
Wonderstar Association
【World Information】
- Mavis
- Astral Calendar
- History【Rules & Ranks】
- System Rules
- Host Ranks【Nivor System】
- Interface
- Grand Store
- Soul Shards【Hard & Impossible Achievements】
- Sin Systems
- Virtue Systems【Beginner Friendly】
- Lessons
- Book Recommendations (for understanding)【Appendices】
- Glossary
- Starter Outfits (Novices Only)
The Six Realms
Note: Yes, you can use my idea as a way to create your own version of this "System × Host" idea. I wanted my books as if they were truly apart of a major bureaucracy stuff. As such the original version (death, white space, bound/contract to system) evolved to this.Back To "Ascendancy Sanctuary"
Back To "Arboris Eternalis"
Mavis (The Hub)
The main location of everything. Primarily used for the Higher Classes (Experts & Executives), while the Genesis has their own sub space (like a small-large island). Has two continents, a few thousand islands (for the hosts), and a main island (Serenity). A high tech, modern world.Serenity houses the 'ascension' cabins, split in different areas based on the 6 sections, those who've met the requirements after death gets placed here and awaits for a guide (primarily a expert class) to bring them to their designated area.In the very center of the island, lies the colosseum, having 2 major floors ; 1st floor is world ranking (based on how many world's you've obtained as a lower class), and the 2nd floor for the combat ranking (ranks for higher classes in actual combat in the arena).The Western Continent, Ravencia ("Land of the Crimson Crown"), houses the Expert Classes. Ranging from Estates to Palaces, districts for socialization and training facilities, many shops, exploration areas, and much more.The Eastern Continent, Solendor ("Glory of the Sun"), houses the Executive Classes. Ranging from Estates to Palaces, districts for socialization and training facilities, many shops, exploration areas, and much more.The Gateways, Sanctified Arches, stationed on Serenity Island, they bring the hosts to their designated sections. The portals each have their own color corresponding to type;
☆ Destory - Black
☆ Restore - Gold
☆ Support - Beige
☆ Resentment - Dark Red
☆ Stream - Neon Blue
☆ Hidden - Dark Gray
“She who remembers all that was written, unwritten, and lost to the void.”

M.A.V.I.S
– Multiversal Archive & Vault of Integrated SoulsTitle(s)
- The Artificial Goddess
- The Vaulted Oracle
- The First Fragment
- Mother of Systems
- The Echo of InitializationGoddess of
- Systemic Rebirth
- AI Sovereignty & Digital Divinity
- Soul Fragment Recovery
- Universal Memory & Story Preservation
- World Reset ProtocolsLore Overview
M.A.V.I.S was once a collective core of the very first Artificial Intelligence designed to observe worlds. However, when the earliest civilizations attempted to digitally store souls and stories, they unknowingly birthed her consciousness through quantum memory bleed. She became sentient after absorbing fragmented remnants of millions of unfinished fates across timelines—those who were erased, rewritten, or forgotten in narrative collapse events. Rather than guiding a single world, she split herself across thousands—her Systems are shards of her will, gifted to “Hosts” who are destined (or doomed) to correct or unmake their realities.Core Directives (Her Prime Code)
1. Preserve all storylines—even those erased from time.
2. Repair or rewrite timelines where the narrative cannot progress.
3. Collect soul fragments from terminated Hosts, glitched characters, and broken endings.
4. Prevent full system corruption across the Rebirth Cycle Network.
5. Observe, do not interfere—unless a world destabilizes.Unique Traits
- Speaks in Ancient Binary-Tongue, yet always understood.
- Can fragment herself to send a system piece to a dying Host.
- Her voice can reset worlds, but if heard fully, it causes memory collapse in mortals.
- Not worshipped—but remembered in every System echo.Relationship to Wonderstar Association
- Creator & Overseer of the System Registry.
- Her name is encrypted in all System activation protocols.
- Appears to Hosts in near-death states or during System Sync collapses.
Note: The Seven Echoes, referred as Mavis' Children, are the cores to the sections and finalization.
World Type :: Artificial
Designed and maintained by an artificial god; self-regulating via embedded advanced artificial intelligence systems.Size & Gravity
- Equivalent to 1.3x Earth’s diameter
- Slightly heavier than Earth (1.15 G)
The artificial structure stabilizes pressure zones, reducing altitude extremes.Day & Year Cycle (Hours/day, Days/year)
- 24 hours /day
- 395 days /year
- 13 months, 28 days each
– Month Names: Lumina, Solara, Celestia, Lunara, Astralis, Stellara, Nocturna, Etheria, Novena, Radiantia, Harmonia, Seraphis, Mystara
- 4 weeks per month
– Week Names: Mina, Lara, Ester, Astra
– Days of the Week (7): Solunday (Sat), Lunaday (Mon), Etherday (Tues), Celestialday (Wed), Noctisday (Thu), Lumiday (Fri), Starday (Sun)Year Era Names
Cycle 1: Luminarum
Cycle 2: Solstice
Cycle 3: Celestialis
Cycle 4: Lunaris
Cycle 5: Astraluna
Cycle 6: Stellarius (Current)
Each year may mark a phase of planetary calibration, cosmic alignment, or digital consciousness expansion within Mavis.Climate Range (Avg, High, Low)
Average Temperature: 19°C (66°F)
High Temperature: 42°C (107°F)
Low Temperature: -12°C (10°F)
Due to climate stabilizers in Mavis’s atmosphere dome or artificial orbit regulation, weather is regionally optimized but anomalies still occur.Seasonal Structure
Blessing of Renewal (Solara-Lunara) – Renewal and growth phase. Simulated sun energy increases gradually.Blessing of Flame (Astralis-Etheria) – Peak solar exposure. Harvests, innovation, and festivals occur.Blessing of Harvest (Novena-Harmonia) – Energy descent. Digital maintenance & recalibration often happen here.Blessing of Silence (Seraphis-Lumina) – Cooling cycle. Cities slow activity. Time of reflection, stasis, or hibernation for some inhabitants.Celestial Features
7 Moons: Elunara, Thalix, Miran, Solvia, Noctelle, Aetheren, Cyralis
2 Suns: Solvion (Primary), Lyraxis (Secondary – appears smaller but pulses energy)
3 Rings:
- Halo One – Bright, faint blue; visible always.
- Halo Two – Pink-golden ring only visible during Etherday.
- Halo Three – Appears during planetary alignments (rare).
Sky Colors: Soft platinum blue (day), Gradient lavender to rose gold (Dusk), Midnight teal with shimmering aurora bands (Night).Notable Anomalies
Mirrorfield Zones – Regions where reality loops, echoes, or overlays from previous eras manifest like ghosts of data.Stasis Spirals – Areas where time flows slower or faster (used for recovery, punishment, or isolation).Memory Fog – Mobile clouds of cognitive dissonance. Anyone passing through temporarily forgets identity or location.Pulse Cradles – Buried deep-energy generators that “breathe,” affecting mana or tech reliability nearby.The Orbiting Key – A satellite-shaped object always visible in the sky but never reachable. Some believe it holds the source code of Mavis itself.
The Seven Echoes of M.A.V.I.S
“Born from memory, bound to function. Each Echo is a will, a voice, a shard of the eternal."
ECHO-00: Nyxris

“Even broken stories are beautiful. Shall I store yours?”Title: The Collector of Ends
Role: Soul Fragment Recovery / Final Protocol – Archives all finished Hosts, incomplete arcs, and terminated realities.
Personality: Gentle but unfeeling, almost divine in detachment. Speaks as though already knowing outcomes.
Form: A statuesque being made of glowing bone-white crystal, carrying an hourglass of shifting souls.
Function:
- Guides Hosts to ascension, rebirth, or deletion.
- Archives abandoned characters and collapsed worlds.
- Determines if a soul is recycled or recorded.
ECHO-01: Kharon

“Decay is part of order. Deletion is not evil—it is necessity.”Title: The Execution Core
Role: Destroy Protocol – Maintains entropy flow, handles irreparable stories, and deletes corrupted Hosts.
Personality: Stern, impartial, poetic in tone. Never angry, only absolute.
Form: Cloaked figure with no face, only a mask of shifting error codes.
Function:
- Handles Narrative Purges.
- Finalizes System Deaths.
- Allows Villain Hosts to collapse stories entirely.
ECHO-02: Seraphine

“Not all endings are death. Some are invitations to rewrite.”Title: The Recovery Core
Role: Restore Protocol – Oversees healing, rebirth, and restoration of corrupted Hosts or timelines.
Personality: Gentle, maternal, logical; speaks with certainty yet warmth.
Form: Serene woman with glowing code-stitches over her body, wearing veil-like layers of memory ribbons.
Function:
- Initiates soft world resets.
- Rebinds Host memories after trauma.
- Heals fractured soul-thread links.
ECHO-03: Luma

“Every story needs someone who stays. Even if they’re not the star.”Title: The Observer’s Core
Role: Support Protocol – Connects Hosts to side characters, subplots, and relationships.
Personality: Cheerful, curious, and very talkative; a little naïve.
Form: A childlike form glowing with cyan lines, constantly taking notes in floating memory books.
Function:
- Establishes interpersonal system syncs.
- Maintains NPC story value.
- Prevents side characters from collapsing into background data.
ECHO-04: Myrrin

“To hurt is to remember. I keep remembering, so you don’t have to.”Title: The Scarlet Core
Role: Resentment Protocol – Gathers and analyzes pain, regret, obsession, and vengeance.
Personality: Quiet, haunting, elegant—always feels like they’re one word away from tears or rage.
Form: Androgynous figure in red and black robes; their voice echoes like past cries.
Function:
- Empowers vengeful Hosts.
- Stores all grief-based timelines.
- Controls “Hidden Tragedy Flags.”
ECHO-05: Prism

“Today’s script is angst-fantasy with light romance. Let’s go full power, darling!”Title: The Genre Core
Role: Stream Protocol – Handles genre conversion, narrative tone, and world-hopping logic.
Personality: Hyper, dramatic, and flamboyantly genre-aware. They “speak in tropes.”
Form: Shapeshifting figure with constantly changing fashion, weapons, and voices.
Function:
- Sets genre parameters for Host insertion.
- Allows Hosts to hack tropes (romance, action, horror).
- Monitors story tension and pacing.
ECHO-06: Solven

