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BISTRO HEROES/HEROES RESTAURANT (F 1.

0)

For centuries, the Human Kingdom has been a prosperous land, and its people enjoyed a long
period of peace and tranquility. But there were those who saw peace as an opportunity to
reach out for something more, something greater. Humans sought after an ancient power, one
which was bound to the magic flowing through the land. Guided by another race, a certain
princess of the Human Kingdom attempted to unlock the secrets of magic which remained.

This brought disaster upon the land, a disaster now known as the Mana Explosion. Magic ran
wild in the wake of this disaster, and now beasts of all kinds roam the land, threatening to
destroy the Human Kingdom. The Kingdom lies in shambles, the nobility are missing, and those
who survived have no one to turn to, no one to rally around. What's worse, another disaster
looms on the horizon – a disaster which was foretold centuries ago known as the Great Star
Famine. In its current state, the kingdom is in no shape to meet this challenge.

Well, this is the world you'll be residing in for the next decade. It's in for a rough patch, and
even if the Knight Order manages to salvage the situation, they have an uphill battle ahead of
them – but the current Grand Master isn't the type to give up, so hope isn't lost. To help you
with your preparations, the following allotment of points (1000 points) is available to you.

If you're looking to help with the relief efforts, word is that the Grand Master of the Knight
Order has been rallying survivors in the South of the Kingdom. No one knows much regarding
the Kingdom proper, but the Mana Explosion has made travelling a challenge now that
monsters roam the roads which were once safe. You might as well take the time now to
address some basic details regarding your place in this world.

[Basic Details]
There are three major details for consideration before you make further preparations, these
include your basic details, your race, and a choice of profession. The first of these is
straightforward and up to you to decide: your gender and your age are both aspects that you
would know better than anyone. Most of the people who have survived are relatively young,
likely in their late teens to early twenties.

There are three notable races that reside in this world, the Humans, the Beastfolk, and the
Elvish people. You should decide what suits you best based on their description as follows.

Race Description
Human Humans were the first to establish a kingdom on the continent, and seeing the aftermath of the war
which came before them, they focused on harnessing the power of the land and researching the powers
of magic. For a long time, the humans have been from of conflict, and this long peace combined with teh
fertile nature of the land has allowed them to quickly gain strength and knowledge. This is especially true
in the recent years, as their initiatives into studying magi-tech began to bear fruit.
Humans are versatile, but otherwise...they're what you would expect humans to be. In the face of a
disaster like the one that has now struck the kingdom, you'll find that the humans possess a level of
resourcefulness which would never have shown up during the long peace.
Beastfolk are a rarity in the Human Kingdom, but practically unheard of across the sea. They reside in
small settlements far from the humans, and the humans leave them to their own devices, as the places
they settle in are of little interest to the humans. Hardy and well attuned to living in the wilderness, the
Beastfolk follow a more rural lifestyle for the most part, with little reliance on magi-tech unlike humans.
Beastman
Your durability and physical prowess are above that of the other races, and when it comes to physical
activity, your stamina and adaptability are notably better than other races. While certain beastfolk may
seem somewhat simple, they tend to be the exception – Beastfolk are well versed in terms of practical
knowledge and knowledge involving nature in some way.
The Elvish folk are an uncommon sight in the kingdom, though there are rumors that across the sea, they
rule over a domain using their mastery of technology and magic. As is often the case with rumors, there
is a shred of truth to this – the Elvish primarily reside on an island across the sea, and in the past the
Elvish possessed great mastery over magic which they used to create a sophisticated fortress filled with
Elf golems, advanced security systems, and other advanced technology.

As a member of the Elvish race your affinity and understanding of magic is far beyond what the other
races could hope to attain, and compared to the other races, you retain your youthfulness through the
years – though this could present a problem when people mistake you for a child.
Your profession will help decide how you can make a mark in this world, and it also influences
some of the preparation measures you can take. Similar to finding which race fits you best, take
a look at the professions available and see what interests you most.

Profession Description
Cooking is an extremely important skill which is going to be in great demand, far greater than it is
already. People have to eat, and not only is food in relatively short supply, there aren't that many people
Chef
capable of preparing it well. And if you don't like fighting but you still want to help out, well, the world
could always use more chefs.
The Order of Royal Knights was founded by the kingdom long ago to maintain peace, but as the years
passed and there was no real threat, slowly the Order's numbers dwindled. People saw no need to join
Knight the Order with no threat around. They may not be as prominent as they were in the past, but the Knights
are still a capable group and in this time of need they'll be crucial to turning things around. Knights tend
to lean towards a martial nature, though they are aware of what magic can do at the very least.
Though humans have studied magic intensely, its practitioners are still few in number, and mages tend to
Mage be specialists, well versed in a specific branch of magic but not necessarily in others. Still, if you're
interested in learning magic, this profession is your best bet.
The leading field of research in this world has always been magi-tech, the study of technology infused
with mana, something which was not invented by humans, but rather inherited from distant
Scientist predecessors. Scientists are hard to come by nowadays given the current circumstances, but word is that
somewhere out in the Western reaches of the Kingdom, a “super-great-hyper-genius” is still hard at
work, so at least you probably won't be alone.
Well, someone needs to keep goods moving right? This profession is geared towards items rather than
Merchant standard preparations like the other four. As such, choosing this profession grants an extra 700 points
for use towards building a stockpile of items.
Lastly, before moving onto preparations proper, there's the matter of taking a brief look at the
world – to familiarize yourself with the known world more than anything. You'll be arriving in
the Human Kingdom, but even the Human Kingdom has its quirks, especially following the
aftermath of the Mana Explosion.

Location Overview
The Kingdom was established long ago by humans, who went about using specialized artifacts known
as Spirit Stones to bind mana to the land. The result of this was a fertile continent which allowed the
humans to prosper and develop their science and understanding of magic. For centuries, the kingdom
has been situated in Northeast corner of the continent, and this was where the majority of the
humans resided. However, there are settlements further South, as well as settlements scattered
across the rest of the continent. Generally speaking, travel across the continent can be done by
wagon or on foot without any major issue.
This is no longer the case. The Mana Explosion, which originated from the Kingdom palace, has
caused the beasts across the land to become extremely hostile while increasing in strength. The
palace lies in ruins and many of those who survived the initial blast have fled from the palace to seek
refuge elsewhere. The number of survivors is unclear. It would seem that the Southern hemisphere is
safer than the Northern hemisphere, due to its distance from the original explosion.
At the moment, food is the major concern for the people. Not just the humans, but also the Beastfolk
and the Elvish who reside in various parts of the continent. There have been rumours that some Elvish
folk have been planning for an escape from the shattered kingdom, to a land across the sea.

