you would gain and spend if you took everything marked S, because you would have to take their prerequisites, which would also gain or cost points. Does that make sense?
If you want, I could try to go through and add up what the "real" point totals would be for taking everything in S, but it would be a little trickier than just adding everything up by symbol automatically, so I don't think I want to keep a running total of it in the list if that's all right.
Yeah, I think maybe we need to go through and update things so they match tiers with their prerequisites, either moving things up or down until they match. That'll make it so you can stick to just adding up symbols, and also force us to think about perks with prerequisites more. So yeah, totally just stick to adding up symbols.
So they carefully go through and check everything for perks that are rated higher than their prerequisites. After a bit of waffling, Closed Book gets upgraded to B to match Iron Will. Disney Princess gets upgraded to S to match Cotton Candy. Best Friend and Bestest Friend get upgraded to S to match A Friend Like You, Friend From Within, and Transformer. You Can Teach Better gets downgraded to A to match Anything You Can Do.
In the drawbacks, Beauty Is A Curse gets upgraded to B to match Even Worse. Love Is A Battlefield is downgraded to A to match Dramatic Damsel. Live The Role is downgraded to match That's How It Goes.
Happy to help! All right, let's see...
A new power slots into the list, just below Friend From Within.
Name: Circle of Friends - Cost: 5 ☐
(Requires Friend From Within)
Anyone who lives in your head can choose to externalize themselves as with Friend From Within; to do this, each of the people becoming separate must choose their own unique Drawback, reserving at least one of its points unspent. That Drawback, its children if you take them, and any powers you take using their points will be unique to you, manifesting only when you are separate from the others—because any of you who externalize this way will be able to merge with each other and split back up at will, and even while separate, will maintain a constant mental connection letting you share thoughts and feelings freely. If you later gain more passengers who want to externalize, their unique Drawbacks and powers will be chosen for them by the narrative.
Ah, that makes sense. Think the mental connection could have an upgrade, maybe? We're aphantasic and have a hard time maintaining our mindspace as a result, so a perk that makes mindspace stabler and more persistent and vivid would be really nice. Valid if not, but I'd feel like a fuckin' ditz if I didn't at least ask.
Sure! So some plural systems like making a mental space where they can hang out and organize mental resources and snuggle and such. These things are typically called "mindspace" or "headspace". There are other names people use, but I can't remember 'em so meh. Mindspace is really nice to have as a retreat from the world sometimes, because nobody but headmates can ever get to you there. The problem is that it runs on your visualization abilities, which means that if you're aphantasic — if you can't visualize worth a damn — then your mindspace isn't very present or interactive. Another thing that can get in the way is if you're not very polyconscious, because the easier it is to let people run on their own in the background when they're not in front, the easier it is for them to contribute to maintaining the mindspace.
If I'm understanding you right, I think anyone who externalizes will be very good at being polyconscious even when merged, using the power as it works now. I'm not sure exactly how to manage a power for making it easier to visualize and imagine things... would you rather have that as its own thing, or an upgrade to the mental connection focused on having a more concrete mental space to hang out in?
Hmm. On reflection, I think you're right about the polyconsciousness. That on its own will help a bunch for us. As for the visualization, I think maybe an overall visualization upgrade would be better than a specific mindspace upgrade? Or maybe both? I'm not sure. It's hard, because there's the persistence thing separate from visualization to really make a mindspace stick, but also visualization would just be useful for all of us, especially Neo, who loves visual arts.
I'll think about it. I have a few ideas.
For your individual drawbacks and powers, you can mark them with your names, or pick symbols for each of you, or something else if you like. And I'm happy to help you figure out which ones you want to take individually and which ones you want to take as a group!