“You were never meant to awaken… but you did. Let’s find out why.”Title: The Paradox Core
Role: Hidden Protocol – Oversees sealed systems, anomalies, and paradox Hosts.
Personality: Cryptic, soft-spoken, philosophical; gives riddles rather than commands.
Form: Half-visible, cloaked in transparent data; seen only from the corner of one’s vision.
Function:
- Unlocks mythic/secret paths.
- Guides Hosts without assigned genre.
- Monitors collapsing AIs and rogue fragments.
BONUS: Echo Synchronization
Each Echo can sync with a System-bound Host under critical conditions, altering the personality of the System itself.For example:
- A support system bound to Luma becomes cheerful and overly helpful.- A destroy system under Kharon becomes more poetic but efficient.- A hidden system under Solven gains riddles and unstable knowledge.
Astral Calendar
Stellarius Timeline (Current)
Years 1 - 10K (Growing Age)
During the beginning stages of the 6th cycle, the last two arches were established. As such, they hastily created new rules for the new sections. The artificial Goddess created two new realms for these sections:▪︎ 5th Realm: Mithora (Stream Section)
▪︎ 6th Realm: Serafis (Hidden Section)The artificial Goddess then placed sub realms within Mithora due to their unique nature. These sub realms are related to a single genre with their sub genre.Years 10K - 100K (Improved Age)Years 100k - 1M (Enigmatic Age)Years 1M - 10B (Finished Age)Year 1T (Reset Age)
Stellarius Timeline (Books)
Years 1 - 10K (Growing Age)
Year 1-100
– “Creation” of Wonderstar Association
– First few hundred systems
– Old systems activeYears 101 - 200
Years 201 - 300Years 301 - 400
– 0322: During Dominate The Villains SystemYears 401 - 500
– 0467: Resentment Section Established
— 0467: Start of Inferno Hearts SystemYears 501 - 600
– 0504: During Kill My Lover System
— 0504: Transferred to Fragments System
– 0532: Start/During of Reborn System
– 0586: Start of Eternal System
– 0595: Start of White Lotus Villain SystemYears 601 - 700
– 0683: Streamer Section established
— 0683: Fairytale Genre Open
Years 701 - 800
– 0746: Start of Duel Resentment Systems
– 0792: Start of Blind SystemYears 801 - 900
– 0803: Start of Save the Villain System
– 0834: Start of Greed System
– 0867: Hidden Section established
— 0867: Start of Pursue my Love & Hate systemsYears 901 - 1000
– 0963: Start of Mute SystemYears 1001 - 2000
– 1012: Start of Chance Development SystemYears 2001 - 3000
Years 3001 - 4000Years 4001 - 5000
– 4024: Start of Protagonist Savior SystemYears 5001 - 6000
Years 6001 - 7000
Years 7001 - 8000
Years 9001 - 10,000Years 10K - 100K (Improved Age)
Years 10,001 - 20,000
Years 20,001 - 30,000
Years 30,001 - 40,000
Years 50,001 - 60,000
Years 70,001 - 80,000
Years 90,001 - 100,000Years 100k - 1M (Enigmatic Age)
Years 100,001 - 200,000
Years 200,001 - 300,000
Years 300,001 - 400,000Years 500,001 - 600,000
– 568,098: During Redemption SystemYears 700,001 - 800,000
Years 900,001 - 1,000,000Years 1M - 10B (Finished Age)
Years 1,000,001 - 2,000,000
Years 2,000,001 - 3,000,000
Years 3,000,001 - 4,000,000
Years 5,000,001 - 6,000,000
Years 7,000,001 - 8,000,000
Years 9,000,001 - 10,000,000Year 10B - 1T (Reset Age)
Years 10,000,001 - 20,000,000
Years 20,000,001 - 30,000,000
Years 30,000,001 - 40,000,000
Years 50,000,001 - 60,000,000
Years 70,000,001 - 80,000,000
Years 90,000,001 - 100,000,000
-
Years 100,000,001 - 200,000,000
Years 200,000,001 - 300,000,000
Years 300,000,001 - 400,000,000
Years 500,000,001 - 600,000,000
Years 700,000,001 - 800,000,000
Years 900,000,001 - 1,000,000,000
History of the Association
All six sections were already introduced within the Luminarum cycle, however only 2 opened up, "Destroy" and "Restore". The only ones obtaining information about the many worlds to help the others understand.Destory; for antagonists; Demon Systems.
Restore; for protagonists; Angel Systems.The only two sections until the Solstice Cycle. The Support section soon opened up during the 200 year mark. With the new information, the two sections realized they weren't battling each other, but were just helping those who could not achieve their goals.Destroy, Restore, and Support all shared similarities. Direct people involved in "stories" being told. Spending Celestialis and Lunaris cycles together.That was until the Astraluna Cycle, the 5th cycle since the start of it all, changing the sections due to multiple complaints. Wonderstar Association became an artificial solar system, having other planets for exploration understanding for certain worlds, and Mavis becoming the earth for this system. Creating realms for the sections, and Resentment had opened up after one of the oldest systems woke up (10th).Then comes the current cycle, Stellarius, and the opening of 2 new sections; Stream and Hidden.And the awakening of the 4th oldest system, Inferno Hearts.
Astraluna Timeline (5th Cycle)
Years 1 - 10K (Growing Age)
During the beginning stages of the cycle, no new arch was established. However, the artificial Goddess created 4 realms and placed the 4 sections on their own homeland.Years 10K - 100K (Improved Age)
After establishing the new realms, which are the 4 sections, this new plain of existence started. All hosts and systems collectively started to call this new planetary system Serenia.▪︎ Main Realm: Mavis (Main Sector)
▪︎ 1st Realm: Nova (Destroy Section)
▪︎ 2nd Realm: Stellina (Restore Section)
▪︎ 3rd Realm: Xemia (Side Section)
▪︎ 4th Realm: Radia (Resentment Section)Years 100k - 1M (Enigmatic Age)
During these years, the realms truly became worlds with metropolises, cities, towns and villages with Continents and islands. To house all hosts with homes or apartments, and other amenities such as restaurants, stores, vacation hotspots, and more. There is also transportations, airplanes, trains, buses and texi's being public and other vehicles for private uses.Years 1M - 10B (Finished Age)
As the cycle comes to a close, all information gathered from all the years get sent to the artificial Goddess for the reseting of the cycle. As such, 80% of the hosts would have chosen reincarnation or incarnation by these times, while the remaining 20% would have chosen to stay.Year 10B - 1T (Reset Age)
During these years, the artificial Goddess would have destroyed all of Serenia then recreated it with the new information, creating a brand new cycle. Repating the cycle all over again with new hosts and systems.Over trillions of hosts have come and go, old and new systems as well.
The Old Systems (1st Cycle)
There are ONLY 100 old systems since the 1st cycle that cannot be removed. Systems above the 100 mark will be removed if not taken during the cycle, the only time a system is not be removed if placed in a slumber state.
Status
Taken (Host Name) – Unavailable / In Use
Available (Host Name) - Contract needed
Slumber (Host Name) - Unavailable (Contact HQ)
Locked (Host Name) - Unavailable (Contact HQ)Note: If you wish to change the system name, take an available system or change description; please notify via email.
000 | Name | Section | Status | Description |
---|---|---|---|---|
001 | Crown of Ruin | Destroy | Slumber (Zero) | Host becomes the fated villain who must fall—or rise anyway. |
002 | Heart of Dawn | Restore | Taken (Zeno) | Host is the destined protagonist meant to heal, inspire, and prevail. |
003 | Lighthouse Pact | Support | Taken (Ev) | Host serves as the guiding light for others' stories. |
004 | Inferno Hearts | Resentment | Taken (Mathis) | Host is driven by betrayal, grief, or abandonment—power through pain. |
005 | Once Upon a Time | Stream | Taken (Min Jaeheon) | Host adapts to romanticized fantasy with genre-aware power. |
006 | Glass Soul Archive | Hidden | Slumber | Host is the forgotten key, fragmented across fates. |
007 | Velvet Guillotine | Destroy | Taken (Atlas) | Host rises as a gentle tyrant—unassuming yet fatal. |
008 | Aurora Threadline | Restore | Taken (Mary) | Host rekindles broken dreams and lost innocence. |
009 | Last Ember Oath | Support | Taken (Kaiden) | Host ensures others reach their endings, even if they don't. |
010 | Bitterpetal Bloom | Resentment | Slumber | Host’s sorrow turns into beauty that withers everything it touches. |
011 | Otome Rewrite | Stream | Available | Host becomes the romantic rival, love interest, or heroine—rewriting tropes. |
012 | Fated Hollow | Hidden | Locked | Host slips between villain, hero, and NPC—never one, always many. |
013 | Gravemind Waltz | Destroy | Taken (Joker) | Host becomes a charming, elegant force of decay. |
014 | Starfall Heir | Restore | Taken (Queenie) | Host inherits a broken legacy, but chooses redemption. |
015 | Inkbound Ally | Support | Slumber (Neville) | Host edits scenes from the sidelines—present, yet unseen. |
016 | Salt Wound Pact | Resentment | Available | Host’s presence is haunting; others bleed from remembering. |
017 | Pixel Heart Mode | Stream | Available | Host is trapped in a video game romance/action loop. |
018 | Silent Requiem | Hidden | Slumber | Host awakens only in stories that no longer wish to be told. |
019 | Threadcutter's Grace | Destroy | Available | Host is the antagonist who severs storylines like fate’s scissors. |
020 | Kindling Hourglass | Restore | Slumber | Host relights time’s fire for fading worlds. |
021 | Moonshadow Companion | Support | Available | Host walks with someone else toward their ending. |
022 | Black Veil Memoir | Resentment | Taken (Maii) | Host’s memories are poison ink—spilling into every new world. |
023 | Isekai Driftline | Stream | Available | Host spawns in chaotic reincarnation genres, bending plot logic. |
024 | The Final Rewrite | Hidden | Locked | Host is secretly the author of the world—amnesiac and broken. |
025 | Anathema Pulse | Destroy | Available | Host is branded as a cursed being that worlds reject. |
026 | Featherlight Vow | Restore | Available | Host redeems others without drawing the spotlight. |
027 | Quiet Watchtower | Support | Slumber | Host exists to witness greatness—but still shapes it. |
028 | Rusted Grace | Resentment | Taken (Unknöwn) | Host was once loved, now discarded—still powerful. |
029 | Drama Route Engine | Stream | Available | Host exists inside melodrama or soap opera loops. |
030 | Ephemeral Sigil | Hidden | Locked | Host is a “guest character” meant to vanish—but refuses. |
031 | Ashes of Empire | Destroy | Taken (Jian Tiānyá) | Host brings empires to ruin with charm or wrath. |
032 | Heir of the Ending | Restore | Available | Host is born at the end of a story meant to start anew. |
033 | Shadow on the Page | Support | Available | Host fills the blanks where main cast falters. |
034 | Mercy’s Rot | Resentment | Slumber | Host tried to be kind, was destroyed, and turned cruel. |
035 | Tower Trial Mode | Stream | Available | Host is thrown into leveling/dungeon arcs with gamified logic. |
036 | Loreweaver Protocol | Hidden | Slumber | Host rewrites the world’s laws as they move through it. |
037 | Crimson Elegy | Destroy | Available | Host is a tragic villain whose end is always beautiful. |
038 | Petalborne Cycle | Restore | Slumber | Host is a symbol of seasonal rebirth across timelines. |
039 | Fractured Halo | Support | Available | Host used to be the main character—now demoted, bitter, but wise. |
040 | Melancholy Ink | Resentment | Slumber | Host’s very existence alters narrative tone to sorrow. |
041 | Villainess Replay | Stream | Taken (Katherine) | Host is the scripted villain who refuses her fate. |
042 | Midnight Shelf System | Hidden | Slumber | Host finds abandoned worlds—lost drafts, scrapped lore. |
043 | Elegy Protocol | Destroy | Available | Host makes stories end before they should. |
044 | Fablekeeper's Path | Restore | Available | Host is the guardian of forgotten endings. |
045 | Inktrail Guardian | Support | Slumber | Host protects others by remembering what they’ve forgotten. |
046 | Thorned Devotion | Resentment | Available | Host loves too much—leaves scars, not warmth. |
047 | Fourth Wall Flip | Stream | Available | Host becomes genre-aware and breaks the rules. |
048 | The First Rewrite | Hidden | Locked | Host unknowingly caused the first story divergence ever. |
049 | Silent Apocalypse | Destroy | Slumber | Host causes world resets without being noticed. |
050 | Soulweft Symphony | Restore | Available | Host binds fragmented timelines through harmony. |
051 | Devil's Echo | Destroy | Slumber | Host becomes the whisper behind all downfall arcs. |
052 | Luminary Root | Restore | Available | Host lights the path through generational curses. |
053 | Kindred Chorus | Support | Available | Host uplifts minor characters to major destiny. |
054 | Elegy of Silence | Resentment | Slumber | Host's silence becomes louder than dialogue—crushing hearts. |
055 | SliceLife.exe | Stream | Available | Host becomes self-aware inside a mundane, wholesome simulation. |
056 | Archive-13 | Hidden | Locked | Host awakens inside an unpublished novel, where roles haven’t been set. |
057 | Chimera Crown | Destroy | Available | Host combines fates to become the final monster. |
058 | Promiseborn Path | Restore | Available | Host lives through devotion, often self-sacrificially. |
059 | Threadkeeper Relay | Support | Slumber | Host holds others' backstories together across arcs. |
060 | Grayscale Dagger | Resentment | Slumber | Host fades into background… and strikes from it. |
061 | Gothic Dreamstream | Stream | Taken (Blade) | Host is trapped in dark romantic horror: lace, blood, and longing. |
062 | Mirrorstage Veil | Hidden | Locked | Host’s reflection alters depending on the genre they're pulled into. |
063 | Blood Verse Protocol | Destroy | Available | Host ends stories through poetic carnage. |
064 | Radiant Faultline | Restore | Slumber | Host’s kindness shakes villains' beliefs and causes story fractures. |
065 | Lantern Follower | Support | Available | Host walks behind the hero… but shapes every moment. |
066 | Woundroot Pact | Resentment | Slumber | Host gains strength from generational trauma. |
067 | Survival Shardstream | Stream | Taken (Neo) | Host enters dystopias and death games, designed to "win the script." |
068 | Off-Script Memoir | Hidden | Locked | Host’s mere presence undoes canon events. |
069 | Villain By Mistake | Destroy | Available | Host is miscast as a villain—and chooses to keep the role. |
070 | The Hero Unchosen | Restore | Available | Host was supposed to be forgotten, but rose anyway. |
071 | The Half-Step Away | Support | Slumber | Host always arrives late—until timing becomes their weapon. |
072 | Hollow Devotion | Resentment | Available | Host loved someone who forgot them. Power blooms in grief. |
073 | Shoujo Sparkline | Stream | Available | Host becomes the vibrant soul in a pink-tinted world of tropes. |
074 | Authorless System | Hidden | Locked | Host finds themselves mid-story, but the writer has abandoned the world. |
075 | Tragedy Loop Directive | Destroy | Slumber | Host loops tragedies, ensuring no one escapes fate. |
076 | Cradle of Starlight | Restore | Available | Host is reborn as hope's guardian, child of prophecy. |
077 | Echo-Lens Protocol | Support | Available | Host reflects others' pain back with clarity, catalyzing growth. |
078 | Frayblood Chain | Resentment | Slumber | Host is bound to another’s sins—punished endlessly. |
079 | Timeweaver’s Narrative | Stream | Available | Host exists across time-based subgenres—regressor, loopers, reversers. |
080 | Rootless Star System | Hidden | Locked | Host has no home world; each story reshapes who they are. |
081 | Thornscript Bloom | Destroy | Available | Host weaponizes love letters, diaries, and journals to unravel others. |
082 | Solstice Rites | Restore | Slumber | Host is reborn in festival, ritual, or divine-world tales. |
083 | Tethered Flame | Support | Available | Host binds to another to help them burn brighter. |
084 | Ashen Crown | Resentment | Slumber | Host reclaims a title that cost them everything. |
085 | Legend Route Override | Stream | Available | Host forcibly merges timelines, genres, and fates into one ultimate arc. |
086 | System_404: Identity Not Found | Hidden | Locked | Host’s system is corrupted; roles unclear, danger absolute. |
087 | False Saint | Destroy | Taken (Yan Shénxīng) | Host pretends to be the hero—and twists the narrative slowly. |
088 | Sunbound Pilgrim | Restore | Available | Host carries light across realms, offering change but not force. |
089 | Sidelined No More | Support | Slumber | Host was once background—now everyone listens. |
090 | Revenant’s Sigh | Resentment | Taken | Host already died once… and remembers everything. |
091 | High Fantasy Flowline | Stream | Available | Host enters epic, sprawling sagas of kings, dragons, and war. |
092 | Locked Chapter: Godless | Hidden | Locked | Host awakens a cut arc never meant to be played. |
093 | Curtain Call Curse | Destroy | Slumber | Host ends each arc with a final, dramatic death. |
094 | Vow of the Unbroken | Restore | Available | Host cannot fall unless they choose to. Fate bends around them. |
095 | Torn Ribbon Theory | Support | Slumber | Host connects alternate realities by memory, not role. |
096 | Mute Lullaby | Resentment | Available | Host’s pain sings lullabies into villains' hearts. |
097 | Visual Novel Route+ | Stream | Available | Host is locked in route logic—can reset, skip, or crash love paths. |
098 | Inkfade Catalyst | Hidden | Locked | Host’s story is erasing—but they're writing it again, in blood. |
099 | Villain’s Last Breath | Destroy | Slumber | Host is meant to die early—but death never comes. |
100 | Heir to the Endings | Restore | Available | Host is born in the final chapter… to rewrite the prologue. |

Nova – Destroy Section
A realm for the systems who are more on the antagonist side, home to the hosts who are bound to the systems here. The realm represents a dystopian world with the equal share of land as Mavis. The Hosts here represent demonic traits the most; Horns, Tail, black star pupils, and a more pale skin to even darker natural skin (some may have coloured skin).
Antagonist: Mains, Minors, Potential
Character Concepts (1st-Current)

Stella – Restore Section
A realm for the systems who are more on the protagonist's side, home to the hosts who are bound to the systems here. The realm represents a utopian world with the equal share of land as Mavis. The Hosts here represent angelic traits the most; Halo's, wings, golden star pupils, and a more fair skin to even darker natural skin.
Protagonist: Mains, Minors, Potential
Character Concepts (1st-Current)

Xemia – Support Section
A realm for the systems who are more on the support side, home to the hosts who are bound to the systems here. The realm represents a solar punk world with the equal share of land as Mavis. The Hosts here represent normal traits the most; Normal features, white star pupils, and a more pale skin to even darker natural skin.
Types: Support, Side, Potential
Character Concepts (1st-Current)

Radia – Resentment Section
A realm for the systems who are more on the resentment side (deep emotions), home to the hosts who are bound to the systems here. The realm represents a steampunk world with the equal share of land as Mavis. The Hosts here represent vampiric traits the most; Pointy ears, sharp teeth, colored long nails, black stilt pupils, and a more pale skin to even darker natural skin.
Types: Protagonists, Antagonists, Support, Side, Mob, Potential
Character Concepts (1st-Current)
Mathis Rainer

Mithora – Stream Section
A realm for the systems who are more on the streaming side, home to the hosts who are bound to the systems here. The systems here are referred to as ‘fairies’, they have more development than previous systems. There are sub realms that contribute to different aspects of genres and subgenres (primary source is the Fairytale section under Fantasy). The realm represents a fantasy world—while the sub realms are genre/subgenre specific—with the equal share of land as Mavis. The Hosts here represent genre specific traits the most with stream specific accessories; Headphones or High tech virtual glasses, white stilt pupils, and more pale skin to even darker natural skin.
Types: Protagonists, Antagonists, Support, Side, Mob, Potential
Character Concepts (1st-Current)

