Chapter 76
by
Jerynboe
What's next?
End of Week 6 Shop Recap
The Shop: 15 credits.
Repeatable Purchases
(5) Beastmaster Sphere- buy a replacement Beastmaster Sphere. This is the standard credit cost for “lesser” bindings (those which require some effort to use on an unwilling target and which have relatively few side benefits without upgrades).
(10) Addiction Defense: Grants resistance to the ravages of addiction and overindulgence. Lethal dependency is reduced to severe (but nonlethal) withdrawals, severe physical withdrawal reduced to strong cravings and mild side effects, strong cravings to weak cravings, and weak cravings to mild intrusive thoughts.
Single Purchases
(5) Team Evac: you may teleport retinue members back to the skyblock as well. They each cost 1 hour.
(5) Minor Inventory: Grants up to 6 inventory slots, each of which can hold any one inanimate object you can lift. Can be granted to yourself or a retinue member
Lock portal (20): permanently add a realm to your address book.
(50) Home away from Home: Choose one realm. You may open an 8 hour portal to this realm. This has a 7 day cooldown separate from the normal portal cooldown.
Stable home (50): you may spend 24 hours per week in the chosen realm. In addition, retinue members native to that world may travel there at will.
Travel planner (20): When opening a random portal, you may choose between two options. You will be told the names and danger ratings of both realms.
Itinerary (30): You will also be told the missions that can be found in this realm. Further, whatever option you do not pick will be offered as an additional option once.
Unlock more by completing missions!
Binding shops:
Stamp Upgrades
0 stamp credits
Open Hands (5 stamp credits): you may sell your stamp binding. This removes all Stamps in your possession (including from the Extra Stamp upgrade), but grants you 20 credits you may use as you see fit. You may buy back the Stamp for 20 credits. Your stamp-captured waifus will be unaffected.
Canvas (10) You gain purely aesthetic control over your stamp. This allows you or an approved retinue member to use it to create or erase markings upon stamped retinue members. You may apply and erase by holding the stamp to a retinue member’s skin and focusing. These stamps may resemble tattoos, makeup, body paint, etc, as long as it is an ink or pigment applied to the body.
Extra Stamp (10) Purchase a one use stamp which works as a standard stamp binding, but loses all power after being used once. Extra stamps, as a class, count as a separate binding, allowing them to capture an additional person in a world. They do not reward stamp credits upon successful capture.
Tattoo Storage (20) Allows stamped retinue members to store items associated with them in their bodies by transforming them into tattoos. These tattoos may be stylized, but they must be recognizable and at least half as large as the real object.
Symbolic Tattoos (purchased): you may place a magically empowered tattoo upon each Marked member of your retinue. This will add a single tag (which can be a defense) of your choice to them, which the tattoo will reference in some way. Note that this will not alter their tier, it will at most expand their portfolio to include different abilities appropriate to their new tag. Some tags, such as resurrection, deity, or Leveling, are restricted by tier or world of origin. You may also remove a tag by applying an incongruent (though not necessarily incompatible) one in its place (male replaced with female, or evil replaced with angel, for example). This may only be done once, and while the tattoo can be reworked (making it small and unobtrusive, for example) the tag it grants can not be altered.
Power Tattoos (30)
Beastmaster Sphere-
10 sphere credits
Allows you to **** a non sapient, animalistic creature into a state of suspended animation. Anything stronger than a moderately sized dog will potentially be able to escape, but weakened or willing targets have a higher chance of capture and helpless targets will always be successfully captured if hit with the ball. The target will be fully healed whenever your primary portal closes; a creature kept in a ball at this time will be considered captured. When released, the captured creature is unable to harm any member of your retinue and may be recalled to the ball at any time. If the creature breaks free for whatever reason, the ball may be reused after an hour has passed.
Wonder Trade (5): When you sell a retinue member who was originally captured in a Beastmaster Sphere, you will receive a valid creature from the world you are currently in as a replacement in addition to the normal sell value. This will typically be a weaker creature, but could be of equal value or even stronger! Note: the new creature will be newly captured and likely untrained.
Beast mode (10): Allows you to capture targets that are only conditionally bestial, such as werewolves, as long as you use the sphere when they are currently animalistic.
Nuzlocke Rules (10) upon arriving in a new world, you will receive a free Beastmaster Sphere. This Sphere may only be used to capture the first valid T1 or higher target you interact with. This counts as the Beastmaster Sphere Binding for all purposes.
It Can Think (20)
Monstergirls (20)
Cryptid Capture (20)
Fast Ball (20)
Love Ball (20)
Heal Ball (20)
Lure Ball (30)
The Dungeon: Special, each cleared dungeon floor adds an additional item to the dungeon shop. Each item can only be used once.
5 dungeon credits
Active Dungeon: Noa, level 2.
Warning: Foreign substance detected
Randomly Drops (currently Active): enemies killed in the dungeon can drop random useful or valuable objects appropriate to their nature.
Looting Rights (15): All items found within the dungeon are “real” and can be looted.
Adjust Relationships (20): Gain access to a list of names and relationships the host has; you may rearrange them freely once.
Symbiote- 0 Credits
Evolved Metabolism (5)
Evolved Athleticism (5)
Wild Adaptation (5)
Toxin Adaptation (5)
Martial Instincts (10)
Environmental Adaptation (10)
Royal Honey (10)
Evolution Chamber (15)
Corruptive Ooze (20)
Universal Adaptation (25)
Hatchery (30)
The Shroud- 0 credits
Blacksmith
5,237 marks
Weapons
Survival Knife 20/40
Elven Combat Knife 25/50
Elven Mage Staff 25/50
Worn Shortbow 25/50
20 basic arrows 2/4
Durst family sword 40/80
Shinra Revolver 100/200
Shinra SMG 200/400
Shinra Shotgun 200/400
Shinra Rifle 200/400
SHINRA shotgun ammo 2 for 1 shell (buckshot)
SHINRA revolver/SMG ammo 25 for 50 rounds
SHINRA Rifle Ammo 50 for 50 rounds
Hypnotic Blowgun Dart 5k/10k
Armor
Hunter Clothes 25/50
Elven Scout Armor 40/80
Warrior Seal (headband) 40/80
Electric Shoes 20/40
Bikini Armor 10k/20k
••••••••••
And that’s it until I’ve written to my next breakpoint. Likely to be a while. One more pair of polls for the road!
Some potential uses of some of Gil’s consumables https://strawpoll.com/wby5QWMr8yA
And what propaganda do we drive deep into Menja’s thick skull with Absolute Gullibility?
What's next?
- No further chapters
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