Thank you! That probably means we need to go through everything carefully again, though, try to find some inspiration. Hmm. So you're working with any useful information alongside us here, I'll explain a little about each of us. Sable leans toward ink and eldritch vibes, likes to shapeshift, would enjoy having an "animate liquid" form. She's not sure what to spend her externalization points on, but has a clear idea about her drawbacks. Maya's not sure about a drawback, and the main thing she's interested in is her ship form — maybe getting access to some of its nature in her humanoid form? Neo likes illusion powers and temporary conjuration. Probably she'll take the damsel drawbacks, because she directly kinks on Love Is A Battlefield. Ruby's into guns and engineering and hunting monsters and helping people, and we've got no idea what to get her as a drawback. And as for me, I might spend points on soulbound? No idea about the drawback. Maybe something could riff on my sadomasochism? Dunno.
Anyone who isn't sure where to spend their points can also leave them unspent. Unspent points stay with you as unrealized potential, and someday if it seems like the moment of your life when you'll most need another power, they might spend themselves on one—either something from the list, or something new. You won't get to choose when to spend them or what to spend them on, but you also won't be limited to just what's on the list or what you and I can think of right now.
Hailey marks Personal Slipstream as just for her., and insists they take The Rescuer off the group list. Sable can claim it personally if she wants.
She also suggests they bump They'll Know up to A. It's not like they're going to be using any mentally-affection powers on people, and they prefer to have consensual effects on people anyway. That gets them to 97/91 on S→A, which is close but not good enough.
Any ideas for point savings or bonus drawbacks here? The big thing we're tempted to downgrade is Star-Straightened, which is very expensive, but if a fate issue turns up it's absolutely fucking crucial. Technically it's a really high-value situational perk, because if the world we go to doesn't have fate-based threats then those points were better spent elsewhere, but if our destination does have those threats then this is an essential protection. So I just don't know.
The question I ask in this kind of situation is: if you were writing the story of you, would you send yourself (or yourselves) up against fate? The narrative forces at work in your life will be very much based on what you yourself find narratively and aesthetically appealing - not necessarily where you would choose to go or what you would choose to do if you were steering your story from the inside, but what you would find satisfying and entertaining on the story level. Star-Straightened is most useful to people who start in worlds with fate problems that they want to break free of, people who want to focus on fate as a thing to find and change in the multiverse, and people whose narrative sensibilities disagree with their personal preferences about how much fate they want to see. That's not to say that you'll never see fate effects if you don't want to on any level, but they'll be much rarer that way, and you're likelier to find other ways around them if you really need to.
Anyway, I think I have something for that power you were looking for!
The new power appears in the list just after Personal Slipstream.
Name: Inner World - Cost: 2 ☐
The world of your imagination is a real, concrete, persistent place, which you can experience in parallel with the world around you—though you might find it easier to focus on one at a time. It makes an excellent setting for lucid dreams, telepathic conversations, and notetaking. Mental enhancements affect its size, depth, and detail; mental defenses guard it against intrusion. Your control over it will grow with time and practice.
I think I have a somewhat more nuanced attitude toward fate than Hailey does due to some unpleasant exomemories of a troublesome prophecy. On the whole, we do not mind "positive" fates, but fate-as-threat is something we find highly unaesthetic in narratives unless there is a solid option to get a good ending for everyone we care about despite it. So, based on that and your advice, it sounds as though we are unlikely to run into fate-based threats that we cannot handle, even if we do not take Star-Straightened.
Additionally, I had a thought regarding my drawback. I am an essentially-obligate submissive whose most essential nature is devotion to her lovers. Could we perhaps frame something along those lines, like being compellable by my true loves, as a drawback? Perhaps with an exception for looking out for their best interest allowing me to flex an order?
Actually that gives me an idea too. The other girls are open-enough to the Damsel drawbacks that I'm considering a custom just-for-me drawback. Idea I had was what if we framed my muteness to be a drawback? Like "no speaking aloud, no making voiced sounds", or something like that?
Okay, I've got something...
The new drawback appears in the list under Seen With The Heart.