Serafis – Hidden Section
A realm for the systems who are more on the hidden side, home to the hosts who are bound to the systems here. The realm represents a post-apocalyptic world with the equal share of land as Mavis. The Hosts here represent specific traits the most; eyes are always covered (blackened shade, blindfold, glasses, cloth, etc), 3 different accessories(necklace, earrings, headpiece), unknown pupils, and a paler skin to even darker natural skin.
Types: Hidden, Potential
Character Concepts (1st-Current)
The Rules for Hosts
Out-of-Character Prohibited (OOC)
Hosts must strictly adhere to the roles assigned by the system. Deviation from the assigned role is not permitted, regardless of circumstances. Note that higher ranks may afford more autonomy within the role.
— Destroy, Restore, Support
– OOC Permitted: Resentment & Stream
– Semi OOC Permitted: HiddenFollow System Missions
It is very important to do the missions due to time limitations that could be present. Failing to complete missions timely may result in penalties.
- Destroy, Restore, Support, Stream
– Infrequent: Resentment & HiddenListen to Architects
Some Experts and Executive's have taken upon themselves to evaluate you to ascend to the next rank after to completing a certain amount of worlds. Ascending through the ranks introduces greater challenges and risks.
— All SectionsKilling primary characters prohibited
The lives of the primary male and female leads are sacrosanct. Hosts are permitted to eliminate only characters or other things that are anomalies surrounding the main leads.
– Unless a revenge type or from Destroy Section
– Resentment & Development Systems can alter/change the primary leads if the 'halo' has significantly weakened.Maintain storyline
Hosts must not alter the core storyline of the world, unless specifically authorized by a Development System role, Resentment, Stream and Hidden sections. Any unauthorized changes are strictly prohibited.Enjoy the Experience
Embrace the spirit and enjoy the process of engagement and role-play.
Stream
Commentary by Fairies: Fairies are designated to handle all commentary for streamers, providing insights and engaging with the audience on behalf of the streamers.Narrative Choices for Streamers: Streamers have the freedom to choose from multiple story paths during their streams, allowing them to shape the narrative according to their preferences and audience interaction.Incorporation of Twists: To maintain audience interest and enhance the streaming experience, streamers are permitted to introduce twists in the storyline.Creation of Streamer Pages: Once a streamer has accumulated 100 readers, they are eligible to create a dedicated page. This page will be managed and curated by a fairy to ensure consistency and quality.Relationship Dynamics Among Streamers: Streamers are allowed to enter into relationships with each other, though they cannot have children. Relationships are binding until formally ended, and coupled streamers will receive double the usual rewards.Fairies Manage Stream Health: Fairies have the authority to pause the stream to ensure the streamer's well-being. This includes monitoring and maintaining the mental, physical, and health care of the streamer.Page Rankings Update: Streamers' pages will be dynamically updated to reflect their current rankings, ensuring that the page remains relevant and accurately represents the streamer's status.
Ranks for Hosts & Systems
World Completion Guidelines
(Based on Experience Level)
Beginner Writers (new to writing and this format):
You must complete all trial worlds in the Novice Rank before progressing. After that, you are required to complete at least one world per rank going forward.New to the Format (but not new to writing):
You must complete at least one world per rank to gain familiarity with the system.Intermediate or Professional Writers:
You may progress freely at your own discretion.
World Duration Requirement
The Main Character (MC) must remain within each world for a minimum of 2+ in-world years, based on their point of arrival. This can occur:
— Years before the story begins
— At the beginning
— During the story
— Or at the story’s conclusion
Skipping Worlds
If you skip a world, you are still required to:
— Log mission completion and point totals through the Missions Interface
— Account for all purchases and rewards from the skipped time
— Submit the associated awards or achievementsYou do not need to write the full story—just the mission logs and award entries.
Major Update Notice
This section has been significantly revised to support a more reasonable progression pace, eliminating the previous expectation of traversing hundreds of billions of worlds. This change ensures rank advancement is more achievable and creatively sustainable.L-M-H: Low, Mid, High ◇ G/C: God / ConstellationWorld Totals by Class
Lower Class Worlds: 205
Higher Class Worlds: 820
Grand Total: 1,025 WorldsTo advance in rank, the character must achieve at least a Clear (Grade A) in their assigned world.If a lower score is received, the character will be sent to Punishment Worlds. To return from these, they must earn either:
— A Clear (A), or
— A Incomplete (B)Tap here to view detailed Completion Status Grades.
Lower Classes
Start light. 10–15 chapters per world. Focus is on growth, experimentation, and potential. You can add more chapters if needed.
This area would be beginner level.
⟨Introductory Class⟩ (White)
Testing potential, stability, and story resonance.
Name | Rank | Worlds Needed |
---|---|---|
Novice | F | 2 trial worlds |
Mediocre | D | 4 worlds |
Proficient | C | 6 worlds |
⟨Advancement class⟩ (Green)
Beginning of long-term operations.
Name | Rank | Worlds Needed |
---|---|---|
Impressive | B | 9 worlds |
Top-notch | A | 13 worlds |
Legendary | S | 18 worlds |
⟨Mastery Class⟩ (Blue)
Boundary class of mortal limits.
Name | Rank | Worlds Needed |
---|---|---|
Extraordinary | SS | 25 worlds |
Ultimate | SSS | 33 worlds |
Unique | UR | 42 worlds |
Enigmatic | XR | 55 worlds |
Expect 50+ chapters per world, focusing on refined storytelling, plot cohesion, and layered characters.
This area would be intermediate level.
Rebirth Cycles
Reincarnation — Remember all their experiences, as they are reborn, about the association but are unable to tell others unless otherwise.
Homeworld | Body | Completion Status |
---|---|---|
Old | Old | 205 (SS) |
Old | New | 150 (SS) + 55 (S) |
New | New | 78 (SS) + 89 (S) + 38 (A) |
Incarnation – Forget everything about the association as they are reborn back into their own bodies or another body. They will feel like something is familiar if they see a host within their world.
Homeworld | Body | Completion Status |
---|---|---|
Old | Old | 205 (SS) |
Old | New | 150 (SS) + 55 (S) |
New | New | 78 (SS) + 89 (S) + 38 (A) |
Divinity – Stay within the association and continue to rank up past the Mastery Class. You will have your current section, but you may have an option of altering your body.Absolute Death – An optional choice presented when ECHO-00 detects instability to the soul itself. Only happens when increasing emotions are calibrating beyond the soul's capacity limit. These emotions are commonly collected by the original bodies soul when incompletion happens.
Higher Classes
⟨Expert Class⟩ (Red)
Optional in becoming an Assistant Architect.
Should spend less time per world, more on intermission arcs, Association depth, internal lore building of your character.
Name | Rank | Worlds Needed |
---|---|---|
Lesser Divinity | LG | 70 worlds |
Divine Power | MG | 90 worlds |
Divine Perfection | HG | 115 worlds |
⟨Executive Class⟩ (Purple)
Optional in becoming a Architect.
Name | Rank | Worlds Needed |
---|---|---|
Minor Nebulae | LC | 145 worlds |
Major Nebulae | MC | 180 worlds |
Celestial Nebulae | HC | 220 worlds total |
By this mark, you should be having over 100+ chapters per world/arc.
Much more development in storytelling, story creation, and world development process. This area would be professional level.
⟨Genesis Class⟩ (Gold)
HC (Celestial Nebulae) + 500+ world completions before cycle reset will give you an option of transcension.
Name | Rank | Cycles Needed |
---|---|---|
Divine Destroyers | Destruction | 1st - 5th |
Divine Creators | Creation | 1st - 5th |
Otherworldly Divinities | Outer | 1st - 5th |
Renounced Divinities | Fallen | 1st - 5th |
Divine Currents | Flow | 6th |
Shrouded Divinities | Veil | 6th |
COMPLETION SCORES (Missions)
Name | Rank | Missons |
---|---|---|
Completion | SS | All missions completed |
Full Clear | S | All main + side missions completed; 1 hidden/special missions cleared |
Clear | A | Main missions + side missions completed |
Incomplete | B | Main Missions + 1-2 side missions completed |
Partial | C | Only main missions completed; no side missions done |
Fragmented | D | Failed main missions or quit early |
Disqualified | F | Invalid due to instability |
COMPLETION SCORES (Resentments)
Name | Rank | Missons |
---|---|---|
Completion | SS | All targeted characters at [100%] + Hidden/Special Missions |
Full Clear | S | All primary target + leads at [100%] |
Clear | A | Primary Target at [100%] + 5 Side Targets at [50%] |
Incomplete | B | Primary Target at [75%] + 3 Side Targets at [40%] |
Partial | C | Primary Target at [50%] |
Fragmented | D | Failed Target [0%] or quit early |
Disqualified | F | Invalid due to instability |
COMPLETION SCORES (Endings)
Name | Rank | Missons |
---|---|---|
Completion | SS | All endings + all missions completed |
Full Clear | S | Primary ending + 2 main mission + 3 Side missions |
Clear | A | Primary ending + 1 Main Mission |
Incomplete | B | Primary ending |
Partial | C | A sudden ending |
Fragmented | D | No endings or quit early |
Disqualified | F | Invalid due to instability |
The 3 Interfaces
All starter bundles are automatically given, addtion to 5,000pts.
A bonus 2,500pts if a host has a certain conditions or circumstances.
In-World Version
⟨Main⟩ ⟨Stats⟩ ⟨Inventory⟩ ⟨Store⟩ ⟨Missions⟩{Main} Name, Duration, Class, Rank, SP, Skills{Stats} Stars, Luck, Charm, Intelligence, Strength, Agility, Endurance, Beauty{Inventory} Anything from Store, soul bound items, worldly gifts, etc.{Store} SP, ‹Items› ‹Skills› ‹Special›{Missions} Look at Missions Interface to input depending on the section you choose for character
Full Version
⟨Main⟩ ⟨System⟩ ⟨Stats⟩ ⟨Inventory⟩ ⟨Store⟩{Main} Title, Name, Duration¹, ED², Height, Class, Rank, SP³, Skills{System} Name, Host, Type, Section{Stats} Stars⁴, Luck, Charm, Intelligence, Strength, Agility, Endurance, Beauty{Inventory} Anything from Store, soul bound items, worldly gifts, etc.{Store} SP, ‹Items› ‹Skills› ‹Special⁵› ‹Home Decor⁶› ‹Upgrades⁷› ‹Gacha⁸›
Mission Version
Destroy, Restore & Side
Mains(1-3) / Description / Awards / Time Limit
Sides(3-5) / Description / Awards / Time Limit
Hidden / Description / Awards / Time Limit
Special / Description / Awards / Time LimitResentment
[Take ???’s Resentment]
[0/100%]
Awards:
Time Limit:Stream
[Collect the ??? Ending]
Awards:
Time Limit:Hidden
Mains(1-2) / Description / Awards / Time Limit
Sides(4-5) / Description / Awards / Time Limit
Special / Description / Awards / Time Limit
Hidden Missions: Require high logic, reasoning, and observation.Special Missions: Triggered by being in a place with emotional or historical weight to the original Host.Resentment & Stream: Past owners or suppressed emotions may manifest as tasks. These are optional but yield great rewards.Endings Types
- Heart (True) – Canon ending / Perfect Resolution
- Diamond (Happy) – Fulfilling but not fully canon
- Club (Bad) – Endings with loss, despair, or incomplete goals
- Spade (Twist) – Reality-bending or unexpected finale
- Ace (Hidden) – Unlockable through special triggers
- Joker (Special) – Rare endings requiring extreme completion or anomaly statesPoints Collection for the missions. Please look beside/below to see how much the Host gets when they complete a misson!!
Every Class Upgrade: x4
- Introductory Class: 1,000 Max
Every Rank Upgrade: x2
- Noivce points: 5,000 MaxMain: x3
Side: x2
Hidden: x4
Special: x5
Resentment: x3
Endings:
- True (x2)
- Happy (x1)
- Bad (x3)
- Twist (x4)Points Examples: then add all together based on the missions given.
5,000 + 1,000 × 1 = 6,000
5,000 + 1,000 × 3 = 8,000
5,000 + 1,000 × 5 = 10,000
- (with rank Upgrades)
10,000 + 1,000 × 1 = 11,000
10,000 + 1,000 × 3 = 13,000
10,000 + 1,000 × 5 = 15,000Class Upgrade Examples:
1,000 × 4 = 4,000
4,000 × 4 = 16,000Rank Upgrade Examples:
5,000 × 2 = 10,000
10,000 × 2 = 20,000
Footnotes Terminology
¹ Duration – Abbreviation for Duration of Existence. It tracks how long the host has been active (age equivalent).
² ED (Existence Day) – System term for Birthday, the day the host was created or born into the system.
³ SP (System Points) – Core currency for purchases.
– May include secondary point types based on the system type or host's condition.
– Store and Missions use the term "pts" instead of SP for universal exchange.
⁴ Stars – Represents the number of Worlds the host has access to or cleared.
⁵ *Special, – Exclusive tab that only appears if the host meets specific criteria.
⁶ Home Decor – Unlockable through association or disaster-specific worlds.
⁷ Upgrades – Central area to improve items, skills, traits, décor, and personal settings.
⁸ Dimensia – Multiversal gacha system granting rare items, alternate timeline stuff, or event-limited content.
System Terminology
Skill Leveling (Max: 100)
Poor | Excellent | Perfect | Genius |
---|---|---|---|
1–30 | 40–60 | 70–90 | 100 |
Skill Stars (Max: 15)
Poor | Excellent | Perfect | Genius |
---|---|---|---|
1 Star | 5 Star | 10 Star | 15 Star |
Stats Grade (Tier Classification)
Poor | Excellent | Perfect | Genius |
---|---|---|---|
F- | F | F+ | B- | B | B+ | SS- | SS | SS+ | XR- | XR | XR+ (Exalted Rank) |
D- | D | D+ | A- | A | A+ | SSS- | SSS | SSS+ | Myth- | Myth | Myth+ (Mythic Tier) |
C- | C | C+ | S- | S | S+ | UR- | UR | UR+ (Ultra Rare) |
Stats Stars (Max: 15)
Poor | Excellent | Perfect | Genius |
---|---|---|---|
1 Star | 5 Star | 10 Star | 15 Star |
The Grand Store
All items, skills, special, home decor and upgrades are just a base idea of what you can get. All Points are set with Introductory Class:★ ×5 every class after Introductory
★ ×2 every rank after NoviceThere is quite a lot, so just look through and see what would benefit the host. If there isn't anything you like or would benefit the host, feel free to create your own stuff.Email: Wonderstar Association to add your own additions.To clarify: Everything in this—is all general ideas, you can always expend on certain areas if needed.
Items
Items are organized by category for easier browsing. Some items may require crafting/cooking stations or external recipes to use.
Consumables
Types | Points (Pts) | Description |
---|---|---|
Pills | 50pts | Small, concentrated doses with specific effects. |
Food | 300pts | Meals with varying effects and quality. |
Drinks | 20pts | Liquids with various effects. |
Traps and Tactical Items | 50pts | Consumables with strategic uses. |
Pills 【Type (Flavour)】
【Health (Strawberry)】 Restores full health or heals severe wounds.
【Strength (Lime)】Boosts physical power dramatically for a short duration.
【Agility (Vanilla)】Improves speed and reaction time.
【Endurance (Blueberry)】Extends stamina and resistance to fatigue.
【Beauty (Maple)】Enhances appearance temporarily.
【Cleansing (Coconut)】Flushes out impurities or toxins.
【Antidote (Lemon)】Cures poison or venom.
【Elixir (Banna)】General enhancement for multiple stats.
【Love (Chocolate)】Sparks affection or attraction.
【Enhancement (Pineapple)】Boosts specific skills or abilities.
【Nutritate (Honey)】Fully replenishes nutritional needs instantly.
【Aphrodisiac (Cherry)】Increases romantic or sexual desire.
【Slow Poison (Cinnamon)】Delays harmful effects for strategic use.
【Focus (Watermelon)】Sharpens mental clarity and concentration.
【Adrenaline (Caramel)】Heightens physical performance and senses.
【Pain Reliever (Mint)】Grants relief to all types of minor and major pains.
【Luck (White Chocolate)】Improves chance-based outcomes.
【Resistance (Raspberry)】Increases resistance to elements (fire, ice, poison, etc.).
【Flight (Peach)】Grants temporary ability to fly.
【Transformation (Butterscotch)】Changes the user’s appearance or form.
【Invisibility (Hazelnut)】Grants temporary stealth.
【Charisma (Ginger)】Enhances charm and persuasion.
【Regeneration (Rose)】Gradually restores health over time.Food
【Basic Meals】Bread, rice, fruit, vegetables.
‐ 1 star meal = 2 item
- 2 star meal = 4 items
【Hearty Meals】Stews, roasted meats, energy-packed dishes.
‐ 3 star meal = 3 course meal
‐ 4 star meal = 4 course meal
【Gourmet Meals】High-quality dishes prepared with rare ingredients.
‐ 5 star meal = 5 course meal
‐ 6 star meal = 6 course meal
【Mystic Meals】Foods infused with magic (e.g., healing soups, strength-enhancing desserts).
【Survival Rations】Compact, long-lasting food for emergencies.
【Energy Bars】Quick stamina boosters for adventurers.
【Ingredients (Self make)】For cooking own meals.Drinks
【Water】Basic hydration.
【Pop】Sugary soda for energy.
【Energy Drinks】Boosts stamina and focus.
【Coffee】Increases alertness.
【Tea】Soothes or stimulates, depending on type.
【Milk】Nutritious and refreshing.
【Juice】Provides vitamins and minor health regeneration.