The Kingdom
Across the sea there lies another kingdom, this one belonging to the Elvish folk. Long ago, the Elvish
people harnessed both magic and technology, and in becoming masters of both crafts, they built
themselves a great fortress on a solitary island. This was the “Golden Age” for the Elvish people, and
at the height of their power the fortress on the island was the prime example of magi-tech mastery.
The Elvish people were truly the masters of the land.
But some time in the past, the human kingdom's actions caused a shift in the world's magic. This had
disastrous consequences for the Elvish people, as they lost control of their fortress and no matter
what they did, could not regain it. Unable to reverse the changes which had swept across the world
and unable to adapt their fortress which relied on magic to function, the Elvish people slowly
regressed, losing the knowledge that had been accumulated across the ages.
Today the Elvish folk are essentially refugees in their own land, living out a primitive lifestyle within
the fortress constructed by their ancestors, bewildered by the machinery which does not respond to
them. Some of their number have ventured across the sea to learn about the larger world, but the
majority of the populace remains on the island. Unfortunately, the recent magic disaster has
introduced another change within the main tower, activating segments of the tower which have
begun “cleaning” indiscriminately – driving the Elvish out of their ancestral home.

The Island
[PERKS/PERSONAL MODIFICATIONS]

Modifications within your chosen background are discounted by half, with the entry level
modification being free. Where reasonable modifications can be taken multiple times.

CHEF
Culinary Innovation 100

Expanding your culinary repertoire can only be a good thing, as they say, variety is the space of
life. Given the current circumstances, what with ingredients becoming more difficult to obtain,
it's probably a good thing that you have a natural talent for coming up with new dishes – even
if you're using familiar ingredients. Whether it's different proportions, different methods of
preparation, different combinations of dishes served together, your talent allows you to
develop new dishes without the rigours of trial and error experimentation. You shouldn't have
any shortage of taste testers either following the disaster, and thankfully it seems that even
the dishes which you lack confidence in won't be dangerous to the consumer.

As a chef, coming up with new dishes is an essential part towards developing your cooking
expertise, so it's only normal that with every new dish you develop your cooking abilities will be
refined. But through the process of repeated innovation, your other abilities will also see some
measure of improvement – it isn't significant, but with time and effort the gains will add up.

Presentation Appeal 200

Presentation is key when it comes to a well prepared meal. The visual details reflect both the
effort that the chef is willing to put in as well as the respect that the chef has for their diners.
But while some chefs make the mistake of putting in too much focus on the visuals and
neglecting the quality of the dish, the attention that you put towards presentation can only
serve to enhance the dish both in terms of appeal as well as taste. If you're ever hesitant
whether you can improve the taste of a dish any further, turn towards making it look better,
and the dish will naturally become more palatable. The inherent qualities of the dish will also be
drawn out to a greater extent by the presentation.

Oddly enough, this also seems to apply to a lesser extent towards dishes you consume.

Flash Cooking 400

The mana explosion has significantly disrupted supply lines and made collecting ingredients
difficult, but it has also left many people without the means to prepare a meal for themselves.
For a chef, even if the plight of these people are of little concern to you, these are still potential
customers, now that they can't provide for themselves they need a chef more than ever.
Thankfully, you won't have to worry about the time aspect when it comes to preparing a meal
for all the starving mouths out there – if push came to shove, you could cook enough meals to
feed a country in a matter of minutes. Well...you could, provided that you have enough
ingredients on hand anyways. There's also the matter of your stamina to consider.

The process of cooking that many dishes may take you no time at all, but at the beginning,
fatigue will be a very real problem for you to keep in mind. Still, this should prove to be an
excellent training opportunity for your physical and mental endurance, so with practice fatigue
should become less and less of an issue holding you back.

Comfort Food 600

Chefs cook for different reasons, there are those who cook for fame, those who cook for
money, those who cook to bring happiness, but while their reasons for cooking may vary, the
impact that the meal has on the diner does not change. Meals are meant to heal, to give people
reprieve, to give them peace of mind, and that's exactly what the meals you prepare do to
great effect. Any and all beneficial effects associated with the food you make is substantially
enhanced upon consumption.

Though there's likely no real correlation, you'll also notice something else that's rather odd
about the meals you make. Not only will people not tire of eating the food you make, as long as
you keep the food coming, they seem to have no issue gorging on every plate, demonstrating
none of the problems which would be normally associated with overeating – not even a sign of
discomfort. This doesn't mean people will always remain hungry while eating your food as that
isn't the case, if the dishes run out, they'll naturally feel full. But if the dishes keep coming...well
they can keep eating.

KNIGHT
Basic Training 100

The many years of peace have led to the Knight Order dwindling in number, so they generally
welcome volunteers with open arms. However, given that those in the order are responsible
for protecting the kingdom, the royalty, and its people, volunteers are expected to have some
measure of combat ability. If you lack this, then basic training will address that shortcoming.

Though the Order isn't well versed in training recruits in the way of magic ( they have no problem
accepting volunteers who already know magic), they are quite comfortable with providing training
for a wide range of martial fields. Whether you prefer a ranged weapon, or martial arts, or
something more traditional such as a sword or a spear, the Order is more than happy to
provide you with suitable training.

Basic training gives you enough expertise to handle yourself in combat against your average
monster, but the Order does expect you to further your training on your own. If you'd like to
accelerate your growth, in the past there have been folks who experimented with consuming
Ether with notable success.
Rallying Cry 200

Because the Order's members are so few, they're quite familiar with combat drills alongside
one another, to the point where they can coordinate attacks and make full use of each other's
expertise even in the most chaotic fights. However, you'll find that your abilities to coordinate
and organize in a battle extends to those who you aren't quite familiar with as well. So long as
they are allies, you can keep track of them during the fight and issue orders to them when the
need arises. When it comes to issuing orders you don't need to worry about not being heard
over the sounds of battle, your allies will hear you loud and clear no matter the conditions.