Name: Keys To Your Heart - Grants: +6 ☐
(Requires Love Is A Battlefield)
When you fall in love, you give away a key to your heart: a metaphysical bond that commands your absolute devotion. You have no control over this bond, and no way to revoke it. Anyone who holds a key to your heart can give you orders you are unable to refuse. You can delay or ask for clarification, but only to serve their interests, not yours. You cannot betray them in thought, word, or deed. Conflicting loyalties to different keyholders who are at odds with each other—or worse, conflicting direct orders asking you to do contradictory things—can cause a state of painfully frantic indecision, but ultimately the stronger relationship will win out. In the case of one person giving you orders that conflict with themselves or with that person's interests, you can reason through what they would want you to do in that situation, or ask them to clarify. You and those commanding you always instinctively know the difference between an enforced order and an unenforced request.
Maya immediately falls into front and flushes.
Oh. That is beautiful. Yes, that is absolutely my drawback. I adore it. That does suggest we will have to find a separate drawback for Neo, however, because Love Is A Battlefield will need to be part of the shared build to be available as a dependency there.
Originally it was settling toward needing Marionette as a prerequisite, but I steered away from that in case you wouldn't want to go that far.
I'm working on something for Neo too, though I'm not sure if it's going to come out right...
Ruby, do you have any thoughts on a personal drawback?
Mood Ring and Moodier Ring can be nice to have, for someone who likes to be expressive!
I'm not sure about defending people in need; that sounds like it might get entangled with the Divine Mantle line if I tried to make a drawback for it, which wouldn't work very well here.
The girls also move a few things back up to take advantage of the new points available from the Damsel series. Angelic Tones moves up to A since they'll all enjoy it (indirectly in Neo's case), and Ruby will need it for Moodier Ring. Battle Angel and Battle Demon both move up to A since all of them love a good fight in their own ways. They also bump up Opting In, since that's broadly applicable.
Do you know what you're going to want to forget with Selective Memory?
Oh, and I should explain about There's Another One...
You asked whether other vessels of the Spirit you meet would be likely to be friends or foes, and that can be hard to predict. But Sable has I Can Help Them, and people being Helped like that is one of the Spirit's very favourite things. So even if you meet someone who's inclined to be trouble, as long as Sable is willing to reach out to them, I think you'll be able to find a way to get along and be okay. That's not to say there won't be any rough patches along the way, but I Can Help them is very powerful in these kinds of situations.
That is a strong vote in favor of There's Another One, then. Thank you for that. ♡
As for what to forget, we are inclined to select things that will not cause us a great deal of trouble. Our theory is that passives should be safest there. Current picks are: Omniglot, Cotton Candy, and Grimm's Fairy Tales, but suggestions are very welcome.
She bumps There's Another One up to A.
And I think I have something for Neo now.
This one appears just after Selective Memory.
Name: A Single Perfect Flaw - Grants: +3 ☐
This could be a direct physical limitation, like having no voice, no sight, or no wings; it could be an everyday difficulty like clumsiness, or a magical curse that makes frogs fall from your mouth whenever you speak. Whatever it is, it must be both a significant limitation or inconvenience, and something that resonates with you personally or narratively. Once you take this drawback, your Perfect Flaw becomes permanent and irrevocable across all future versions of you. It can be mitigated or worked around, but never cured or removed.
Yes, exactly. And you would be able to use magical or technological effects that translate what you write or sign into words spoken aloud, but probably not ones that express your thoughts directly as spoken words, if I'm understanding correctly what you're choosing as a Perfect Flaw.
♡
After a short pause, the notebook adds,
Also, I think I was imprecise about describing how individual drawbacks and powers interact with the division between merged and separate selves. Each of your unique powers and drawbacks follows you, but the question of where 'you' are is a complicated one when you're simultaneously individual and separate people who can have a mix of individual or separate bodies. For example, Neo's Perfect Flaw should follow her through merges as long as she's the one communicating, but not affect other participants in a merge—the merged body can have functioning vocal cords, but Neo still won't be able to use them. And I Can Help Them will work for Sable regardless of what combination of bodies she's working out of, but Ruby's Moodier Ring will only express her feelings from a merge when she's actively outwardly expressing them. Does that make sense? This is a bit difficult to talk about because the concepts are unfamiliar.
I think it is probably okay. I think the odds are decent we will find someplace with a decent option for "be in multiple places at once", which would be the ideal solution for it, at some point in the fullness of time. We are becoming very difficult to kill, so in all likelihood we will live long enough to find or invent a method.