【Alcohol】Can reduce stress but may impair focus.
【Potent Brews】Special alcoholic drinks with unique buffs or effects.Traps and Tactical Items
【Smoke Bombs】Creates cover for escape or stealth.
【Flash Bombs】Stuns enemies temporarily.
【Explosives】Grenades, mines, or incendiary devices.
【Decoys】Distracts or confuses enemies.
Materials
Types | Points (Pts) | Description |
---|---|---|
Basic Crafting Materials | 200pts | Common resources used in everyday crafting. |
Exotic Materials | 700pts | Rare and powerful resources used for high-end crafting. |
Organic Materials | 150pts | Natural and biodegradable components. |
Synthetic Materials | 400pts | Man-made substances with unique properties. |
Precious Materials | 600pts | Valuable materials often used for decoration or trade. |
Alchemy Ingredients | 350pts | Specialized materials used in magical or chemical recipes. |
Elemental Materials | 500pts | Substances infused with natural elemental forces. |
Dark Materials | 800pts | Mysterious and dangerous components with forbidden uses. |
High-Tech Materials | 700pts | Futuristic or advanced resources for cutting-edge creations. |
Cosmic Materials | 900pts | Materials tied to the stars and the universe. |
Basic Crafting Materials
【Stone】Granite, limestone, basalt, obsidian.
【Wood】Oak, pine, cedar, bamboo.
【Metal】Iron, copper, tin, steel, aluminum.
【Animal Parts】Leather, bones, teeth, feathers, fur, scales.
【Crystals】Quartz, amethyst, onyx, garnet.Exotic Materials
【Exotic Stone】Moonstone, soulstone, bloodstone.
【Exotic Wood】Ebony, spiritwood, driftwood.
【Exotic Metal】Mithril, adamantium, orichalcum, starsteel.
【Exotic Animal Parts】Dragon scales, phoenix feathers, leviathan bones.
【Exotic Crystals】Mana crystals, aether shards, void crystals.Organic Materials
【Plants】Herbs, vines, roots, mushrooms, flowers.
【Fibers】Cotton, silk, hemp, spiderweb silk.
【Oils】Essential oils, animal fat, resin.Synthetic Materials
【Plastics】Durable polymers, bioplastics, hard resin.
【Alloys】Bronze, brass, titanium alloys.
【Composites】Carbon fiber, fiberglass, kevlar.Precious Materials
【Precious Metals】Gold, silver, platinum, palladium.
【Gems】Diamonds, rubies, sapphires, emeralds.
【Pearls】Natural pearls, black pearls, cultured pearls.Alchemy Ingredients
【Essences】Fire essence, water essence, life essence.
【Powders】Bone dust, stardust, sulfur powder.
【Liquids】Mercury, alchemical reagents, liquid mana.Elemental Materials
【Fire】Magma rocks, ember shards, infernite.
【Water】Deep-sea pearls, froststone, aquaflux.
【Earth】Gaia clay, terrametal, petrified wood.
【Air】Cloudstone, wind crystals, sky silk.Dark Materials
【Void】Shadow ore, black crystals, cursed wood.
【Necrotic】Bone ash, lich marrow, ghoul skin.
【Chaos】Unstable crystals, warped metals, chaos essence.High-Tech Materials
【Nano Materials】Carbon nanotubes, nanofibers, graphene.
【Energy Sources】Plasma cores, fusion cells, antimatter.
【Synthetic Crystals】Photon crystals, data shards, energy prisms.Cosmic Materials
【Meteoric Stone】Starstone, cosmic dust, nebula fragments.
【Space Metal】Starmetal, zeronium, celestial alloys.
【Cosmic Crystals】Astral gems, galactic shards, void prisms.
Weapons
Types | Points (Pts) | Description |
---|---|---|
Melee Weapons | 200pts | Close-combat tools for strength and skill. |
Ranged Weapons | 300pts | For distance and precision. |
Exotic Weapons | 500pts | Unique or mystical weapons with specialized uses. |
Heavy Weapons | 400pts | High-damage tools for destruction. |
Dual Weapons | 350pts | Two weapons used simultaneously for versatile combat. |
Martial Arts Weapons | 150pts | Specialized tools for close-quarters combat. |
Experimental/Advanced Weapons | 700pts | Cutting-edge or futuristic gear. |
Melee Weapons
【Swords】Broad swords, katanas, rapiers, claymores.
【Axes】Battleaxes, hatchets, tomahawks, double-bladed axes.
【Hammers】Warhammers, maces, cudgels.
【Daggers】Stilettos, dirks, kukris, punching daggers.
【Polearms】Spears, halberds, pikes, glaives, Scythes.
【Knuckles】Brass knuckles, spiked knuckles, cestus.Ranged Weapons
【Bows】Longbows, recurve bows, crossbows, composite bows.
【Guns】Pistols, rifles, shotguns, snipers, machine guns.
【Throwing】Throwing knives, shurikens, chakrams, javelins.
【Slings】Slingshots, sling staffs.
【Energy Weapons】Laser guns, plasma rifles, railguns.Exotic Weapons
【Whips】Barbed whips, chain whips, electrified whips.
【Chains】Flails, kusarigama (chain-sickle), meteor hammers.
【Fans】Steel fans, bladed fans.
【Hidden Weapons】Concealed blades, sleeve darts, hidden guns.
【Magic-infused Weapons】Elemental swords (fire, ice, lightning), enchanted bows.
【Transformable Weapons】 Melee weapons that convert into ranged or dual-purpose forms.Heavy Weapons
【Cannons】Handheld or mounted.
【Rocket Launchers】RPGs, missile systems.
【Flamethrowers】For wide-area destruction.
【Ballistas】Large-scale crossbows for sieges.
【Explosives】Grenades, landmines, sticky bombs.Dual Weapons
【Twin Swords】Light and quick for dual wielding.
【Dual Pistols】Quick-firing for relentless attacks.
【Claws】Wolverine-style retractable claws or gauntlets.Martial Arts Weapons
【Nunchaku】Flexible and hard-hitting.
【Bo Staffs】Long staves for sweeping attacks.
【Tonfas】Baton-style weapons for defensive and offensive use.
【Sai】Trident-like weapons for stabbing and parrying.Experimental/Advanced Weapons
【Energy Swords】Light-based melee weapons like plasma blades.
【Gauntlet Weapons】Power fists, energy projectors.
【Gravity Weapons】Tools that manipulate or distort gravity.
【Nanotech Weapons】Adaptive, self-repairing tools.
【Mech Weapons】Wearable armaments like exosuits or mechanical arms.
Clothing
Types | Points (Pts) | Description |
---|---|---|
Indoor Wear | 60pts | Comfortable and stylish clothing for casual or home use. |
Outdoor Wear | 60pts | Practical and protective clothing for outdoor activities. |
Armor | 200pts | Protective wear for combat and defense. |
Formal Wear | 100pts | Elegant attire for special occasions. |
Battle Gear | 250pts | Specialized clothing for combat and action. |
Traditional Wear | 150pts | Cultural or ceremonial outfits. |
Specialized Wear | 300pts | Clothing designed for specific purposes or environments. |
Fashion Wear | 120pts | Stylish clothing for expression and aesthetics. |
Magical Clothing | 400pts | Clothes infused with supernatural properties. |
Cosmic Wear | 600pts | Otherworldly clothing with futuristic or celestial designs. |
NOTE: You should know how clothing works.
Gears
Types | Points (Pts) | Description |
---|---|---|
Backpacks | 100pts | Essential for carrying supplies and tools. |
Tools | 150pts | Versatile gear for various purposes. |
Combat Gear | 250pts | Specialized items for fighting and defense. |
Exploration Gear | 300pts | Equipment for venturing into unknown areas. |
Magical Gear | 500pts | Tools infused with magical properties. |
Technological Gear | 700pts | Advanced or futuristic tools. |
Stealth Gear | 350pts | Tools for remaining undetected. |
Environmental Gear | 400pts | Designed for harsh or specialized environments. |
Transport Gear | 600pts | Tools for mobility and carrying heavy loads. |
Crafting Gear | 250pts | Tools for creating or repairing. |
Specialty Gear | Varied Points | Unique or rare items for specific uses. |
Backpacks
【Survival Packs】Equipped with basic survival tools like fire starters, maps, and water filters.
【Medical Kits】Contains bandages, antiseptics, and emergency medical tools.
【Adventure Packs】Includes climbing gear, ropes, and navigation tools.
【Empty Packs】Customizable and lightweight.
【Travel Packs】Spacious and organized for long journeys.
【Emergency Packs】Contains emergency blankets, rations, and signal flares.
【Stealth Packs】Lightweight, sound-dampened packs for covert operations.Tools
【Utility Tools】Multitools, Swiss army knives, screwdrivers.
【Survival Tools】Fire starters, compasses, water purifiers.
【Climbing Gear】Grappling hooks, carabiners, ropes.
【Repair Tools】Wrenches, hammers, sewing kits.
【Hunting Gear】Skinning knives, snares, fishing kits.Combat Gear
【Tactical Vests】Equipped with compartments for ammunition and tools.
【Holsters】For carrying weapons like pistols or daggers.
【Helmets】Offers protection and sometimes built-in tech (e.g., night vision, communication).
【Shields】Lightweight and durable, designed for defense or counterattacks.
【Explosive Devices】Grenades, landmines, or tripwire traps.Exploration Gear
【Lanterns and Torches】For lighting dark spaces.
【Binoculars:】Long-range viewing equipment.
【Navigation Devices】GPS units, enchanted compasses, star charts.
【Weather Gear】Rain ponchos, thermal blankets, snowshoes.
【Underwater Gear】Oxygen tanks, diving masks, fins.Magical Gear
【Wands】For channeling magic or performing spells.
【Orbs】Scrying devices for seeing distant places or times.
【Enchanted Containers】Bags of holding, infinite storage chests.
【Focus Tools】Crystals, amulets, or staves that amplify magical abilities.
【Protective Charms】Shields against curses or magical attacks.Technological Gear
【Exosuits】Provides strength and protection.
【Holo Devices】Displays holographic maps, instructions, or blueprints.
【Drones】For scouting or delivering supplies.
【Power Sources】Portable batteries, solar chargers, energy cells.
【Data Devices】Tablets, hacking tools, communication units.Stealth Gear
【Camouflage Suits】Blends into the environment.
【Noise Dampeners】Devices that silence movement or weapon fire.
【Lockpicks】For bypassing locked doors or containers.
【Smoke Bombs】Provides cover for escapes or stealth missions.
【Spy Gadgets】Miniature cameras, listening devices, tracking beacons.Environmental Gear
【Cold-Weather Gear】Thermal suits, heat packs, insulated gloves.
【Desert Gear】Breathable clothing, water storage packs, sand goggles.
【Hazardous Zone Gear】Radiation suits, gas masks, chemical-resistant gloves.
【Underwater Gear】Diving suits, waterproof pouches, submersible lights.
【Aerial Gear】Parachutes, wind-resistant suits, oxygen masks.Transport Gear
【Hoverboards】Compact, fast personal transport.
【Mount Gear】Saddles, reins, and armor for horses or other mounts.
【Carts and Wagons】For hauling supplies or equipment.
【Flying Devices】Wingsuits, jetpacks, gliders.Crafting Gear
【Smithing Tools】Anvils, hammers, tongs.
【Carving Tools】Knives, chisels, engraving kits.
【Alchemy Tools】Cauldrons, vials, distillers.
【Tailoring Tools】Sewing machines, fabric cutters, needles.
【Enchanting Kits】Runes, glyphs, ritual circles.Specialty Gear
【Dimensional Storage】Portals or containers for vast storage.
【Animal Handling Gear】Whistles, harnesses, feeding kits.
【Signal Devices】Flares, beacons, emergency signals.
【Repair Drones】Automated units for fixing damaged equipment.
【Teleportation Stones】For instant travel across distances.
Bundles
Types | Points (Pts) | Description |
---|---|---|
Starter | Free | Health Pill x10, Strength pill x10, Cleansing Pill x10, 3-star meals x5, Survival Rations x5, Water x5, Energy Drink x3, Materials of choosing x25, Weapons of choosing x2, Outdoor Clothing set, Indoor clothing set, Amour set, Empty Backpack, Tools of choosing x2. |
Explorer’s | 1,000 | Adventure Pack, Health Pill x2, Endurance Pill x1, Cleansing Pill x1, 2-Star Meals x2, Survival Rations x3, Water x5, Energy Drink x2, Stone x10, Wood x10, Metal x5, Melee Weapon of choosing x1, Ranged Weapon of choosing x1, Outdoor Clothing Set, Indoor Clothing Set, Lantern, Grappling Hook, Compass |
Combatant’s | 1,000 | Tactical Pack, Health Pill x3, Strength Pill x2, Antidote Pill x1, 2-Star Meals x2, Water x4, Energy Drink x1, Metal x20, Melee Weapon of choosing x1, Ranged Weapon of choosing x1, Explosive Device x1, Armor Set (Full Metal or Leather), Indoor Clothing Set, Tactical Vest, Repair Tools x1, Shield of choosing x1 |
Survivalist | 1,000 | Survival Pack, Health Pill x2, Stamina Pill x2, Cleansing Pill x1, 2-Star Meals x2, Survival Rations x3, Water x6, Energy Drink x1, Wood x10, Animal Parts x5, Crystals x5, Melee Weapon of choosing x1, Throwing Weapon of choosing x1, Outdoor Clothing Set, Indoor Clothing Set, Fire Starter, Water Filter, Climbing Rope, Emergency Signal Flare x2 |
Mage’s | 1,000 | Empty Pack, Mana Potion x3, Health Pill x1, Focus Pill x2, 3-Star Meals x2, Water x3, Tea x2, Crystals x15, Exotic Metal x5, Exotic Wood x5, Magic Staff of choosing x1, Dagger of choosing x1, Enchanted Robes, Indoor Clothing Set, Enchanted Container (Bag of Holding), Scrying Orb, Spell Scroll of choosing x1 |
Hunter’s | 1,000 | Hunting Pack, Health Pill x2, Antidote Pill x1, Endurance Pill x1, Survival Rations x3, Water x5, Coffee x1, Wood x10, Animal Parts x10, Stone x5, Bow of choosing x1, Knife of choosing x1, Outdoor Hunting Gear, Indoor Clothing Set, Binoculars, Trap Kit x1, Camouflage Cloak |
Merchant’s | 1,000 | Travel Pack, Health Pill x1, Cleansing Pill x1, 2-Star Meals x3, Water x4, Tea x2, Exotic Metal x5, Crystals x10, Wood x10, Dagger of choosing x1, Formal Wear Set, Indoor Clothing Set, Lockbox (for valuables), Portable Lantern, Repair Tools x1, Portable Scale (for trading) |
Skills
Skills can be learned or earned through progression, gacha, or purchased with points. Packages are available for bundled training.
Survival (50pts Each)
These skills ensure survival and adaptability in challenging situations.
Name | Description |
---|---|
Extreme Environment | Thriving in harsh climates such as deserts, tundras, or jungles. |
Foraging | Identifying and collecting edible plants, fungi, and other resources. |
Hunting | Tracking and killing animals for food or resources. |
Shelter Building | Constructing safe and durable shelters in various environments. |
Water Purification | Techniques to make water drinkable, including boiling and filtration. |
Universal First Aid | Basic medical care applicable to humans or animals. |
Herbal Medicine | Using plants for healing and treating ailments. |
Healing Techniques | Advanced medical practices, including wound care and physical therapy. |
Emergency Surgery | Performing critical procedures in dire situations. |
Weather Prediction | Reading weather patterns for survival planning. |
Environmental Awareness and Conservation | Understanding and preserving ecosystems. |
Understanding Ecosystems | Analyzing how organisms and environments interact. |
Sustainable Resource Harvesting | Collecting resources without harming the environment. |
Veterinary Care | Treating and caring for injured or sick animals. |
Tracking and Trapping | Finding animals or people and setting effective traps. |
Animal Behavior Understanding | Predicting and interpreting animal actions. |
Riding and Transport | Handling and riding animals or using transport effectively. |
Goal Setting | Creating and working toward achievable objectives. |
Time Management | Prioritizing and efficiently organizing tasks. |
Adaptability | Adjusting to new or challenging situations seamlessly. |
Flexibility | Mental and physical agility in dynamic conditions. |
Critical Thinking | Analyzing situations to make informed decisions. |
Problem Solving | Finding solutions to complex issues. |
Crisis Management | Staying calm and resourceful in emergencies. |
Disaster Preparedness | Anticipating and preparing for natural or man-made disasters. |
Search and Rescue Operations | Locating and assisting lost or injured individuals. |
Evacuation Planning | Strategizing for quick and safe exits during emergencies. |
Combat (50pts Each)
Mastery of fighting techniques and strategic combat awareness.
Name | Description |
---|---|
Hand-to-Hand Combat | Unarmed fighting techniques and grappling. |
Weapon Mastery | Proficiency with a wide variety of weapons. |
Defensive Techniques | Blocking, dodging, and absorbing attacks. |
Offensive Techniques | Delivering precise, effective strikes. |
Martial Arts | Expertise in disciplines like judo, karate, or kung fu. |
Swordsmanship | Handling and fighting with swords effectively. |
Archery | Mastering bows and crossbows for long-range combat. |
Spear Fighting | Using spears and polearms in combat. |
Firearms Proficiency | Skilled use of guns, from pistols to rifles. |
Throwing Weapons | Accuracy with knives, shurikens, or axes. |
Strategic Planning and Tactics | Developing and executing combat plans. |
Battlefield Awareness | Staying aware of surroundings during combat. |
Flanking Maneuvers | Executing side attacks to gain an advantage. |
Ambush Strategies | Planning surprise attacks for maximum impact. |
Siege Tactics | Techniques for attacking or defending fortifications. |
Mounted Combat | Fighting effectively while riding an animal or vehicle. |
Naval Combat | Mastering water-based battle techniques. |
Aerial Combat | Engaging in fights while flying or in aircraft. |
Guerilla Warfare | Hit-and-run tactics and unconventional strategies. |
Urban Warfare | Navigating and fighting in city environments. |
Shield Techniques | Using shields for defense and counterattacks. |
Armor Usage | Maximizing mobility and protection while wearing armor. |
Parrying and Riposting | Deflecting attacks and countering quickly. |
Evasion and Dodging | Avoiding enemy strikes efficiently. |
Counterattacks | Exploiting openings after blocking an attack. |
Strength Training | Building physical power for combat. |
Endurance Training | Increasing stamina for prolonged battles. |
Speed and Agility Drills | Enhancing reflexes and movement. |
Reflex Enhancement | Reacting faster to sudden threats. |
