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Chapter 178 by Jerynboe

What's next?

Character sheet recap

World: Azeroth, during the events of World of Warcraft Classic.

Tier 4 (150 credits + free sexual calibration)

Modifiers: Closed Loop, Mission Structure

Origin: Extra You are incarnated as an unimportant person in the setting, with basic knowledge a native would know.

Bindings

Tempest Jewelry indestructible jewelry which can condition its wearer to love and obey the Client. Takes 3-7 days to subdue the target depending on their willpower and resistance. 1 is received per day, to a maximum of 5. Jewels worn by members of the retinue do not count against this maximum.

Extra stock x3: +3 necklaces per day, +15 maximum necklaces.

Basic Tempest Runes: a collection of additional functions are added to Tempest Jewels. Basic disguises, a universal translator, monitoring vitals, communication, and basic functions one would find pre-installed on a phone such as a light, calculator, and clock. Has received upgrades to allow it to track valuable herbs and veins of ore.

Advanced Tempest Runes: body. Allows changes to the physical body. By default will optimize the health of the wearer, putting them in a state of peak physical fitness for someone of their body type and species, with an eye towards physical attractiveness as a secondary concern. Can also be used to alter various physical traits, and even change the wearer’s species if there is a natural example of the target species in the network.

Lures

Alluring Whisper- voice is supernaturally sexy; enough that a deliberate attempt at seduction with someone who otherwise feels at least neutrally on the subject is fairly likely to work.

Stud Service- causes women to desire to be impregnated by Erich. Most effective on mothers, women approaching the end of their childbearing years, and those who actively want kids anyway. Acting virile or exhibiting the traits of a good father in their presence increases the effect.

Other Controls

Apportation: retinue members may teleport to other retinue members with a few moments of focus, provided that both are wearing Tempest Jewelry.

Perks

Pocket space time frozen 1m x 1m x 3m space. You may place held items and willing people into it with a few moments of thought.

Pocket apartment: a small extradimensional apartment that you may create a portal to at any time

Talents

Body Tune up (Body Runes) body will be optimized for health and athleticism. All major physical deficiencies and injuries will be healed upon joining retinue. Applies to all members of retinue.

Athletic talent +sharing (grandfathered in after the patch)- You and all members of your retinue will learn non-combat oriented physical skills at a highly accelerated rate

Everlasting Talent: Eternal youth; skills and memories will not **** over time. Applies to all members of retinue.

Communication Talent: a natural affinity for interpersonal communication, gaining a sense for etiquette and what social approaches will work with a given individual.

Soul Talent: You will learn magical abilities at a highly accelerated rate when you have a teacher or rival, until you are at or above their level of proficiency and power in that style of magic.

Covert Talent: you will learn abilities related to stealth and espionage at a drastically accelerated rate, scaling with the skill of your teachers or the difficulty of tasks that you engage in.

Wild Talent- You gain an intuitive instinct for outdoor and primitive survival techniques, as well as proper riding technique

Martial talent: You will learn martial abilities at a highly accelerated rate when you have a teacher or rival, until you are at or above their level of proficiency and power in that style of combat.

Performance Talent- You will learn performance arts at a highly accelerated rate when you have a teacher or rival, until you are at or above their level of proficiency and power in that style of performance.

Defenses - all apply to your entire retinue

Rebates/cost of defense (means the defense has not been acquired)

Body x2: 10/10 total immunity to all toxins and disease

Wild x2 6/10 total immunity to non-instantly-lethal environmental factors such as high heat, frigid cold, and radiation. Able to exist comfortably within spaces with moderate examples of these traits, ramping up to uncomfortable with proximity to environmental defense.

(Not yet owned) Environmental (20)/(25) Allows the user to survive ridiculous environments such as the surface of the sun or the depths of the ocean; generally anything that isn’t being deliberately generated by a specific entity’s will becomes extremely unpleasant instead of fatal.

Creature 12/10 non-sapient life is disinclined to attack the retinue. Most will adopt a live and let live attitude, and will attempt to scare you off before attacking. If you are perceived as a serious threat, the creature is likely to flee. Counteracted if the creature is being directed by a more intelligent being.