The more familiar you are with your allies, the less likely it is that you'll need to direct them in
the first place. After enough time fighting alongside them, they'll know when they need to
reposition, and where they should be in terms of your party's formation.

Eating is Half the Battle 400

Fighting is hard work, which means you're going to want to eat plenty of meals to keep your
strength up. In fact, you're going to want to eat plenty of meals to improve your strength,
because that's exactly what eating does. Without taking into account whatever benefits the
food you eat may have, just the act of filling your stomach is a form of training for you, and will
serve to improve your strength and health. The more you eat, the stronger and healthier you
become, slowly and steadily.

It doesn't really matter when you eat as long as you eat regularly, but if you take advantage of
the burst of energy which rushes through you when you eat a good meal, in theory you could
use it as a tool in combat. It would probably be somewhat awkward to eat a full course meal in
the middle of battle, but even something convenient like a chocolate bar should be enough to
make a difference.

Endurance 600

The Order of Royal Knights has traditionally been sworn to defend the members of the royal
family, and while there have never truly been any threats to the royal family, the Knights to this
day still train in their role as defenders. Whether you're defending a friend, a charge, or even a
group of allies, you can put all of your energy on the line to endure the strikes which would
otherwise threaten them. So long as your stamina holds out, you can fully negate the damage
they would otherwise suffer, but the more severe the attacks are, the more taxing this is on
your stamina, so be mindful of your condition at all times while you're protecting someone.

MAGE
Simple Spellcraft 100

A mage is defined by the spells they know, and generally speaking, every mage you'll
encounter across the kingdom has a form of magic that's unique to them. There isn't an official
magic academy of any sort in the kingdom and most of the knowledge that the humans have
with regards to magic was taught to them by the Elvish folk, but this training option can at
least give you the foundation to develop your own magic.

While you could pursue a more general range of spells, typically as a mage you'll see greater
benefit if you choose to specialize in a specific type of magic. The efficiency, strength, and
scope of your spells will improve when you choose a specific type of magic rather than
something general. But even if you do prefer a broader and more basic range of magic, know
that you can still improve this...by consuming Ether like other people do.

Thankfully it doesn't seem like consuming Ether has any negative side effects, and you
probably won't get addicted to it or anything.

Mana Infusion 200

Mages draw their powers from mana, which is why the Elvish folk who are more attuned to
mana are generally more capable mages than their human counterparts. Because mana is
something that naturally flows through the land, it is possible for you to draw upon it if you're
ever in need of more power. The procedure is rather rough, but so long as there is some form
of magic in the environment, you can call upon it and use it to fuel your spells.

As you become more experienced in handling mana, you'll eventually hit a point where you can
direct its flow into other things, primarily living things. By infusing a living being with mana, the
energy that gets inserted into them will increase their life force. Plants, animals, people, the
infusion of mana makes them livelier and healthier in general. However, every living being has a
point where the infusion process flips and instead of seeing a beneficial effect, the infusion
target will likely go berserk instead. The survivors from the mana explosion disaster have noted
that this was what happened with some of the monsters when an excessive amount of mana
surged forth from the palace. So if you do make use of this, do it in moderation.

Enchantment 400

Enchantment is actually a fairly ancient practice with records of it dating back to before the
kingdom's establishment, but to this day many mages still do not understand the principles of
enchantment so it wasn't commonly practised even before the disaster. While one the
kingdom's greatest mages, the Witch Rita, did conduct extensive research into enchantment
long ago, her research notes were ultimately sealed away and “forgotten”. As such, your ability
to enchant objects may seem simple at first, but really it's a rather rare talent to have. The
strength of your enchantment is tied to the strength of your magic, so improve one and the
other will improve in kind.

Enchantment is effectively the process of infusing an inanimate object with mana. Despite the
similar theory, in practice this is a much more challenging task even for experienced magi, since
inanimate objects neither absorb mana nor retain it under normal conditions. By enchanting an
object, you essentially make it magical, and it becomes capable of producing small quantities of
mana, nothing which would threaten an explosion but still noticeable by anyone who can
observe magic.

But there's a second peculiarity to enchanting, one which Rita observed repeatedly during her
research. An enchanted object can be made sentient, even if it doesn't exactly make sense, like
an enchanted refrigerator or an enchanted tea-pot. These objects become living beings and
follow the same rules as living beings, but any properties that they had while they were an
object are magnified via the process. Rita was known to keep some of these enchanted entities
as pets or servants, and given that these creatures are capable of staying alive as long as magic
exists, there's a good chance that her creations are still out there somewhere, hidden away.

Possession 600

This magic is connected to the catastrophe which befell the kingdom, and if you seek to
understand it better, perhaps it would be wise to consult with survivors from the palace or
venture there to seek out the truth yourself. The principle behind how it works however, is
fairly straightforward, because it's the same principle behind how a regular animal can become
a monster. By taking in all of the available mana from your nearby environment, you can
convert the excessive quantity of amount into a destructive force. “All” quite literally means all
here – other spell casters who use magic will find their magic pools sapped away as well,
though they main retain more of their mana than the environment which is drained dry.

The more mana you gather, the stronger this force becomes, and when unleashed, the force
utilizes your body as a vessel to channel pure destruction. The channelling process doesn't
actually pose any threat to you, in fact all it does is amplify all of your existing strength by a
large margin, but it steadily consumes the mana which you've collected. When that pool of
mana runs out, it begins feeding on any other form of magic in reach...basically you. The danger
threshold is met when you can no longer provide the necessary amounts of mana to sustain
the force, at which point you'll lose control – just like a monster. Eventually you'll run out of
energy completely and the force will burn out, but if you lost control, you likely won't realize
what happened until you wake up.

Aside from amplifying your existing capabilities, the sheer quantity of mana involved in this
process has a peculiar effect of dragging inanimate objects towards you like a magnet. These
objects are fused to your body with mana, and you can use them as you would use any piece of
equipment – the mana coating makes them not only resilient but also unnaturally dangerous. It
should go without saying, but prepare for a fight if you choose to visit the palace to find out
the truth.