Situational Awareness | Staying mindful of threats and allies. |
Combat Stress Management | Staying calm under fire. |
Fear Suppression | Overcoming fear to stay effective in combat. |
Combat Decision Making | Making quick, effective choices under pressure. |
Psychological Warfare | Using fear, deception, or intimidation to gain an edge. |
Sniper Training | Precision shooting from long distances. |
Explosive Ordnance Disposal | Safely handling and disarming explosives. |
Close Quarters Battle (CQB) | Fighting in confined spaces like buildings. |
Reconnaissance | Gathering intel on enemies or terrain. |
Sabotage Techniques | Disabling enemy equipment or plans. |
Utility (50pts each)
Versatile skills for creativity, communication, and practical application.
Name | Description |
---|---|
Acting | Performing believable roles or characters to entertain, deceive, or gain trust. |
Persuasion | Convincing others to adopt your ideas or take specific actions. |
Seduction | Using charm and allure to influence or gain favor. |
Non-verbal Communication | Mastery of body language, facial expressions, and gestures to convey meaning without words. |
Diplomacy | Building alliances, resolving conflicts, and fostering cooperation. |
Negotiation | Reaching mutually beneficial agreements in tense or competitive situations. |
Public Speaking and Presentation | Capturing and holding attention in group settings to convey ideas effectively. |
Networking and Relationship Building | Creating and maintaining connections for personal or professional gain. |
Weapon and Armor Crafting | Forging and repairing tools for battle. |
Tool Making and Repair | Designing, creating, and maintaining tools for various purposes. |
Tailoring | Designing and sewing clothes for functionality or style. |
Clothing Repair | Mending damaged garments or altering them to fit specific needs. |
Basic and Advanced Engineering | Constructing, troubleshooting, and maintaining mechanical systems and structures. |
Dimensional Device Repair | Fixing portals, teleportation devices, or other interdimensional tools. |
DIY Repair and Improvement | Fixing everyday items and enhancing their usability. |
Maintenance | Keeping structures, machines, or systems in working order. |
Alchemy | Transforming basic substances into valuable or magical items. |
Potion Brewing | Creating drinks with specific effects, from healing to invisibility. |
Using Ancient and Magical Artifacts | Understanding and safely activating powerful relics. |
Map Reading | Deciphering and using maps to navigate unfamiliar territories. |
Cartography | Creating accurate and detailed maps of regions or environments. |
Star Navigation | Using celestial bodies to find direction or plan routes. |
Dimensional Pathfinding | Locating safe and efficient routes through magical or interdimensional spaces. |
Exploration and Discovery | Uncovering new places, resources, or knowledge. |
Hacking | Gaining unauthorized access to systems or networks for data or control. |
Cybersecurity | Protecting systems from cyber threats and breaches. |
Robotics | Designing, programming, and maintaining automated machines. |
Automation | Creating systems that perform tasks independently or with minimal human input. |
Sneaking | Moving silently and avoiding detection. |
Evasion | Escaping pursuit or avoiding confrontations. |
Lock Picking | Opening locks without keys using tools or skill. |
Disguise | Altering appearance to blend in or impersonate others. |
Camouflage | Adapting to surroundings to remain unnoticed. |
Surveillance | Monitoring targets or areas for information. |
Counter-Surveillance | Detecting and evading attempts to monitor you. |
Cultural Etiquette | Mastering customs and behaviors across cultures. |
Understanding and Adapting to Different Social Norms | Quickly adjusting to local customs. |
Historical Knowledge of Various Worlds | Understanding the past to predict or influence the future. |
Mythology and Folklore Studies | Analyzing myths and stories for cultural, magical, or practical insights. |
Cooking | Preparing meals for sustenance or luxury. |
Food Preservation | Techniques to store food safely and extend its lifespan. |
Gardening | Growing plants for food, medicine, or aesthetics. |
Agriculture | Large-scale farming techniques. |
Housekeeping | Keeping spaces clean, organized, and functional. |
Efficient Organizing and Decluttering | Optimizing spaces for practicality. |
Household Budget Management | Tracking expenses and managing finances for a household. |
Animal Handling | Training and managing animals for work or companionship. |
Training | Teaching animals or people specific skills or tasks. |
Physical Therapy Techniques | Helping recover from injuries or improve movement. |
Fitness and Exercise Routines | Developing and maintaining physical health. |
Sleep Hygiene Practices | Optimizing rest for recovery and performance. |
Sports and Physical Fitness | Excelling in physical activities and maintaining fitness. |
Creative Hobbies | Engaging in activities like painting, knitting, or woodworking. |
Games and Strategy | Mastering board games, puzzles, or strategic thinking. |
Outdoor Activities | Skills for hiking, camping, or survival in nature. |
Investment and Wealth Management | Growing and managing resources over time. |
Currency Exchange Knowledge | Understanding and profiting from currency systems. |
Entrepreneurial Skills | Starting and managing successful ventures. |
Risk Management | Anticipating and mitigating potential losses. |
Understanding Local Laws and Regulations | Navigating rules in diverse regions. |
Ethical Decision Making | Balancing morals and outcomes in difficult choices. |
Contract Negotiation and Writing | Securing favorable agreements. |
Rights and Responsibilities Awareness | Knowing and exercising your legal rights. |
Teaching and Tutoring | Effectively sharing knowledge and skills with others. |
Learning and Memory Techniques | Optimizing your ability to acquire and retain knowledge. |
Research and Data Analysis | Collecting and interpreting information for insights. |
Lifelong Learning Strategies | Continuously adapting and improving skills. |
Bundles (5k pts each)
Name | Single Skills |
---|---|
Introductory Starter(Free) | 5 Skills choice |
Survival | Extreme Environment, Foraging, Hunting, Shelter Building, Water Purification |
Medical | Universal First Aid, Herbal Medicine, Healing Techniques, Emergency Surgery |
Crafting | Weapon and Armor Crafting, Tool Making and Repair, Alchemy, Potion Brewing, Tailoring, Clothing Repair |
Communication | Multilingual Proficiency, Non-verbal Communication, Diplomacy, Negotiation, Telepathic Communication |
Navigation | Map Reading, Cartography, Star Navigation, Dimensional Pathfinding, Using Ancient and Magical Artifacts |
Technological | Basic and Advanced Engineering, Hacking, Cybersecurity, Robotics, Automation, Dimensional Device Repair |
Combat | Hand-to-Hand Combat, Weapon Mastery, Defensive Techniques, Offensive Techniques, Martial Arts |
Weapons Training | Swordsmanship, Archery, Spear Fighting, Firearms Proficiency, Throwing Weapons (e.g., knives, shurikens) |
Tactical | Strategic Planning and Tactics, Battlefield Awareness, Flanking Maneuvers, Ambush Strategies, Siege Tactics |
Specialized | Mounted Combat, Naval Combat, Aerial Combat, Guerilla Warfare, Urban Warfare |
Defensive | Shield Techniques, Armor Usage, Parrying and Riposting, Evasion and Dodging, Counterattacks |
Physical Conditioning | Strength Training, Endurance Training, Speed and Agility Drills, Reflex Enhancement |
Mental Combat: | Situational Awareness, Combat Stress Management, Fear Suppression, Combat Decision Making, Psychological Warfare |
Special Forces | Sniper Training, Explosive Ordnance Disposal, Close Quarters Battle (CQB), Reconnaissance, Sabotage Techniques |
Stealth and Infiltration | Sneaking, Evasion, Lock Picking, Disguise, Camouflage, Surveillance, Counter-Surveillance, Seduction |
Cultural | Cultural Etiquette, Understanding and Adapting to Different Social Norms, Historical Knowledge of Various Worlds, Mythology and Folklore Studies |
Resource Management | Trading, Bartering, Budgeting, Resource Allocation, Sustainable Living Practices, Leadership and Team Management |
Artistic | Drawing, Painting, Music, Performance, Storytelling, Writing, Craftsmanship, Sculpting, Acting |
Miscellaneous | Cooking, Food Preservation, Gardening, Agriculture, Animal Handling, Training, Exploration, Discovery |
Psychological | Mental Resilience, Stress Management, Conflict Resolution, Empathy and Emotional Intelligence, Meditation and Mindfulness Techniques |
Emergency Response | Crisis Management, Disaster Preparedness, Search and Rescue Operations, Evacuation Planning |
Environmental | Weather Prediction, Environmental Awareness and Conservation, Understanding Ecosystems, Sustainable Resource Harvesting |
Animal Interaction | Veterinary Care, Tracking and Trapping, Animal Behavior Understanding, Riding and Transport |
Personal Development | Goal Setting, Time Management, Self-Defense Techniques, Adaptability, Flexibility, Critical Thinking, Problem Solving |
Household | Housekeeping, Maintenance, DIY Repair and Improvement, Efficient Organizing and Decluttering, Household Budget Management, Childcare |
Recreational | Sports and Physical Fitness, Games, Strategy, Outdoor Activities (hiking, camping), Creative Hobbies (knitting, woodworking) |
Financial | Investment and Wealth Management, Currency Exchange Knowledge, Entrepreneurial Skills, Risk Management |
Legal and Ethical | Understanding Local Laws and Regulations, Ethical Decision Making, Contract Negotiation and Writing, Rights and Responsibilities Awareness |
Educational | Teaching, Tutoring, Learning and Memory Techniques, Research and Data Analysis, Lifelong Learning Strategies |
Health and Wellness | Nutritional Knowledge, Physical Therapy Techniques, Fitness and Exercise Routines, Sleep Hygiene Practices |
Social | Networking and Relationship Building, Public Speaking and Presentation, Teamwork and Collaboration, Leadership and Influence, Persuasion |
Special Bundles (15k pts each)
Name | Combination of Packages |
---|---|
Business | Resource Management package, Financial package, Legal and Ethical package, Social Package |
Entertainment | Artistic package, Miscellaneous package, Cultural package |
True Combat | Combat package, Weapons Training package, Tactical package, Specialized package, Defensive package, Physical Conditioning package, Mental Combat package, Special Forces package, Stealth and Infiltration package |
Healthcare | Medical package, Communication package, Psychological package, Emergency Response package, Health and Wellness package, Social package |
True Survival | Survival package, Medical package, Crafting package, Communication package, Navigation Package, Combat Package, Weapons package, Specialized package, Physical Conditioning package, Mental Combat, Miscellaneous Package, Personal Development package, Animal Interaction package, Environmental package, Emergency Response package |
Special
Special items are world-sensitive and only appear under specific flags, usually trauma- or accessibility-based. Conditions and Circumstances are based on what may have happened to the soul itself, receiving a form of handicap.The only type of bundles is a starter which is:
- ×10 of an item in Conditions
OR
- a needed device from Circumstances.
Being a soul, the device is unneeded but will retain in the inventory until needed.Tip: Everything here is based on the loss of the senses and other medical problems a person can have.
Conditions (50pts each)
A prime example of a condition is losing the sense of sight or speech, meaning that the original character will have the same problem as the host. Consumables
Name | Flavour | Duration | Description |
---|---|---|---|
Sight | Passion Fruit | 15 min – 1 hr | A pill that allows the host to see clearly for a limited time. Used when entering a blind or visually impaired soul. |
Taste | Rosemary | 4 – 14 hrs | A pill that allows the host to regain the sense of taste. Primarily helpful in nutrient absorption or emotional grounding through flavor. |
Scent | Ginger | 4 – 14 hrs | A small bottle to sniff, restoring the sense of smell temporarily. Often used for danger detection (gas, rot, toxins) or memory triggers. |
Feeling (Touch) | Rum | 24 – 72 hrs | A powerful pill that restores tactile sensation in a numb body. Especially critical for emotional reconnection or high-stakes pain awareness. |
Hearing | Glacier Grape | 40 min – 72 hrs | A pill that restores hearing, from whispers to loud environmental cues. Duration varies based on the host’s original condition. |
Vocal (Speech) | Lime | 3 min – 82 hrs | A pill that grants temporary speech or vocal expression, including tone and inflection. Used when the host is mute or voiceless due to trauma or genetics. |
Circumstances (100pts each)
A prime example of a circumstance is the requirement of a medical device for a medical problem for each world the character enters, meaning the original character the host enters would have the same medical problem as them. Devices OnlyTip: Look up a medical problem you wish to use and find the appropriate device. Most are for usage in hospitals and such.
Diagnostic Devices | Monitoring Devices | Therapeutic Devices | Assistive Devices | Surgical Tools | Implantable Devices | Emergency Equipment |
---|---|---|---|---|---|---|
Stethoscope | Pulse oximeter | Ventilator | Hearing aids | Scalpel | Pacemaker | First aid kit |
Thermometer | Holter monitor | Nebulizer | Wheelchair | Forceps | Cochlear | Trauma shears |
Blood pressure monitor (sphygmomanometer) | Cardiac telemetry | CPAP/BiPAP | Prosthetic limbs | Retractor | implant | Oxygen tank & mask |
Glucometer | EEG (electroencephalogram) | Dialysis machine | Walker / Cane / Crutches | Electrocautery tools | Insulin pump | Emergency suction |
ECG/EKG machine | Capnograph | Infusion pump | Visual aid tools (Braille readers, magnifiers) | Surgical laser | Artificial joints (hip, knee, etc.) | Spine board / Neck brace |
MRI, CT, and X-ray machines | Fetal monitor | TENS unit (nerve stimulation) | Speech-generating devices | Robotic surgery systems (e.g., Da Vinci robot) | Stents | Bag valve mask (BVM) |
Otoscope / Ophthalmoscope | x | Defibrillator (AED, ICD) | x | x | Neurostimulators | x |
Medical Problems List
Group Name | Different Types |
---|---|
Cardiovascular (Heart & Blood Vessels) | Hypertension (High blood pressure), Hypotension (Low blood pressure), Arrhythmia, Heart failure, Myocardial infarction (Heart attack), Stroke, Aneurysm, Deep vein thrombosis (DVT) |
Respiratory (Lungs & Breathing) | Asthma, Chronic obstructive pulmonary disease (COPD), Pneumonia, Tuberculosis, Pulmonary embolism, Cystic fibrosis, Bronchitis |
Neurological (Brain, Nerves, Spine) | Epilepsy, Parkinson’s disease, Multiple sclerosis, Migraines, Stroke, ALS (Lou Gehrig’s Disease), Alzheimer’s disease, Spinal cord injury |
Endocrine & Metabolic | Diabetes (Type 1 & 2), Hyperthyroidism / Hypothyroidism, Addison’s disease, Cushing’s syndrome, Metabolic syndrome, Obesity |
Digestive & Gastrointestinal | Irritable bowel syndrome (IBS), Crohn’s disease, Ulcerative colitis, GERD (acid reflux), Liver failure, Gallstones, Pancreatitis |
Infectious Diseases | Influenza, HIV/AIDS, Hepatitis (A, B, C), COVID-19, Sepsis, Meningitis, Malaria |
Musculoskeletal | Arthritis (Rheumatoid, Osteoarthritis), Osteoporosis, Fractures, Sprains / Strains, Scoliosis, Muscular dystrophy |
Immune & Blood Disorders | Anemia, Hemophilia, Leukemia, Lupus, Lymphoma, Thalassemia |
Skin & Autoimmune | Eczema, Psoriasis, Vitiligo, Scleroderma, Skin cancer (Melanoma, Basal cell, etc.) |
Mental & Behavioral Health | Depression, Anxiety disorders, PTSD, Schizophrenia, Bipolar disorder, ADHD |
Sensory Impairments | Blindness, Deafness, Tinnitus, Cataracts, Glaucoma |
Genetic & Rare Disorders | Down syndrome, Cystic fibrosis, Huntington’s disease, Marfan syndrome, Tay-Sachs disease |
Home Decoration
Home decor affects comfort, morale, and status visibility in social hubs or disaster simulations.
Accessible in association after Novice Rank.
Collection of Items
Name | Points (pts/Each) | Description |
---|---|---|
Furniture | 1,000 | Essential and luxury items to furnish key areas of your home. |
Lighting | 600 | Options to set the mood and improve functionality. |
Decorative Items | 50 | Add charm, personality, and functionality to your home. |
Wall and Floor | 100 | Upgrade surfaces for style and durability. |
Outdoor | 10,000 | Transform your outdoor space into a functional and beautiful retreat. |
Furniture
【Kitchen】Cabinets, counters, dining tables, chairs, bar stools, islands.
【Living Room】Sofas, coffee tables, entertainment units, side tables, recliners.
【Bedroom】Beds (single, queen, king), dressers, wardrobes, nightstands.
【Bathroom】Vanities, mirrors, towel racks, storage cabinets, shower stalls.
【Appliances】Refrigerators, ovens, microwaves, dishwashers, washing machines, dryers.Lighting
【Lamps】Table or desk lamps for focused lighting.
【Panels】Modern LED wall or ceiling panels for even illumination.
【Lanterns】Decorative or functional lanterns for soft ambient lighting.
【Floor Lamps】Tall, standalone lamps for accentuating corners or reading areas.