Hmm. Do you have any thoughts on things for Neo to spend her points on, other than banking them? Her main "theme", as it were, is shatterable hardlight illusions, but that may be something best copied from a local ability.
Hm. There is one thing we usually consider a higher-tier expression of her illusion abilities, but could perhaps be a custom power instead. Our... let us call it a headcanon... of what her illusion abilities develop into when taken far enough is that her usual habit of making illusory copies of herself in fights develops to a point where there... ceases to be a fact of the matter as to which is actually the "real" Neopolitan, as opposed to an illusion, and there remains no fact of the matter until such time as there is only one left. Is that the sort of thing that could turn into a custom power? And if so, and if it also (as we suspect) would not fit in a two point budget, is Neo allowed to take additional drawbacks to pay for her purchase of it?
The unique-drawback system is a bit shaky and I don't think it would work to take two unrelated drawbacks, but I could try to come up with something that would depend on A Single Perfect Flaw, if Neo thinks there's anything in that realm that might work. As for that power... I'm not sure how to fit it in among all the other powers that touch on how different selves relate to each other, but I can try!
Hm. we would appreciate it if you could try. Thank you very much. As for the drawback, the best idea I have is something along the lines of the Flaw making it more likely that people fail to consider her or pay attention to her or take her seriously unless either she is in an established romantic relationship with them or she is taking pains to be noticeable?
Maya tweaks the shared build a bit further, bumping Like Roses up to A, as it is a prerequisite for Ruby's Moodier Ring, along with Breathe Easy, Warmhearted, Soundtrack, Battle Maiden, and Gloryseeker on the basis of rounding out defenses and adding a little additional comfort.
Ah, I realize we forgot to attend to Hailey's drawback.
It's pushing it a little bit for me, but... I'm very much the kinda girl who treats pain as a really great spice in my love life. I'm the kinda girl who thinks making a bloody mess of my bed, whether it's my blood or my girlfriend's, sounds like a damned good night. Addiction is pushing it a bit, but a little pain just makes my day brighter.
It's that... taking something as a drawback means you can't escape it even if you want to. And under those conditions, things that are really nice to have as options, like being able to look pretty even in dire circumstances, can start to get oppressive and uncomfortable. If I saw someone taking Decorative without thinking it through, I would want to warn them that it's harder to live with than it looks, and I think the drawback you're asking for could potentially turn out the same way, because... there's a big difference between being able to be pushed out of your comfort zone sometimes when you want to, and having to live on the edge of your comfort zone even when you'd rather not?
Good question! What are your thoughts on the drawbacks that haven't been taken? A lot of drawbacks come from a kind of overflow of specialness; are there ways you like to be special that you think you'd handle better than most people if they became a heavy theme in your life?
Honestly I kinda hate all of the remaining drawbacks except maybe Green With Envy, which just reminds me of fuckin' Slytherin House all over again, people being rivals if they couldn't claim you as their ally, that sorta shit. Or... oh hah. So there's a thing in the story I'm originally from where my hair is sort of permanently wild and messy. And it can be a kind of aesthetic wild and messy, artfully messy, but I never got tidy. What about that?
The idea that if we ever have to go to a fancy ball, the girls have to make my ball gown sufficiently punk to not count as elegant? That makes me fucking cackle. No more making me look all stuffy and high-society, I'm narratively forbidden from ever being something other than my badass punk self. Like, I could maybe enjoy a touch of elegance if it was wrapped in a layer of goth and punk sufficient to piss off any stuffy noble bitches who see me, it's not the elegance itself I mind, it's the fact that 90% of elegant outfit options block me from looking like me.
All right, I think I can work with that. Let me see...
A new drawback appears in the list, just under Style of Sisyphus.
Name: Signature Style - Grants: +3 ☐
(Requires Style of Sisyphus)
The effects of Style of Sisyphus are inverted. You are now locked in to a single personal style. It can be an established fashion genre, or just the expression of your personal taste in clothing, but it must be something that resonates with you narratively and personally. It will never change, and your clothing, hair, makeup, and other styling will always conform to it, no matter how hard you or others try to dress or decorate you differently. You may find yourself at peace with this style in the long term, or not.