SCIENTIST
Accumulated Knowledge 100

Well this won't make you a certified super-great-hyper-genius, but it will make it so that
learning new things is never a waste of time, no matter how trivial the subject you're studying
happens to be. Whenever you study a field to the point of mastery, that knowledge you attain
in the process will also go towards increasing your expertise in every other field you've
mastered. These fields don't have to be “professional” fields of knowledge, it could be
something as trivial as knowing the perfect mix of coffee and sugar – so long as you're learning
something new, it will contribute towards improving what you already know.

The repeated learning process also goes towards improving your general intellectual
capabilities, how quickly you think, how fast you can react, how well you come up with new
ideas, so on and so forth. It might take time, but eventually you can also call yourself a super-
great-hyper-genius.

Relic Hunter 200

Before the mana explosion disaster occurred, there was a time when the Human Kingdom was
obsessed with discovering ancient relics buried across the land. During this time, the most
prominent field of research involved these relics. Consequently, as a scientist, you have fairly
extensive experience in uncovering things from your surroundings. Whether your preferred
tool is a drill, or a shovel, or dynamite, if you get to scavenging you're basically guaranteed to
find something every so often.

Of course, not everything you find is going to be worthwhile. Some things will be better left
buried and forgotten, but every now and then you will come across something interesting,
maybe even something rare. If you're keen on profiting from this, keep in mind that one man's
trash could be another man's treasure...

Research Immunity 400

Experimentation is a normal part of science, but for you it also happens to be a pretty great
form of training. For other people, safety procedures are there to prevent unfortunate mishaps
and untimely deaths, but for you they're an optional luxury. Even if you don't implement safety
procedures, you never seem to suffer any lasting or serious injuries from your experiments
anyways. You could be like the infamous Dr. Mocha and conduct explosive trials everywhere
you please, and at worst your clothing will need some repairs.

You'll find that depending on the nature of your experiments, over time you start to develop a
weird kind of resistance. It doesn't matter if you suffer any injuries during the experiments or
not, so long as there is a hazard, you'll slowly develop a resistance towards it. Chemical
experiments make you more resistant towards chemicals, explosive tests make you more blast
resistant, so on and so forth.

Word of warning though: if you're going to conduct these haphazard experiments, do it alone,
because while you might have the devil's luck, the same isn't necessarily true for those around
you.
Magi-Tech Engineering 600

During the years where the kingdom was focused on the development of magi-tech, the head
scientist at the time was a sugar obsessed eccentric by the name of Dr. Mocha. Though her
intellect was undeniable, her attitude made her difficult to work with and it didn't take long
before differences between her and her colleagues led to her departure. However, she did lay
down the groundwork for research into a specific branch of engineering.

This involved the creation of magi-tech golems, constructs which would have had significant
impact on labour and military strength had it been perfected. But with Mocha's departure and
the mana explosion, it's unlikely that the kingdom will follow up on that development branch
anytime soon. However, you're certainly free to pursue that avenue yourself.

The golems made from this research are a little peculiar. Most people would consider golems
as living entities to some extent, since they tend to be autonomous so long as they're given
orders. Mocha went beyond this, and as a result the golems created through this process
exhibit behaviour one would normally attribute to humans – odd emotions, bizarre
personalities...and the ability to consume fried chicken and convert it into power. Well, that's
her personal golem to be specific, but you may find that any golems you create will possess
similar traits. As a living being made with magi-tech, these golems can also be enhanced the
same way a living being can train themselves...taking shortcuts like consuming Ether or
integrating relic shards into their body if there happens to be a pressing need for power.

Even if you're not too keen on building golems, with the knowledge you gain studying magi-
tech, you shouldn't have any problem converting other pieces of technology to work in a
similar fashion (the enhancement part, not the eating fried chicken part). All you would need is
a substantial amount of ether or relic shards...

UNAFFILIATED
These options are not discounted.

Decor Artisan 100

Crafting furniture and interior design may not seem like a very important skill to have following
a national catastrophe, but there is a significant number of people who have lost their homes,
many who don't even have a good chair to rest on much less a bed. Your skills in crafting
furniture and putting together living spaces and workings spaces may be of limited help in a
fight, but by no means does that mean your skills don't have value.

Aside from your general ability as an artisan being well above that of the average person, your
expertise in creating furniture also helps you practice other skills as well. So long as they're
related to crafting in some way, you can hone those skills by making furniture repeatedly –
practice makes perfect as it were. You don't actually need to utilize the skill to train it, not
every skill related to crafting will be relevant towards making a fence for example, but the
effort you put towards making that fence will still yield some experience in those crafting skills.

There is something a little peculiar about the furniture you make which may attract attention,
especially from the Knights trying to restore order to the kingdom. It's something akin to an
enchantment, but those who own your furniture seem to be stronger and healthier for some
inexplicable reason. The effects are minor, but with large quantities it'll add up. If you don't feel
like making a hundred chairs to improve your strength, you can consider improving your
furniture by infusing it with spare lumber or ether to achieve a similar effect. Granted as the
quality of your furniture is increased, it'll take ever increasing amounts of these resources to
see any further improvements.

Elemental Shamanism 100

Shamans are a very rare breed, so don't be surprised if most people assume that you're just
another type of mage. They would not be completely wrong in that line of thought seeing as
you are capable of using magic, but the nature of your magic is inherently different from that of
mages. Mages draw upon mana and manipulate it in a fashion specific to their spellcraft,
whereas shamans draw their magic from an elemental source found in nature, typically from
aspects such as water, fire, earth, wind and lightning.

This source influences the kind of magic you possess as a shaman, since the spells you'll learn
as a shaman will be tied to that source. A water shaman learns water spells, a fire shaman
would learn fire spells and so forth. What shamans share in common with one another is their
ability to converse with spirits. While most people including the Elvish folk generally lack the
ability to converse with these entities, as a shaman you can not only converse with them, but
you can request their aid so long as you pay them the proper respect.

Shamans also have a very peculiar relationship with Spirit Stones. Not only can you sense these
artifacts and artifacts similar to them from afar based on the disruption they cause in their
surroundings, your magic will allow you to transform the Spirit Stone into something similar to
a Spirit Guardian. Animated with your shaman magic, the Spirit Stone will no doubt prove to be
a very formidable ally.