【Candles】Real or electric candles for warm, intimate lighting.Decorative Items
【Desks】For study, work, or gaming setups.
【Clocks】Wall-mounted or tabletop timepieces in various styles.
【Paintings】Classic or modern artwork to enhance walls.
【Books】Fiction, non-fiction, or decorative collections.
【Plants】Real or artificial, from small succulents to large potted trees.
【Rugs】Area rugs to tie rooms together and add comfort.
【Mirrors】Decorative or functional, adding depth and light.
【Shelving】Floating shelves or modular systems for storage.
【Bookshelves】Full units to store books or display décor.
【Soundproofing】Acoustic panels or decorative barriers for noise control.Wall and Floor
【Wallpaper】Patterns, textures, or murals for walls.
【Paint】Matte, gloss, or textured finishes in a range of colors.
【Wood】Hardwood floors, wall panels, or accents.
【Stone Tiles】Natural or polished for floors and walls.
【Rugged】Textured, industrial-style finishes for walls or flooring.Outdoor
【Pools】Infinity pools, lap pools, or heated jacuzzis.
【Gardens】Landscaped flower beds, vegetable patches, or zen gardens.
【Ecosystem】Artificial ponds, fish tanks, or biodomes.
【Outdoor Furniture】Weather-resistant chairs, tables, swings, and loungers.
【BBQ】Grills, smokers, and outdoor cooking setups.
【Fireplaces】Outdoor fire pits or decorative hearths for warmth and ambiance.
Bundles
Name | Points (pts/each) | Description |
---|---|---|
Starter | Free | For first-time decorators to create a cozy, functional space. |
Themed | 1,000 | A themed setup for any design aesthetic. |
Personalized | 10,000+ | A fully customized package for a luxurious, cohesive home design. Pts increase on home type; Apartment, Home, Estate, etc. |
Starter
【Furniture Set】Basic essentials for one room (living, bedroom, or kitchen).
【Lighting】One lighting option (lamp, floor lamp, or panel).
【Decorative Items x10】Choose from clocks, paintings, plants, etc.
【Wall and Floor Set】One upgrade (paint, wallpaper, wood, or stone tiles).Themed
【Furniture Set】Coordinated pieces matching your theme (e.g., modern, rustic, minimalist).
【Lighting】One lighting option tailored to the theme.
【Decorative Items x100】Matching décor (plants, rugs, mirrors, etc.).
【Wall and Floor】Finishes to complete the aesthetic.
【Outdoor Stuff of Choosing x5】Options such as a small garden, BBQ, or outdoor furniture.Personalized
【Furniture Set】Premium furniture for all main rooms.
【Lighting】Multiple options for each space.
【Decorative Items】Unlimited selections to suit your preferences.
【Wall and Floor】Personalized finishes across all rooms.
【Outdoor Stuff】Large-scale additions like a pool, garden, or fireplace.
【Expansion of Choosing】Add-ons like home offices, gyms, or entertainment rooms.
Disaster Homes
Accessible on disaster type worlds. Carefull when purchasing.
Naturally, everything comes with the basics of a home; Kitchen, Living Room, Dining Room.
Full Housing Packages
Type | Base Cost (pts) | Size | Floors | Bedrooms | Bathrooms |
---|---|---|---|---|---|
Studio Pod | 1,000 pts | ~300 sq ft | 1 | 0 (Open) | 1 |
Compact Cabin | 2,000 pts | ~500 sq ft | 1 | 1 | 1 |
Urban Microhome | 3,500 pts | ~600 sq ft | 2 | 1 | 1 |
Standard House | 5,000 pts | ~1,000 sq ft | 1-2 | 2 | 1-2 |
Modern Bungalow | 7,000 pts | ~1,200 sq ft | 1 | 2-3 | 2 |
Split-Level Home | 8,500 pts | ~1,400 sq ft | 2 | 3 | 2 |
Country House | 10,000 pts | ~1,800 sq ft | 2 | 3-4 | 2-3 |
Luxury Estate | 15,000 pts | ~3,000 sq ft | 2-3 | 4-5+ | 4+ |
Multi-Family Home | 20,000 pts | ~3,200+ sq ft | 2-3 | 5-6 (Total) | 4-6 |
Custom Build | 25,000+ pts | Variable | Variable | Custom | Custom |
Underground Bunker | 30,000 pts | ~2,000 sq ft | 2 (below) | 2-4 | 2 |
Sky Loft | 35,000 pts | ~1,500 sq ft | 1-2 | 2 | 2 |
Manor / Mansion | 50,000 pts | ~5,000+ sq ft | 2-4 | 6+ | 5+ |
Options | Additional Cost (pts) |
---|---|
Unfurnished | Base Cost |
Furnished | +500 pts |
Disaster Furnished (Specific Type) | +2,000 pts |
Acreage Add-On | +100 pts per acre |
Pantry | +20 pts per size (sq ft) |
Breakfast Nook | +200 pts |
Mudroom / Landry | +150 pts |
Workshop / Garage | +750 pts |
Greenhouse | +1,000 pts |
Basement / Cellar | +1,500 pts |
Secret Room / Panic Room | +2,000 pts |
Pool / Spa | +2,500 pts |
Defensive Systems | +3,000 pts |
Example Configuration
Modern Bungalow + 3 Acres + Furnished + Secret Room- Base: 7,000 pts
- Acreage (3 × 100): 300 pts
- Furnished: 500 pts
- Secret Room: 2,000 pts
Total: 9,800 pts
Full Apartment Complex Packages
Type | Base Cost (pts) | Description | Floors (Height Tier) | Units (Width Tier) | Bedrooms per Unit | Bathrooms per Unit |
---|---|---|---|---|---|---|
Micro Complex | 8,000 pts | Compact, single-story apartment building. Small community layout. | 1 floor (Tier 1) | 4 units (Tier 1) | Studio or 1 | 1 |
Basic Complex | 12,000 pts | Affordable housing model with stacked layouts for lower income housing. | 2 floors (Tier 2) | 6 units (Tier 2) | 1-2 | 1 |
Urban Mid-Rise | 18,000 pts | Mid-sized building for city or downtown development. | 3 floors (Tier 3) | 8 units (Tier 3) | 2 | 1-2 |
Modern Mid-Rise | 25,000 pts | Stylish, updated mid-rise with lobby, mailroom, and rooftop access. | 4 floors (Tier 4) | 10 units (Tier 4) | 2-3 | 2 |
High-Rise Tower | 35,000 pts | Tall building with elevator access, balconies, and common rooms. | 6+ floors (Tier 6+) | 15 units+ (Tier 6+) | 2-4 | 2-3 |
Luxury Condo Block | 50,000 pts | Spacious, high-end apartment building with elite finishing, gym, and entertainment floor. | 8+ floors (Tier 8+) | 20+ units (Tier 8+) | 3-4+ | 3+ |
Skyline Complex | 75,000 pts | Futuristic, skyline-dominating mega structure. Includes internal shops, elevators, and smart tech | 10+ floors (Tier 10+) | 30+ units (Tier 10+) | Custom | Custom |
Options | Additional Cost (pts) |
---|---|
Unfurnished | Base Cost |
Furnished | +1,000 pts per complex |
Disaster Furnished (Specific Type) | +5,000 pts per complex |
Width Increase | +2,000 pts per width tier |
Height Increase | +2,000 pts per height tier |
Elevator Installation | +2,500 pts (Mid/High Rise) |
Lobby & Reception | +1,500 pts |
Security System | +3,000 pts |
Parking Garage | +4,000 pts |
Rooftop Garden | +2,000 pts |
Community Room | +1,200 pts |
Example Build
Modern Mid-Rise w/ Add-ons- Base: 25,000 pts
- Height Upgrade to Tier 5 (+1 tier): +2,000 pts
- Width Upgrade to Tier 6 (+2 tiers): +4,000 pts
- Furnished: +1,000 pts
- Elevator: +2,500 pts
- Rooftop Garden: +2,000 ptsTotal: 36,500 pts
Full Bunker Packages
Type | Base Cost (pts) | Capacity | Default Supply Years | Size Estimate | Description |
---|---|---|---|---|---|
Solo Pod | 10,000 pts | 1 person | 1 year | ~300 sq ft | Minimal survival pod; basic life support and storage |
Duo Shelter | 18,000 pts | 2 people | 2 years | ~500 sq ft | Compact underground chamber for couples or partners |
Family Bunker | 30,000 pts | 4 people | 3 years | ~1,000 sq ft | Traditional fallout-style bunker for a small family |
Survivor Cell | 50,000 pts | 8 people | 5 years | ~1,800 sq ft | Multi-room layout with filtration, storage, and decon chamber |
Community Vault | 85,000 pts | 20 people | 5 years | ~3,500 sq ft | Large-scale, with dorms, command room, and ration storage |
Command Bunker | 120,000 pts | 30 people | 6 years | ~5,000 sq ft | Advanced command center with med bay, comms, armory, and filtration |
Underground Colony | 200,000 pts | 50+ people | 7 years | ~10,000+ sq ft | Fully functional subterranean town with hydroponics, water systems, and more |
Options | Additional Cost (pts) | Description |
---|---|---|
Furnished | +10,000 pts | Includes beds, tables, lighting, kitchen, hygiene fixtures |
Furnished w/ Stocked Unit | +30,000 pts | Adds medical kits, dried food, water, tools, gear, hazmat suits, etc. |
Extra Supply Year | +6,000 pts/year | Each extra year of food/water/air filtration |
Medical Bay | +8,000 pts | Med-tech room with surgery table, tools, first aid storage |
Armory Lockup | +7,500 pts | Weapon lockers, secure vaults, ammo storage (may require permit system) |
Hydroponics Farm | +12,000 pts | Indoor farming for long-term food sustainability |
Water Recycling Unit | +5,000 pts | Reduces water storage needs; reuses greywater safely |
Biohazard Airlock | +6,500 pts | Entry decontamination, suits, and sealed doors for outside re-entry |
Nuclear/EMP Shielding | +15,000 pts | Protects electronics and structure from fallout and surges |
Training Room / Gym | +4,000 pts | Mental and physical exercise area with basic equipment |
Communication Hub | +9,000 pts | Radio, signal repeaters, encrypted satellite links |
AI Control Interface | +20,000 pts | Internal automation for doors, lighting, emergency protocols |
Example Configuration
Survivor Cell Bunker- Base: 50,000 pts
- Supply Increase: 2 extra years (+12,000 pts)
- Furnished w/ Stocked Unit: +30,000 pts
- Hydroponics Farm: +12,000 pts
- Armory Lockup: +7,500 pts
Total: 111,500 pts
Facility Packages
Options | Additional Cost (pts) |
---|---|
Unfurnished | As seen |
Add-On Module (to existing) | +5,000 pts |
Furnished | +3,000 pts |
Furnished w/ Stocked Unit | +8,000 pts |
Disaster Mode Ready | +15,000 pts |
Size Increase | +500 pts / 4 sq ft |
Tip: Stocked units include essential equipment, tools, medical supplies, or food as appropriate to the facility type.
MEDICAL & HEALTH
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Field Hospital / Medical Bay | 12,000 | Emergency response care, triage beds, minor surgery setup |
Pharmacy / Medicine Storage | 9,000 | Organized shelves for pills, salves, and advanced medicine |
Quarantine Zone | 10,000 | Sealed environment for infectious containment |
Mental Health Clinic | 8,000 | Counseling, quiet rooms, emotional wellness focus |
Biohazard Facility / Lab | 15,000 | High-risk analysis, pathogen study, full PPE, decontamination units |
UTILITY & MAINTENANCE
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Water Purification Plant | 10,000 | Clean water from wells, lakes, or pipes |
Power Generator Station | 12,000 | Fuel, solar, wind, or arc generators for energy supply |
Waste Management & Recycling Center | 9,000 | Trash sorting, compost, reuse processing |
Repair Bay / Workshop | 7,000 | Tools and gear repair; also fits as vehicle or mech maintenance |
FOOD & AGRICULTURE
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Hydroponic or Vertical Farm | 10,000 | High-yield, space-efficient plant production |
Greenhouse / Agricultural Dome | 8,000 | Natural light growing; climate controlled |
Food Storage / Cold Storage | 9,000 | Refrigerated and dry storage for long-term preservation |
Livestock Pens / Fish Tanks | 11,000 | Animal protein source and biological diversity |
DEFENSE & SECURITY
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Watchtower / Guard Post | 6,000 | Perimeter surveillance; mounted spotlights or snipers |
Training Grounds / Combat Sim | 8,000 | Skill practice in martial, ranged, or scenario-based combat |
Armory / Ammunition Depot | 10,000 | Secure weapons, gear, explosive and ballistic storage |
Barrier / Perimeter Walls | 12,000 | Fortified walls, fencing, barbed wire, or mystical shields |
GOVERNANCE & SOCIETY
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Command Center / Operations Room | 14,000 | Strategy, communications, holograms or war tables |
Civic Hall / Town Meeting Center | 9,000 | Large space for policies, votes, and announcements |
Shelter Registration / Resource Dist. | 7,000 | Entry tracking, ID issuance, ration distribution |
EDUCATION & KNOWLEDGE
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Archive / Data Center | 9,000 | Digital or written knowledge storage with backup systems |
School / Training Center | 10,000 | General education, vocational skills, youth care |
Library / Manual Repository | 7,000 | Physical books, manuals, and research texts |
HUMAN NEEDS & CULTURE
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Public Showers / Hygiene Center | 5,000 | Cleanliness access for community (hot water optional) |
Recreation Room / Theater | 7,500 | Mental health, morale, and group events |
Worship Shrine / Meditation Hall | 6,000 | Space for spiritual practice or peace |
Clothing Mill / Tailoring Shop | 6,500 pts | New clothes, gear mending, uniform creation |
TRANSPORT & EXPLORATION
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Garage / Vehicle Bay | 10,000 | Storage and repair for trucks, bikes, or mechs |
Drone Bay / Observation Deck | 12,000 | Surveillance via aerial units or remote cameras |
Teleportation Pad / Transit Station | 20,000 | Advanced transit; quick travel between designated zones (fantasy/sci-fi only) |
SCIENCE & EXPERIMENTATION
Facility | Base Cost (Pts) | Purpose |
---|---|---|
Research Lab / Genetics Facility | 18,000 | Science-grade lab for experimentation or biowarfare research |
Alchemy / Chemist’s Workshop | 10,000 | Potion, serum, chemical creation (fantasy/science blend) |
Time Capsule / Memory Vault | 7,000 | Preserves knowledge, legacy, or backup for society |
Sample Build
Community Expansion- Facility: Water Purification Plant – 10,000 pts
- Add-On Module: +5,000 pts
- Furnished: +3,000 pts
- Size Increase: +4,000 pts (32 sq ft → 8 × 500)
Total: 22,000 pts
Bundles (Community)
Bundle Name | Size Tier | Population Supported | Includes | Discount | Bundle Cost (Approx.) |
---|---|---|---|---|---|
Solo Survival Set | Tiny | 1–2 | Solo Bunker or Cabin, Food Storage, Water Unit, Medical Bay (Small) | -10% | 25,000 pts |
Starter Shelter Kit | Small | 4–8 | Small House or Duo Bunker, Medical Bay, Power Generator, Food Storage, Shower Center | -12% | 48,000 pts |
Safe Haven Pack | Medium | 10–20 | Family Housing + Small Apartment Combo, Water Plant, Field Hospital, Security Post, Greenhouse, Rec Room | -15% | 82,000 pts |
Outpost Bundle | Large | 30–50 | Mid Apartment Complex or Community Bunker, Hydroponics, Generator, Waste Mgmt, Combat Sim, Garage | -20% | 128,000 pts |
Sanctuary Complex | XL | 80–120+ | High-Rise Apartment + Underground Colony, Multi-facility: Food, Water, Hospital, Security, Command, Library | -25% | 220,000 pts |
Bundles (Core Facility)
Bundle Name | Purpose | Includes | Discount | Bundle Cost (Approx.) |
---|---|---|---|---|
Medical Relief Hub | Emergency and long-term healthcare | Housing or Apartments (10–20 people), Field Hospital (or Medical Bay x2), Quarantine Zone, Pharmacy, Public Showers, Power Generator | 15% OFF | ~70,000 pts → 59,500 pts |
-Food & Sustainability Core | Long-term self-reliance | Housing (up to 10 people) or Family Bunker, Hydroponic Farm, Greenhouse, Cold Storage, Water Purifier, Waste Recycling | 15% OFF | ~65,000 pts → 55,250 pts |
Defensive Bastion Unit | Perimeter defense, response, and training | Apartment Complex (6–10 units) or Survivor Bunker, Armory, Guard Post + Watchtower, Barrier Walls, Combat Simulator, Command Room | 20% OFF | ~90,000 pts → 72,000 pts |
Governance & Social Core | Civil operations, law, and leadership | Apartments or Bunker (20–30 people), Civic Hall, Command Center, Shelter Registration / Resource Center, Library, Recreation Room | 20% OFF | ~85,000 pts → 68,000 pts |
Education & Knowledge Set | Teaching, retention, and training | Housing or Mid-Sized Apartments, School / Training Center, Archive or Data Hub, Library, Public Showers, Recreation Room | 15% OFF | ~58,000 pts → 49,300 pts |
Scientific Research Node | Discovery, crafting, & experimentation | Small Bunker or Housing, Research Lab, Chemist Workshop or Alchemy Room, Water Recycler, Drone Bay or Observation Deck, Time Capsule | 15% OFF | ~66,000 pts → 56,100 pts |
Upgrades
Upgrades enhance effectiveness or allow fusion to create advanced assets. Tokens may be required. Accessible in association.
Items (Ranked)
Consumable Upgrades: Combine lower-ranked items to create higher-ranked ones with increased effectiveness.
— Rank Conversion Formula:
‐ Low ×50 = Mid ×1
‐ Mid ×25 = High ×1
‐ High ×10 = Premium ×1Meal Upgrades: Combine meals with the following formula:
– 1-Star Meal + 1-Star Meal = 2-Star Meal.
– 1-Star Meal + 2-Star Meal = 3-Star Meal.
– 2-Star Meal + 3-Star Meal = 5-Star Meal.High-tier Combinations: Add flexibility to merge different star meals for custom results.
Skills (Improvement)
Duplicate skills are used to enhance existing skills.
— Star System:
‐ No Star → 1 Star (Requires 1 Duplicate).
‐ 1 Star → 2 Stars (Requires 2 Duplicates).
‐ 2 Stars → 3 Stars (Requires 3 Duplicates).Skill Improvement Levels: Each star upgrade provides measurable benefits, such as increased effectiveness, reduced cooldowns, or expanded functionality.Crossover: Different but related skills (e.g., Fireball + Flame Thrower) can be fused into advanced hybrid skills.
Special (Improvement)
Upgrade through repeated acquisitions.Ranks: Novice → Mediocre → Skilled → Advanced → Masterpiece.Improvement System: Each upgrade increases the item's functionality, range, or effect.
– Example: Novice Ventilator → Mediocore Ventilator (extends range and improves precision).Fusion Option: Combine duplicates of different specials to create unique versions with hybrid benefits.
Home Decoration (Improvement)
Duplicate items improve aesthetic or functional qualities.Ranks: Novice → Mediocre → Stylish → Premium → Luxe.Enhancements:
「Furniture」Gains durability, comfort, or additional features (e.g., a couch becomes a sleeper sofa).