Stress 8/5 negative emotion will never disable or seriously hinder your mental wellbeing long term. Impending doom will not impact your decision making, and mind shattering levels of trauma can be recovered from with a few weeks off.

Addiction 8/10 You are immune to the most **** effects of addictive substances and behaviors. Fatal or crippling addiction will be reduced to unpleasant cravings and mild symptoms, and unpleasant cravings will be reduced to intrusive thoughts when not otherwise occupied.

Mind 40/25 Anything that will take away or manipulate your mind will be less effective, and you will eventually throw it off and develop immunity through repeated exposure. This does not apply to the effects of the binding itself.

(Not yet purchased) Possession 4/(10) attempts to directly hijack your body are less effective, and you will eventually throw it off through repeated/prolonged exposure.

Soul 28/25 Any effect which damages/drains your soul, life ****, mana, etc. are reduced in effectiveness and can not cause **** or other long term detrimental effects. Consensual transfer of soul/life **** will cut off before causing harm, though this can be bypassed easily.

(Not yet purchased) Fatality (22)/50) instant **** does not kill you; in addition, you will cling to life as a disembodied shade, making resurrection substantially easier should you die regardless.

Polymorph (20)/(50) Any form of hostile transformation applied to you will have a reduced or blunted impact. At least one aspect of the transformation will be altered in your favor, and the entire transformation will fade over the course of a week at most (barring repeated application). This applies only to deliberate, targeted magic.

Wyldscape 0/(50) You are resistant to ambient supernatural effects of areas with supernatural traits. This especially applies to transformative effects and mutations, following the same rules as polymorph defense in such cases.

Corruption 50/50 You are resistant to supernatural effects which would alter your fundamental nature. Most often this refers to supernatural forms of indoctrination which alter, rather than directly control, the mind or monstrous transformations, in which case it serves as a kind of extra strength mind defense and polymorph defense mixed into one. At will, you may return to your corrupted form. This transformation is at the subconscious discretion of the primary client.

Information (14)/(25) Information gathering magic targeting you is unreliable. The more dangerous a piece of information is, the more likely it will be left out of or obscured by any kind of supernatural analysis.

Trace (40)/(50) It is difficult to perceive you with supernatural effects. Precise magical senses will still be able to detect you, but will be more likely to overlook you without special effort, and even then will not be able to pinpoint your location. Friendly surveillance will be subconsciously allowed, based on an assessment by a specialized replica of your mind.

Destiny 0/(50) You become resistant to effects which alter probability. Prophecy, predestination, luck manipulation are all far less reliable where you are involved.

Paradox 0/(50) Your personal timeline and location are resistant to tampering. You notice and remember changes to the timeline, and are substantially less affected by localized effects which slow, accelerate, or stop time. Even in the event of being retconned out of existence, you will instead be weakened as reality twists to keep you alive in some form.

Other

Sexual Calibration (free) most things which would make sex less appealing will be removed from the equation. Unpleasant smells and tastes, refractory periods, unwanted or complicated pregnancy, and potential injuries from **** play are all removed as potential problems, and those are just examples.

Personal Powers

Warden Hero Template

A swift but fragile melee hero, the warden takes advantage of superior mobility and supernatural powers to destroy her enemies with hit and run tactics. As a hero she is capable of overpowering most lone assailants, but prolonged combat or concentrated fire can still threaten her.

Inventory: has an inventory with six slots. Objects kept in those slots can be used at will as if they were being worn or held in the hands; they may be summoned to be used manually if that would benefit the wielder.

Heroic Resistance: most magical effects which would impede or take control away from the hero are at least halved in duration. Some abilities, typically ones that cause instant ****, have no effect at all.

Heroic physique: the warden is physically superior to the majority of people in the world. These enhancements focus on manual dexterity, speed, stamina, and physical strength (in that order)

Heroic Recovery: the hero can recover from injuries at a speed comparable with the average troll, and their mana recovers more quickly than average as well.

Shadowmeld: the Warden can fade from sight, if it is night time. This is a limited form of invisibility that requires the warden to remain perfectly still while using it.

Blink 3: the warden can teleport anywhere within line of sight for a negligible mana cost with a 4 second cooldown period on this ability. The warden can immediately orient themselves at their new location, allowing for such things as teleporting and immediately pressing a button or making an attack without any loss of time.