Fashion Stylist 100

Not unlike furniture crafting, fabricating clothing is also a skill which will be in fairly high
demand given time. With the number of people who are now exposed to the elements, having
proper clothing makes the difference between life and death. Your skills aren't simply well
suited for fabricating clothing, it also goes towards making armour as well, that is, the clothing
you make could serve as armour even if their form doesn't fit the function. Aesthetic appeal
goes a long ways, but what sets the clothing you make apart is that you can improve upon
them, utilizing ether or spare cloth to enhance their properties. Generally speaking, even a
basic suit created by you can enhance the strength and health of whoever is wearing it.
That said, fabricating clothing is also something that one improves with time and repetition.
You'll find that each article of clothing you make serves to improve the skills you have which
are related in some way. While there are clear examples such as tailoring, embroidery, sewing
and such, this also applies to other skills such as the creation of armour, accessories, repairing
equipment and the like.

Feeding Instinct 100

As long as you're alive and you want to stay alive, the most important thing is making sure you
don't go hungry. Put faith in your instincts, and they will surely guide you to an excellent meal
whenever you happen to go hungry. Even if the food you come across looks a bit peculiar, or
doesn't seem all that safe at first glance, you can be assured that whatever you find will be
both safe and palatable. Your instincts are so well honed that you could probably find food
even in a desert wasteland.

The hungrier you get, the stronger these instincts of yours become, and your willpower will be
as hard as diamond. Neither beast nor man will deter you in your quest to satisfy your stomach,
and until your hunger is satisfied, you can forget other concerns as you see fit.
[COMPANION MODIFICATIONS]

Companions cannot take companions of their own (but they can obtain pets as they see fit)

Fellow Wanderers 50/300

Your existing companions can be imported at a cost of 50 points per individual, or in batches of
8 at a cost of 300 points per batch. This process allows them to make the same preparations
you would, albeit with a reduced budget of 700 points to spend as they see fit – they have
access to everything you would have access to with the exception of gathering their own
companions – a pet is fine however.

Locals of a Shattered Land 50/100

You can make the acquaintance of someone local to this land, be it the kingdom or the Elven
island across the sea. Doing so makes them a companion of yours, and allows them to receive
the same benefits an imported companion would receive – though the choice of background
has no effect on their identity, and they will most certainly know which race they belong to. If
you're willing to convince them to join you as a companion, the cost of this is reduced.

Mana Infusion 100 -> 50

If you happen to have excess resources and have nothing to do with it, you can utilize this
option to convert your resources for your companions to use. Conversion occurs at the
indicated rate, applied to all companions who would normally receive resources ( whether by
import or otherwise). Only you can take this option.

An Odd Pet 50*

If what you're looking for is closer to a pet, then this option should suit your needs. There is a
wide range of fauna that resides in the kingdom, and while many of them have turned hostile
due to the mana disaster, there are still some which can be tamed. As a side effect of the mana
disaster however, some of these animals have undergone “changes” to their physiology and
developed peculiar abilities. The strength of your pet companion can be enhanced if this is
taken more than once – the enhancements affect their basic capabilities and special traits.
Naturally you can also take multiple pets as your budget permits.

The following list details some of the animals available, but you aren't restricted to choosing
from the animals on this list.

Pet General Traits

Bee A forest dwelling critter that goes around harvesting from flowers and making honey. These bees aren't
your average variety however, given that they're roughly the size of a human head, and their queen is
several times larger than an adult human. If they ever feel threatened, they won't hesitate to defend
themselves, and some of these bees are capable of firing dangerous projectiles made of honey.
Cat A standard household pet, though for some reason (perhaps due to the mana influence, perhaps it's just a cat
being a cat) it never seems to run out of energy, staying active all the time. From time to time, the
excessive amount of energy it has rubs off on others, helping them recover faster from fatigue.
Crab It's a giant crab, roughly the size of a man, though some varieties seem to grow larger than that. Having
a crab for a pet may be a little odd, but it can prove to be a rather helpful companion as it likes to chuck
enhancement potions at allies in battle. You'll know when they're around, because these potions they
produce and throw have a tendency to increase the size and strength of the allies splashed with it.
Fire Pig It's a pig (not a boar), and it is capable of breathing fire, incinerating foes that foolishly stand in front of it
for too long. Natives to the Elvish island, the pigs on the Human continent are incapable of breathing
fire, though the boars present on the human continent are known to grow to phenomenal sizes.
Mandrake These peculiar little monsters resemble seeds, and while some people do find them cute, they are
actually exceedingly dangerous due to their wild temperament. If they are angered, they'll quickly turn
on whatever angered them and explode in a cloud of pollen and toxins. As a pet you don't need to
worry about them, and even if the Mandrake explodes they'll simply be knocked out for a while, but
keeping these as pets requires a fair bit of work.
Octopus These sea creatures can grow to massive sizes, easily larger than a boat, but as a pet they start off fairly
small, the size of an average human child or an Elvish adult. They're quite handy with their tentacles, but
typically they prefer to defend themselves using ink blasts, or sometimes spraying an area with ink. In
the wild they tend to appear alongside crabs.
Pudding A magical creature, born from enchantment, likely by accident. It always seems to have a happy smile on
its face and will bounce around without a care in the world. But as it grows ( by consuming food as normal
living beings would) the increase in mass can make each bounce rather dangerous for foes that aren't
nimble enough to get out of the way. Puddings of a sufficient size are known to split themselves into
equal portions if they are threatened, so keep that in mind if you encounter one in the wild.
Sheep While humans would generally consider these as livestock rather than as pets, having a pet sheep isn't
bad, especially if you want something warm to sleep next to out in the wild. Sheep have a tendency to
produce cloth periodically (not wool, but cloth, it's unclear why), so part of tending to these animals
involves regular grooming and collecting the cloth.
Slime It's impossible to mistake these for Puddings, as Puddings are typically of a chocolate caramel texture,
while slimes are a bright green and as they move they'll leave behind a slime trail which can poison foes
(Thankfully you and other allies can walk through these trails without worry ). It's unclear whether these
creatures are a natural part of the ecosystem or a byproduct of magic, but the wild varieties tend to be
difficult to manage, as some of them have developed an “aura” which is toxic just like the residue it
leaves behind.
Elvish Congregation 50*
(4 instances of this are free if you have a Cooking Stand with a Rest Area )

The Elvish folk find themselves facing a disaster that they have no answer for, given that their
ancestral home, the magic tower constructed by their ancestors, has recently awoken but now
acts with no regard for the Elvish people residing within. While the Human kingdom is aware
that the Elvish kingdom exists, they know very little about the Elvish people's plight and they
aren't exactly in the position to provide assistance given the situation within the kingdom.