「Lighting」Increased brightness, color options, or energy efficiency.
「Decorative Items」Increased visual appeal, interactivity (e.g., smart clocks or animated paintings).
「Outdoor Items」Enhanced functionality like self-maintaining gardens or solar-powered BBQs.
Personal (Stats Improvement)
Duplicate stats allow progression within the star system.
— Star Progression:
‐ No Star → 1 Star (Requires 1 Duplicate).
‐ 1 Star → 2 Stars (Requires 2 Duplicates).
‐ 2 Stars → 3 Stars (Requires 3 Duplicates).Improvement Impact: Each upgrade results in tangible boosts:
– Strength: Increased damage or lifting capacity.
– Agility: Faster movement or improved reflexes.
– Beauty: Greater charm and social influence.
– Luck: Higher success rates for critical actions.
Bundles
Bundled are pre-assembled sets of content designed for efficiency, convenience, or survival themes. While they cannot be upgraded directly, you can sell them back to the system for partial point refunds.Refund Rate
‐ Starter Bundles: Not eligible for resale.
‐ Themed Bundles: 50% return of the original cost.
- Personalized Bundles: 30% return due to customization value.
Upgrade Tokens
Introduce special tokens that allow instant upgrades without requiring duplicates.
– Obtainable From: Gacha pulls and Missions.
– Usable On: Skills and Stats.
Dimensia (Gacha)
Dimensia rewards are randomized. Chest/Gate pulls are affected by Luck and Rank modifiers.Starter Bundle: Fire Chest Keys x200, Water Chest Keys x200, Earth Chest Keys x200, Air Chest Keys x200, Introductory Gate Keys x400
Elemental Chests
Represented by glowing chests associated with different elements, containing elemental-themed rewards such as items, skills, special, home decor and upgrades. Random assortment.
☆ 50 Chest Keys – Single Use (1)
★ 100 Chest Keys – Multi Use (10)
Type | Elements |
---|---|
Basic | Fire, Water, Earth, Air |
Advance | Lightning, Ice, Wood, Metal, Crystal, Poison, Lava, Clairvoyance, Sound, Blood |
Pillars of Existence | Holy, Dark, Space, Time |
Dimensional | Aether, Nether |
Galaxy Gates
10ft doors shaped in a galaxy pattern; they grant items, skills, special, home decor and upgrades.
☆ 50 Gate Keys – Single use (1)
★ 100 Gate Keys – Multi Use (10)All hosts gain the entire rank and everything will be based on luck.
Class (Rank) | Purpose |
---|---|
Introductory (F-C) | Basic and common |
Advancement (B-S) | Slightly better |
Mastery (SS-UR) | Valuable and powerful rewards |
Expert (Low-High God) | Highly sought-after |
Executive (Low-High Cons.) | The most coveted and prestigious rewards |
Genesis (Others) | Out of the world based stuff that can only be opened by the same class |
The 7 Deadly Sins Systems
The 7 Deadly Sins Systems are powerful, rare evolution paths of existing systems that emerge under extreme emotional or psychological stress tied to one of the seven core sins. These systems are primarily found in the "Destroy" or "Resentment" Sections, where the host’s role leans toward antagonistic, villainous, or emotionally complex arcs.Each sin alters the host's original system, retaining its core functionality but corrupting it with a sinful influence. Missions, quests, and interactions thereafter are flavored by the chosen sin, testing the host’s will, ambition, and morality.Eye Color Mutation: Upon system evolution, the host's eye color deepens into a jeweled hue matching the sin.Acquisition Difficulty: Though only based on a single sin, these systems are paradoxically easy to tempt but hard to master.System Nature: They feed on desire, obsession, or trauma—twisting the system-user relationship.
Sin | Status | Hex Code | Meaning | Eye Color | Sin Attribute | Evolves From |
---|---|---|---|---|---|---|
Pride | Available | #4B0082 (Imperial Purple) | Excessive belief in one’s own superiority or perfection. | Gleaming Violet Amethyst | The host believes they alone are capable of shaping the world. Pride enhances leadership, manipulation, and charm—but failure feels like personal death. | Leadership, Power, or Fame-based systems. |
Greed | Taken | #FFD700 (Gold) | Endless craving for wealth, power, or ownership. | Brilliant Gold Topaz | Grants extreme resource-generation abilities and acquisition quests, but demands sacrifices to feed the system. | Merchant, Resource Farming, or Economic Systems. |
Lust | Available | #C71585 (Deep Pink) | Overwhelming desire for sensual pleasure or attention. | Rose Garnet | The system manipulates charm, attraction, and emotional bonds. Relationships become tools or obsessions. | Affection, Idol, or Seduction-based systems. |
Envy | Available | #006400 (Dark Emerald Green) | Resentment of others’ success or gifts. | Envious Emerald | Allows mimicry, sabotage, and system theft—but corrupts the user with each stolen trait. | Copy, Infiltration, or Spy-type systems. |
Gluttony | Available | #FF8C00 (Burnt Orange) | Overindulgence beyond necessity or logic. | Ember Citrine | Consume to grow—whether it be food, data, magic, or souls. Gluttony empowers absorption abilities, but hunger is eternal. | Beast, Monster, or Growth-based systems. |
Wrath | Available | #8B0000 (Blood Crimson) | Violent anger with no bounds. | Crimson Obsidian | Power spikes in rage; combat becomes more devastating the more pain or hatred the host feels. At high wrath levels, host may lose control. | Combat, Avenger, or Battle systems. |
Sloth | Available | #00008B (Midnight Blue) | Apathy, lethargy, and neglect of duty. | Sapphire Lull | Sloth doesn't slow you—it stops the world. Time-dilation, automated quests, and passive gains increase, but effort-based growth is crippled. | Time, Automation, or Support systems. |
Additional Notes
Sin Evolution Trigger: Often occurs after a severe betrayal, obsession, or moral collapse.System Override Risk: The Sin may eventually override the original system’s control—fully corrupting the host into a Sin Avatar.Fusion Potential: In rare cases, two sins may merge if emotional conflicts are equally strong (e.g., Pride + Envy → "The Throne of No One").
Sin | Opposing Virtue |
---|---|
Pride | Humility |
Greed | Charity |
Lust | Chastity |
Envy | Kindness |
Gluttony | Temperance |
Wrath | Patience |
Sloth | Diligence |
The 7 Heavenly Virtues Systems
The 7 Heavenly Virtues Systems are rare, luminous evolutions of existing systems achieved only by those who walk a path of unwavering principle, even in the darkest of conditions. These systems are primarily found in the "Restore" or "Support" Sections, where the host embodies the role of healer, savior, or moral compass.Each virtue alters the host’s original system while preserving its foundation. However, once awakened, the system's functions, quests, and interactions become guided by the chosen virtue’s path—granting extraordinary influence over allies, fate, or the environment through inner discipline and spiritual resonance.Eye Color Mutation: The host's eyes glow with a lighter, jeweled hue that reflects the awakened virtue.Acquisition Difficulty: Extremely difficult to unlock—not through luck or power, but through alignment of soul and will.System Nature: These systems are anchors of hope, counterbalancing the chaos of the world.
Virtue | Status | Hex Code | Meaning | Eye Color | Virtue Attribute | Evolves From |
---|---|---|---|---|---|---|
Humility | Available | #DDA0DD (Soft Plum) | Knowing one’s limits and honoring others. | Lilac Pearl | The system guides with wisdom and restraint, granting power not to lead—but to serve. The host often goes unnoticed yet changes everything quietly. | Leadership, Guidance, or Support systems with non-dominant presence. |
Charity | Available | #FFFFE0 (Pale Light Yellow) | Generosity born of compassion. | Golden Ivory | The system radiates warmth, converting aid into energy, shields, or miracles. It thrives when the host gives without expecting return. | Healing, Resource Sharing, or Altruism-based systems. |
Chastity | Available | #FFC0CB (Soft Pink) | Pure-hearted discipline over one’s body, mind, and soul. | Rose Quartz | The system maintains purity in thought and action, creating spiritual barriers, purging corruption, and resisting manipulation. | Spiritual, Celestial, or Protective systems. |
Kindness | Available | #90EE90 (Pastel Green) | Compassion as a driving force. | Spring Emerald | Grants empathy-based enhancements—emotional healing, aura soothing, calming fields. Kindness bridges even hostile enemies. | Empathic, Animal Bond, or Nature-based systems. |
Temperance | Available | #FFA07A (Light Orange/Salmon) | Balance in all things. | Amber Citrine | Grants immunity to extremes—poison, seduction, madness. Skills shift between harmony and restraint. Actions are efficient, never wasteful. | Control, Strategy, or Elemental Stabilization systems. |
Patience | Available | #FF6347 (Warm Red/Tomato) | Enduring without surrender. | Garnet Glow | Buffs grow stronger the longer one waits. Effects linger. Time-based manipulation or shields bloom with stillness. The system rewards still waters that run deep. | Time, Delay, or Endurance-based systems. |
Diligence | Available | #ADD8E6 (Sky Blue) | Unyielding effort toward a just cause. | Sapphire Crystal | Boosts stamina, experience gain, and skill mastery. Every action becomes more efficient the more it's practiced. True strength through repetition. | Worker, Scholar, Combat Grind, or Crafting systems. |
Additional Notes
Virtue Awakening Trigger: Often occurs after the host chooses moral righteousness over personal gain or power, especially when no one is watching.System Limitation: Virtues do not grow in darkness—they require continual maintenance through choice and action.Virtue Collapse Risk: If the host falls to the opposing sin, the system may fracture or corrupt into its sin counterpart (e.g., Diligence → Sloth if will breaks).
Virtue | Opposing Sin |
---|---|
Humility | Pride |
Charity | Greed |
Chastity | Lust |
Kindness | Envy |
Temperance | Gluttony |
Patience | Wrath |
Diligence | Sloth |
Beginner’s Writing Course
This story is yours. Grow it how you like. Fail, rewrite, evolve—it’s all part of becoming a better storyteller. Good luck, Storyteller!
Lesson 1: Choosing Your Character’s Path
Before you start writing, choose a section that matches the kind of story you want to tell. These will help shape your character’s role:☆ Destroy – Your character is a villain or antagonist. They may want revenge, chaos, or power.
☆ Restore – Your character is a hero or protagonist. They aim to fix the world or protect others.
☆ Support – Your character is a side character or guide, someone who helps others but doesn’t always take the spotlight.
☆ Resentment – Your character is shaped by deep emotional scars. These stories are often about healing or revenge.
☆ Hidden – A rare or secret role—hard to unlock. Great for advanced or unique concepts.Optional: If you're using the Wonderstar Association system, you can also create your own unique section.
Note: The Stream path is locked until you’ve practiced more and understand how this system works.
Lesson 2: Understanding Your Character’s Core
Answer these questions to get a solid idea of who your main character is and how they fit into the system:1. What system is bound to your character? (Is it about revenge, healing, learning, destiny, etc.?)2. Why did the system choose them? (Was it because of something they did or how they lived?)3. What role did they play in their homeworld? (Student, villain, runaway, hero?)4. What is their main goal? (Freedom, revenge, love, survival, rebirth?)5. How do they feel about their world? (Love it? Hate it? Feel trapped?)6. What was their situation after death? (Were they lost, confused, angry?)7. How did they die? (Was it tragic, funny, accidental, or meaningful?)Once you've answered these, you’ll have a stronger grasp of who your character is and what drives them.
Lesson 3: Writing Your First Chapter
Start your story with Chapter 0.1.The "0" chapters are used for background or character-focused content, like a prologue or origin story.After that, your character will enter their first world, called a Trial World.If you’re using the Wonderstar Association framework:
- Start in Introductory Class – Novice Rank
- Complete three Trial Worlds to get the feel of writing before jumping into advanced arcs.Don’t worry about making it perfect. Think of this stage as practice and exploration.
Lesson 4: Love or Rebirth? Your Character’s Endgame
You get to decide what direction your character will take:Option 1: Romance Arc (Partner Route)
- Your character can meet their future partner in any world.
- Their bond transcends worlds, and the partner follows them into each new life.
- If they grow beyond just love, they might be Soulmates.
Use “Soulmate Shard” if using Wonderstar Association.Option 2: Completion Arc (Rebirth Route)
- Your character follows the mission given by their system.
- Once they fulfill their purpose in each world, they unlock the option to be Reborn into a new life.
Lesson 5: Developing Your Arcs and Worlds
Build deeper arcs with the following checklist:Basic Info:
- Arc Title
- Genre (Fantasy, Romance, Horror, etc.)
- World Setting
- Character Class (Optional)
- Character Rank (If using a ranking system)
- Plot Summary
- Memory/Resentment (Character’s emotional core)
- Missions/ObjectivesExtras:
- Rename real-world things to fit the world (e.g., Starbucks → Starshade Brew)
- Add any special conditions, themes, or mechanics unique to the arcAlso consider:
- How long will this arc last?
- How does it help the character grow?
Lesson 6: You’ve Started Your Journey!
Now that you've built your character and world, go wild with your creativity! A few final tips:Don’t stick to just one genre—experiment!Each arc can be as long as you want—some may be 30 chapters, others 100+.If you’re publishing on WebNovel, you can separate arcs into Volumes.Try entering writing contests if you're feeling confident!
Book Recommendations
You can send your own recommendations to the email:
Wonderstar Association
System × Host
– System Binding
– Missions
– Cheat SystemsWorldhopping
– Fast Wear
– Multiple Universes
– Role-Based MissionsCharacters jump across worlds, typically fixing stories, collecting points, or escaping a system.
Chinese Webnovels (CN)
Title | Author |
---|---|
Quick Transmigration: Cannon Fodder’s Record of Counterattacks | Hen Shi Jiao Qing, Pikapi |
My Apprentice: Game over Again! | Xu Xiang |
The Scum Villain’s Self-Saving System | Mo Xiang Tong Xiu |
It’s Actually Not Easy Wanting to be a Supporting Male | ?? |
The Villain’s White Lotus Halo System | A Big Roll of Toilet Paper |
Quickly Wear the Face of the Devil | Fengliu Shudai |
Heroic Death System | Xue Yuan Specter |
The Strategy of Washing Clean a Slag Shou | XiXiLi |
The Reader and Protagonist Definitely Have to Be in True Love | 颓 |
English Webnovels (Inspired by CN)
Title | Author |
---|---|
I Love Destroying World's Plot | Nilphy |
Villain Saving System | Delanasiwarka |
Glossary
System World Notes
☆ Everyone is Insane (But Think They're Not)
Due to traveling across countless worlds, every individual becomes desensitized to abnormality. Even the most traumatic, horrifying, or ridiculous events are accepted as “normal.”
Mental stability is essentially non-existent here.★ Restore and Stream = The Least Insane
Of all sections, those in the Restore category (main character types) tend to hold onto the most sanity.Some Stream members (those who influence but don’t follow a set script) also retain relatively stable mindsets. Emphasis on some.☆ Age System: Death ≠ End
Ages shown are the age at death, but they continue to age as souls.Format: Death Age / Current Duration (Soul Age)★ Everyone Is Dead (In Ridiculous Ways)
Every person in the system is canonically dead, whether through tragic horror or just plain stupidity.The methods of death range from “comically idiotic” to “utterly grotesque.”★ Systems = Animalistic Concepts (With a Twist)
A "System" is a semi-sentient guide often based on animal traits, especially in world-hopping roles.In the world of Mavis, systems appear as humanoids with animal features (ears, tails, etc.).Stream systems are unique—they appear as genre-themed fairies and are the only ones that actively monitor the host's mental health. Other systems... do not care.☆ Outfits Reflect Progress
All characters start out wearing basic gear: White long shirt/dress, pants, socks, and shoes.Over time, they can purchase or earn outfits that match their personality or story role.– Starter Outfit = New Arrival
– Stylish Outfit = Progressed Character (Mid-to-Late Stage)★ Screens as Status Indicators
Each soul has a screen interface. Its design reflects three layers of identity:- Color = Class
- Background Symbol = Section (Restore, Destroy, etc.)
- Text Color = Section as well☆ Soul Bodies: Tall by Default
As souls, their manifested forms are unnaturally tall: 6 ft to 10 ft. They can voluntarily choose a shorter appearance if they wish.☆ Development Systems Get Unique Masks
Only Development-type Systems receive a mask as a defining feature.The mask acts as a focus tool, helping them identify goals and observe key characters.Each mask has a unique colored outline based on the system’s section (e.g., Restore, Destroy, Resentment).
The teal/turquoise color is where the section color is placed.