Fan of Knives 2: the warden can throw dozens of knives in all directions simultaneously; the resulting storm of metal is unaimed and unlikely to immediately kill any given person, but extremely likely to do substantial injury to anyone within a dozen yards of the warden.

Vengeance: the warden is able to call upon an avatar of vengeance, which is capable of marshaling the souls of the dead into an impromptu army (should they be available). The spirits are relatively difficult to harm, and can do substantial damage if left unchecked, but if the avatar is killed then they will generally dissipate.

Spells known

Heal: the most elementary of holy healing spells.

Renew: the simplest of Power Words, a slow but efficient healing spell.

Smite: the most elementary of holy offensive spells.

Shadow Word: Pain: inflict pain upon oneself, inflicting roughly twice that amount of pain upon a target.

Track: sense the locations and approximate power level of all targets within a few hundred yards. Limited to targeting either beasts or humanoids, at Erich’s current level of skill.

Immolation trap: the simplest trap rune; sets the one who triggers it on fire. Can last for hours, as long as the hunter remains nearby, or minutes if they leave it alone.

Inventory:

Archaeus: a runic weapon made for notable Paladin Morgan Ladimore. When drawn, absorbs arcane energy that can be channeled into an arcane explosion when the blade strikes a target.

Farstrider Bow: a well made but unexceptional bow, standard issue among the rangers of Quel’Thalas.

Temptress Bell: a chime that converts a single target’s desire to harm the user into an equally powerful desire to have mutually enjoyable sex with the user. The driving emotions do not change, only the subject’s perception of what is an appropriate response. The effect lasts for roughly 24 hours. Entities 1 tier higher than the user will be affected for only one hour, 2 higher for one minute, and 3 higher will be affected only momentarily. One use.

Sword and Torch skill chip- can grant a single member of the retinue the combat skills of an average Darkshire Night Watchman

Herbalism skill chip

Tailoring skill chip

Couples Fruit: when two individuals share this fruit, they will feel a strong sexual attraction to one another regardless of normal orientation or preferences, and feel drawn to one another emotionally. The effect fades over 30 days, but will usually have lingering effects barring an utter lack of compatibility.

Disguise Ettiquette: Grants all retinue members using their amulet to make a disguise a limited variant of communication talent, limited to informing them about general etiquette and social customs that their false identity would be aware of, and warning them when they might be in breach. It does not extend to particular interactions within smaller social groups of less than 10 people.

Orb of entrancement

Disposable Company Stamp

Power Trader: allows two willing individuals to trade all innate and learned powers that would put them above tier 1. Works as power swap for both individuals.

Paralytic Poison- entirely disables one target for one hour with an onset of a few seconds and no lingering side effects. Immunity to poison or somehow purging the poison reduces this to a full body numbness.

Bed of Fading Dream Mushrooms: any being who eats a fading dream mushroom will be instantly captured by you, however they will also undergo near total amnesia. They will forget their name and past, as well as any and all skills and learned powers which would elevate them above tier 1. Nothing prevents them from relearning those skills, but the initial knowledge and capabilities are forever lost. Abilities which are instinctive or innate to the target’s species are unaffected. Note: those who are in the catalog retain a fractured portion of their memories.

Equivalent exchange: a short wooden rod which allows you to, once, transform a touched target physically and mentally into their rough equivalent for a different faction of your choice. For example, turning an orc grunt into a night elf sentinel, or a quillboar geomancer into a human priest.

Censer of Dreams x2: releases a pleasant smelling smoke which will, over about a minute of exposure, put anyone smelling it into a dreaming state. While in this dreaming state, they will be mostly unaware of their surroundings and their mental guard will be down. Members of the retinue are immune to the effects of this smoke.

Pickup Line: a scroll that will make one person perceive the user as a physically and socially desirable sexual partner when it is read aloud to her. This will not override moral, practical, or tactical considerations. Outside of those concerns, the subject will almost always consent to at least one sexual encounter.

••••••••••

Mostly an overview of Erich’s own capabilities and personal resources today. I may do a mission and retinue overview tomorrow but the cast has gotten very, very large. I ran a dnd campaign for almost 3 years and the cast was around this large by the end.

What's next?

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