Yes, I've been thinking about that... I think I have something, I'm just not sure it's the right thing.
A new power appears after Time Enough For Love in the list.
Name: Work-Life Balance - Cost: 2 ☐
(Requires Time Enough For Love)
You count as your own friend for the purposes of Time Enough For Love.
I'm not sure I can do a power that makes someone do something; that would be more of a drawback situation. And Time Enough For Love already provides lots of opportunity, so I'm not sure how to facilitate it better... hmm. Maybe we're looking at this from the wrong perspective? What about powers that make it easier to help people, or easier for other people to help you help people?
How's this?
Name: Ever Onward - Cost: 3 ☐
(Requires Cotton Candy and I Can Fix Them)
When you reach out to someone with love in your heart, whether to redeem them or just to connect as friends or lovers, your power can spark something in them. If they choose to believe in love and kindness with you, they can draw strength from your companionship, and pass that strength on to those they spark in turn. The effects of this power are subtle, but very far-reaching. Those you uplift with it, directly and indirectly, become better both at living their own best lives and at helping others.
Yes, the way requirements work with replacements is that any power that replaces another can also substitute for it in requirements.
Also, I don't know if this part was obvious, but the people you connect with through Ever Onward also pass on their spark back to you. ♡
They take a few minutes to set things up. First they go find the old analog kitchen clock with a seconds-hand an old roommate had left. That gets set up behind their chair on a dresser, so it'll be in easy view from the webcam. Then they grab a backpack, packing a couple basic-boring blank notebooks, their new set of pens, a few pencils, the solar crank radio they can charge their phone off of, a set of headphones, a bluetooth speaker that can also charge off the radio, and some granola bars and other small snacks. They configure their computer so that the next recording will run until exactly ten seconds after they take their finger off the spacebar, once started, and to be sent to their family and friends once complete.
Then Sable gets out her purple pen again and writes to their notebook friend.
Okay, have a plan. Going to record things and disappear on camera a bit theatrically, to try to provide more proof to everyone that they don't need to worry. But then I got to thinking, and now I've got a question. What happens to you when we're done here?
Absolutely valid.
Okay, this is it. Can you finalize our builds when I drum on your cover? —Does it bother you if I drum on your cover? The basic idea is to take us and the backpack we'll be carrying — can we take things with us like a backpack? — when I give you some kind of signal, that way I can give a little speech on camera, drop something I'm fiddling with between my fingers, and signal you before it hits the desk. The video will stop ten seconds later and go where it needs to automatically.
You're a treasure, notebook-friend. We're so glad to have met you. Thank you for everything. ♡
Okay, packing things up now.
She puts her purple pen away in the backpack, slips it onto a shoulder, and closes the notebook. She tweaks the upload script to have a two minute delay, that way she can cancel it if nothing happens and she doesn't disappear. Then she grabs a random basic pencil and starts twirling it between her fingers, then holds down the spacebar with her left hand, starting the recording. The clock ticks away in the background, visible over her shoulder.
"Hello everyone. Family, friends, something deeply improbable happened to me. I got offered an isekai, a trip to another universe. I'm getting magic powers, the body of my dreams, and so much more. Naturally, y'all won't believe this just from my saying it, so I've arranged things so I can disappear on camera. This video will go to everyone I've thought of. If anyone else is worried about me, feel free to share it. Also feel free to send scientists to investigate the spot where I vanished, just in case they can learn something from it.
"This is an opportunity I can't pass up. Love y'all. Bye."
She flips the pencil into the air just high enough to give her time to wave, twirling her fingers in a playful wave to the camera, and takes her finger off the spacebar to drum her fingers atop the notebook's cover.
She's gone before the pencil hits the desk, the impact audible in the recording. The empty seat is recorded for a few more seconds, clock ticking steadily in the background, and then the recording stops.
Two minutes later, it gets uploaded to the discord server where her friends hang out, and to a file server where it can be sent to her parents and sisters.