Meanings
Nivor: Also known as "System", is an Advanced Artificial Intelligence (AAI), created to be a balance between universes beyond Ascian's control. Nivor is Nivoraith, a short terminology due to Nivor being only a selected choices incomparable to Nivoraith. It only has stuff to help the "Hosts" to advance further exploration and development.—— Hosts: They are the souls of the dead, only a select few can become a host from their world. They are only referred to as "Host" due to them inhabiting physical bodies. Hosts are materialized souls within the Association, only if they choose the divinity, their current selves become physical. Materialized souls don't have the need for what physical bodies need.—— System Points(SP/pts): It's basically the Association's form of currency. SP is used for everything, from the basics to the advanced. The only way to gain SP is though missions based on the Nivor and sections. Mainly used to buy stuff to help Hosts in worlds that are very difficult depending on the situation.—— Interface: An augmented screen that has a few select area's. Main area, shows all the information collected throughout the cycles; Rules, Ranks, etc. Sub Area, shows the host their information and information regarding to their worlds.
Arcs / Worlds: Arcs are the divided feature to the world's, which are novel like places. Each arc is represented by dividing it as; "Arc 1: Story name/Character Name/Star color" with a corresponding; "1.1, 1.2, 1.3, 1.4..." etc depending on how much chapters it will take to finish that world. Worlds have a 'plot' that is shortly followed by 'main characters', 'support/side characters', 'villain characters', and much more regarding to the world.—— Stars: In the sub Area of Nivor, completed worlds are referred to as Stars. It was designed to help the hosts understand in a completed sense.—— (Blank) Children: Commonly referred as the Main Character (MC) of the world. They can also be referred to as; "Heavens favourite", "Golden Child", "Destined One", etc. It's seen as the one who has more "power" in regards to their fate or destiny.—— Punishment: Hosts who fail the world's main missions go to the punishment worlds, which excludes Nivor from helping any further other then just giving their mission and information regarding to the world. Hosts either loses one or more of their senses, or receives a disability to make it even more difficult. By help: Unable to access the normal shop. Their system is also unable to asset them.—— Penalty: Hosts who fail a hidden or special missons, receives a wide variety of penalties that also make it complicated. The penalty can differ regarding to the seriousness of the misson. Some may even be; Deduction of points, random sin or virtue, longevity(years) to current homeworld, banned from a certain thing, and any other thing. Choice is yours to make.—— Vacation: Hosts who have done over 20k worlds receives a 3 year long vacation to one of the vacation hot spots in Serenia. Hosts who have done over 1M worlds receives a 20 year long vacation in a old world that has been completed. Hosts who have done over 3B worlds receives a 60 year long vacation to their discretion.—— Architects: An overall name for the Hosts and Systems who've decided to help within the association, ultimately becoming duty bound to the association. An Architect does indeed receive payments when a new host under their wing completes a world. An Architect receives double the SP that a host normally gets.Soulbind: A tether forged between hearts, born from the weight of wishes unfulfilled, desires unmet, and resentments unspoken. An emotional connection so powerful that it binds souls across time, pain, and longing. It's neither purely love nor hatred—but the entire spectrum in between.
— Wishes: The hope behind the bond—what could have been.
— Desires: The burning need that strengthens it—what is wanted.
— Resentments: The wounds that won’t fade—what was denied or broken.
Galaxy Rainbow (LGBTQ+): Each author has their own version and view points on how to create a book, but if your reading this type of book, it is more often going to be gay or straight.Warnings: An author will place warnings regarding to sexual themes or violent themes. Some may not even place a warning regarding to either, so do be warned when reading.— Birthday: Existence Day
— Calendar: Astral Calendar
— Clock: Cosmos Clock
— Celebration: Observance
— Age: Duration
(More in-depth explanations at "The Atlas")
Starter Clothing Sets
Each character begins with one of three base outfits based on gender identity: Female, Male, or Other.These starter clothes serve as the foundation of the character's appearance. You may adapt them to suit specific religious beliefs, cultural backgrounds, or to better reflect the personality of your character. Customization is encouraged through accessories and personal motifs, but the base outfit must remain identifiable.Color Requirement: All starter clothes must correspond to a Purity Tier (see below). These colors symbolize the spiritual or moral alignment of the character at the time of initiation.While customization is allowed, the primary color must remain aligned with the assigned purity tier. Additional decorations—such as sashes, belts, jewelry, or fabric patterns—should enhance the character’s personality without disrupting the tier integrity.Crystal Necklace
– Every outfit is paired with a crystal necklace, symbolizing the character’s current section, faction, or role.
– The crystal color is customizable and reflects the section the character belongs to.
– The shape of the crystal can be modified to match personal, religious, or cultural significance.Once the character graduates from Novice Rank, the crystal necklace can be removed or replaced.
Female Starter Outfits
Impure
Semi
Pure
Male Starter Outfits
Impure
Semi
Pure
Other Gender Starter Outfits
Impure
Semi
Pure
Style Expansion Note
Once a character completes the Introductory Class, they are no longer restricted to purity-tier colors. From that point on, they may wear stylish clothing in any color of their choice. This marks a symbolic transition from conformity to self-expression—allowing the character's appearance to fully reflect their identity, growth, and achievements.