That said, if you're keen on helping, you can arrange for some refugees to join your entourage.
This is a group companion option – each purchase doubles the amount of Elvish refugees
(starting from 2) but the refugees are all considered part of the same group. The refugees do not
receive the same benefits that imported companions or locals convinced to become
companions do, instead, they possess the following traits due to their race and circumstances.

[Elvish Productivity] – The Elvish folk have a long history working with magic and before the
Humans learned of Ether and Relic Shards, the Elvish had already integrated these resources
into their society. Every Elvish refugee you take in will increase the effectiveness of these
resources, as well as means for gathering these resources. In addition, all businesses you own
will also improve in effectiveness and quality based on the number of Elvish folk present.

[Magitech Proclivity] – The Elvish folk residing on the island today aren't as well versed in magi-
tech as their ancestors, but their priestesses and scholars still know a fair bit more than their
peers in the other societies do. If you're so inclined, you can have the refugees set to work
fixing and improving any existing magi-tech you happen to possess, they can slowly increase
the efficiency of these tools and artifacts.
[ITEMS]

Items taken by companions are bound to them. Certain items (*) have expanded options.

Ether Crystal 50*

Ether crystals are an uncommon sight only found deep underground, thus little is known about
them and only specific organizations in the kingdom make use of the ether the crystal
produces. Ether is a consumable material with strength enhancing effects – any living being
who consumes the ether will undergo rapid increases in strength and vitality, and on rare
occasions the abilities they possess may also be enhanced. It's unclear whether there is any
limit to this means of growth, but the amount of ether required for growth increases steadily.

The caveat to this is that harvesting ether is a rather tedious process. The crystal must be
provoked and engaged in battle to produce ether, and in battle the crystal will steadily increase
in strength. The crystal will never kill you during the harvesting process, but once it defeats you
in battle the ether flow will cease. In theory, you could actually use the crystal as a makeshift
magic turret, except relocating it would pose a severe challenge to even a knight company.

This item has a peculiarity associated with it. While additional purchases can be made to
effectively increase ether production via additional crystals, alternatively the purchases can be
put towards making the existing crystal stronger. This increases the crystal's strength ( which
again, could come in handy if the crystal was used as a defensive measure ) but it also increases the
amount of ether the crystal can produce.

Meteor Shower Forecast 50

As peculiar as it may sound, this is exactly what the name suggests: a weather forecast which
causes small star shards rain down in the region where this is used. The shards will continue to
rain down for a period of up to several weeks. It's up to you whether to collect the shards as
they come down, or wait for the showers to end before gathering all the shards all. Across the
kingdom, merchants place great value on these shards and will not hesitate to trade exclusive
goods for them – you'll find that you can continue using the shards as currency elsewhere,
even if the locals normally would not deal in glowing star rocks.

Sleepy Fishing Rod 50

If you're looking for a convenient source of food, this fishing rod can address that problem in
an easy and reliable fashion. All you need to do is set up the fishing rod next to a body of water,
and over the next hour or so the rod will do all the work in catching buckets worth of fish. Even
if you were to fall asleep, you'll wake to find the fish caught and waiting to be prepared. That
said, the rod isn't perfect so sometimes you might find that junk such as lumber was caught in
place of a fish. There also happens to be a wide range to the fish which can be caught: ranging
from snappers and salmon to marine life that isn't exactly fish...such as squid and crabs.
There happens to be a limit as to how many fish can be caught per day, but at a hundred
available attempts per day, you really should not have any food problems with this rod and a
water source around – unless you grow to hate eating seafood.

Underground Mine-shaft 50*

This mine-shaft extends hundreds of meters underground and is equipped with an excavator
drill specialized in extracting relic shards from the ground. Every couple hours, the drill arms
itself automatically and begins digging, scooping up relic shards based on the depth where it is
operating – the deeper the operation is, the more shards which are collected. In the time that
the drill spends cooling down, the relic shards at that level replenish, so in theory there is an
inexhaustible supply of these shards. Artisans (Which is pretty much only Dr. Mocha) generally use
these to enhance the potency of various magic artifacts, though you may be able to use them
to enhance equipment in general (Which was Dr. Mocha's intention).

There is however one problem with the operation. The mine-shaft comes with its own
monsters, and operation of the drill draws the monsters out from their dens. The deeper the
operation level, the stronger the monsters are. If the monsters disrupt the drilling operation,
the drill's yield is reduced, though the drill itself is unaffected. Ideally, you would have guards
around the drill to drive monsters away – because the operation of the drill is quick fast, the
guards don't need to be there for very long, though they will have to be proficient in subduing
various beasts. Makes for a workable training ground.

There's no clue how deep this shaft goes – perhaps thousands of meters, though the depth of
the operation doesn't seem to affect how quickly you receive the shards. You can purchase
additional drills to increase the yield at a cost of 50 points per drill, though it is questionable
how necessary that is. If you happen to possess other ore veins or items of a similar nature, the
drills can be tuned to harvest those automatically as well, provided that a sample of the ore is
introduced into the shaft. Depending on the ore, that could warrant the use of more drills.

Utensil Artifact 50*

Long ago, the Great Witch Rita attempted to convince the rulers of the Human Kingdom that
their use of the Spirit Stones would only lead to calamity. The hubris and greed of the humans
blinded them to the long term consequences of distorting the flow of mana. Rita was unable to
convince the rulers that the flow of mana needed to follow its natural course, so she opted
instead to develop tools which she hoped would one day remediate the problems caused by
the Spirit Stones.

Rita spent a good portion of her life investigating the nature of mana and how it could be used
to enhance the quality of life, not only for people, but also the world around them. What she
learned was that tools infused with enough mana would bolster the properties of the tool to
remarkable levels. From this, Rita concluded that if kitchen appliances were used to provide
nourishment for the people, then enhanced with magic, there was a good chance they could be
used to nourish the land when the Spirit Stones inevitably starved the land of magic.
To this day, her tools have yet to be tested. The human kingdom cared little for it, but the
recent mana explosion disaster has made people turn their attention towards Rita's Artifacts.
There are eleven known artifacts which Rita created, though it is unclear whether she created
more which were lost and forgotten. Each individual artifact is an extremely powerful relic, and
though they were intended to help people (via cooking), they can serve as formidable weapons
and tools of protection. Being artifacts, it is possible to enhance these further with relic shards.

The following list covers the artifacts known to have been created by Rita, but if you're looking
for a different kind of kitchen utensil – that's a possibility as well.

Artifact Basic Qualities

Cooking A set of enchanted knives which come with a knife block, oddly enough, these can be used in the same
Knives manner as arrows. The witch Rita had enchanted these so that they could cut through ingredients,
whether tainted with mana or not, so food preparation with these is an effortless endeavour, just be
careful not to cut your fingers. The magic infused into the blades will slow down whatever suffers a cut
from the blade.
Corkscrew Corkscrews are used for opening corks, and this one was something Rita had enchanted because she kept
running into the problem of a cork crumbling while opening the bottle. Why the corkscrew can be used as
a component to a crossbow is something no one knows, and likely it wasn't something Rita had
anticipated either – but it is undeniable that it does work and can be used to enhance the effectiveness of
ranged equipment.
Gas Burner A burner enhanced to ensure that no fire would be too weak, leading to under-cooked food. Anything
that makes use of fire can benefit from this in theory, but because the flames are fuelled by magic, one
should remember that they are more resilient than natural flames and it becomes even more important to
respect the basic principles of fire safety. Don't go around torching forests.
Grill Pan This was the only relic which had already been unsealed from Rita's original tome. The Knight Order
mistook this for a shield and has used this as such for generations now...but originally Rita had intended
for it to be used as a BBQ grill. As such it was made to withstand a wide temperature and pressure range
without deforming or weakening.
Icing Bag This squeeze bag fills with icing automatically, but for some reason it is one of Rita's artifacts where the
enchantment had nothing to do with the cooking purpose of the tool. Rita intended for it to be used in
making cakes, but the enchantment protects the user – it protects them so well that the icing bag can be
used as a magic shield denying all sources of damage for a brief period of time.
Kettle A kettle which Rita enhanced with healing magic – this made it so that whenever water was boiled using
the kettle, the water would develop healing properties. Rita's note seems to suggest that with proper
cleaning, this kettle will work indefinitely on any type of water, but because the taste of the water
remains unaffected by this process...well, using clean water that doesn't taste bad will be more effective
than using tainted water with an unappealing taste.
Ladle Like most of Rita's utensils, the original function of the ladle has not changed, merely been enhanced. On
top of transferring soup and other liquids, this ladle can also be used to transfer mana from one entity to
another. It can be used in a manner similar to a wand, and it is very effective when it comes to mana
absorption and retention.
Mana Pot A pot that comes in handy when you need something boiled but you lack a source of heat, this artifact
can also be used as an offensive tool, using the scalding heat emitted during the boiling process to
severely burn enemies. If you're wary of being scalded yourself, you should wear gloves, but generally
speaking it won't harm you as the owner.
Mandrake Pot This pot was an accidental creation more than anything, but Rita kept the finished product regardless.
While it can be used for cooking like a normal pot, it has a rather unfortunate effect of creating
mandrakes. Mandrakes, the peculiar monsters resembling walking seeds, which have a tendency to run
up to a target and explode if anything makes them angry. You don't have to worry about the explosion
affecting you, but there is enough explosive force in these mandrakes to leave very large messes.
Mixer Rita only intended for this to be used as a baking tool, but this artifact serves as a proof of concept that
even enchanted artifacts can be modified and enhanced. Dr. Mocha has taken Rita's original design and
implemented an electrocution unit to it – which means now when the artifact is activated, it will channel a
high voltage current through a target (not high amperage, as Mocha intended for it to stun rather than kill
outright).

Spork A fusion of a fork and a spoon, yet as effective as an industrial grade shovel, Rita never intended for this
to be used as anything more than a convenient kitchen utensil so one could hold both a spoon and a fork
with one hand. However, its strength is undeniable, on par with weapons used by the knights in the
order. It is especially effective against creatures which have been tainted with mana.

Alchemy Cauldron 100

This magic cauldron is so simple to use that even someone with no concept of how alchemy
works can operate it. That said, its functions are about as basic as an alchemy cauldron can get
– you toss things into the cauldron, and the cauldron decomposes it into a solution. You can
throw in anything that you have on hand, and the cauldron will digest it all the same, spitting
out a certain amount of alchemical solution (Generally speaking, a higher quality input yields a
greater amount of solution).

With enough solution material, the cauldron can synthesize various natural resources – but the
higher quality the resource is, the more solution it requires. In the kingdom, resources such as
lumber and cloth are rather low quality, so it takes very little solution to create moderate
amounts of these resources versus something such as meteorite shards or relic shards.
Naturally, if you go elsewhere and encounter rare natural resources, those will likely require
large quantities of solution to synthesize as well.
Ancient Relic Artifacts 100

Remnants from an ancient civilization, the most significant pieces of their technology were
completely destroyed during a war which happened before the humans took control of the
continent. But the artifacts which remain still hold some power, enough to be considered
viable adventuring equipment. They come in different varieties however, so take a look at the
list below and see which type suits your needs best. The common trait between the various
types is that they can be enhanced provided that you have relic shards on hand – even if you
don't have a mine-shaft, the Human Kingdom should know where you can find this resource.
After all, they were the ones most interested in finding these artifacts and studying them.

Relic Type General Function

Collection These relics primarily serve the function of increasing the amount of resources collected, and can be applied to
anything which would collect resources, be it Ether from the Ether Crystal, Relic Shards from the Mine-shaft, or
any other resource collection process you happen to own/know. As these relics are enhanced, the productivity
will see dramatic increases.
Enhancement The exact nature of these relics depends on the individual they're bound to, as they enhance traits tied
specifically to the bound individual (And not general parameters, such as strength or speed). Whether that's a
special trait you possess, a skill or ability you have learned, or a defining physical/magical factor that's a part of
you, these relics enhance the chosen aspect in some fashion. Naturally, enhancing the relic increases how
significant the boosts become.
Parameter These relics are tuned towards enhancing basic properties associated with individual adventurers. While any
individual property can be enhanced with these relics, there is a specific set of these relics known as the
magitech relic set, which enhances the properties of movement speed, natural energy barriers, health
recovery rate, critical rate, and natural attack speed. Enhancing these relics naturally increases the extent by
which the associated individual property is boosted.
Profit Rather niche, these relics enhance the earnings and effectiveness of businesses you own. If you have a cooking
stand, this will increase the profits of food sales made there while making the food tastier ( to attract
customers), but other businesses you have will also see benefits based on the nature of the business.
Enhancements to this relic increases the potency for both of these effects.
Unique There are a few unique relics, which possess effects that are completely anomalous in nature. One of them
allows for a “once per battle” resurrection for allies that fall in battle, another serves to enhance the effects of
Spirit Stones, while the last amplifies the offensive capabilities of you and all your allies. Similar to the other
relics, enhancing this relic boosts the associated effect, regardless of which one you choose. ( For the
resurrection effect, this increases how much health is recovered when the resurrection takes effect )

Cooking Stand 100*

You can start a business using this food stand, and with many people predicting a famine on
the horizon, if you can secure a source of ingredients, there's no doubt that your business will
see massive success. The stand here doesn't only include the kitchen ( which does come with basic
cooking tools) and sales counter, but also an empty lot roughly the size of a large garden which
you can convert into a dining area or whatever you please. If that isn't enough, additional
modifications can be made to the property, at a cost of 50 points per modification.

Expansion Expansion Details

Automated A magi-tech assembly which cuts down the work involved with the cooking process, turning it into what could
Cooking be considered an assembly line – ingredients in and dishes out in no time flat. Good for handling large
Assemblies quantities of orders, but the quality is kept at a consistently average level, unaffected by the skill level of any
cooks present. The assemblies retain recipes taught to it, but does require a consistent ingredient supply in
order to maintain maximum efficiency.
Automatic A special magi-tech assembly which periodically harvests specific ingredients, even if the locales where the
Ingredient ingredients would come from is out of reach. These ingredients include seafood, mushrooms, pork, chicken,
Gatherer pepper, ice, lava spices, honey, fruits, and wheat. While the process can be accelerated by infusing the
assembly with energy, normally it yields a fixed amount every day.
Extended A straightforward modification which allows you to retain large supplies of everything from ingredients to
Warehouse dishes. Large here refers to quantities of hundred thousands, pretty much enough food to feed an entire
country. No one knows where the storage actually takes place, but when you need the food it'll be ready, and
you don't need to worry about anything spoiling no matter how long you store it for.
Festive This modification relies on magic and is generally an aesthetic shift, useful for creating a specific atmosphere or
Atmosphere mood. Whether you want to create a constant feeling of Christmas, or Halloween, or some other unique
atmosphere this can be used to set it up. When applied, this affects as many aspects of the stand as you deem
appropriate, from the furniture to the dishes to the appearance of the lot.
Rest Area A modification that extends the lot to include residences, which can come in handy should you ever need to
house refugees, and with a potential great famine looming on the horizon that may be more likely than you
think. The rest area has all of the amenities one could expect from a shelter and even if you have no refugees
to take care of, can be used as adequate housing.
Weather By using magic to manipulate the weather, this ensures that the weather and climate around the food stand is
Control strictly controlled. Have to set up the stand in a region known for rain but you still want an open air dining
area? This can be used to make sure it doesn't rain around the lot. Want to make it so that a light layer of snow
is always falling? This can take care of that as well. Want to keep the temperature and airflow relatively
pleasant for your guests? Not a problem with this modification.

Hazard Box 100

One of the most unorthodox approaches to self defense available here, this box contains a
wide range of hazards, including things which are most likely not native to this world ( The
popular theory is that the mana explosion caused an influx of unnatural threats to surface ). These
hazards are normally problems which you may encounter while traveling across the kingdom,
though generally speaking they only pose a risk in specific regions. In this box however, you
can weaponize them to some extent, that is to say, the hazard is dangerous for your foes, but
not you or your allies.

The hazard contained in this box is random, something drawn from the list below. If you are so
inclined, you can lock the box so that only a single type of hazard can ever be conjured using it.
Once used in a battle, it'll take a bit of time before the box can be used again.

Hazards Warning Label

Bomb Beasts These odd creatures, for all intents and purposes, may as well be considered demons. Their bodies are jet black,
and aside from glowing eyes and demonic horns they don't have many distinguishing features. Many of the
creatures associated with the Hazard Box are like this, and the knights who have encountered these creatures
have theorized that they were pulled in from a different realm due to the mana disturbance. These demonic
beasts are noteworthy as they will rush at enemies in suicidal fashion and explode, dealing great amounts of
damage to a moderate area.
Demon A large demonic beast shrouded in dense mana, this monster is extremely strong ( able to dispatch a skilled knight
Shadow in one to two blows) and their mana coating renders them generally impervious to damage. However, despite
their strength, they can be distracted by things which are clearly decoys, and they aren't intelligent enough to
notice when their attacks fail to have any meaningful effect.
Fireball This conjures a single fireball, which will descend rapidly towards the largest group of enemies nearby. Once it is
close enough, the fireball will rapidly expand, engulfing enemies in searing flames. It might not be the fanciest
hazard out there, but it recharges quickly and its consistency makes it reliable.
Flag Shadow A bizarre demonic beast shaped like a flag, it doesn't move from wherever it is summoned, and instead fires
lasers at nearby enemies. Its prowess comes from its range primarily, but the strength of its laser beams cannot
be underestimated and if not dealt with quickly, it can quickly dish out a world of hurt.
Giant A large demonic beast which resembles a giant slime, this creature appears in the air above enemies and takes a
Shadow short moment before crashing down to the ground. Not only are enemies underneath flattened, if they
managed to survive they'll likely be rendered unconscious. The shockwave created will also send nearby
enemies flying.
Laser Cloud A demonic beast shaped like a cloud, it swoops in quickly, locks onto a single enemy in the battlefield and
proceeds to fire an intense laser beam down on the target – following it as it moves. Most unshielded targets
will melt under the laser in a matter of seconds, and even shielded targets will eventually be taken down. If the
target it has locked onto is killed by the laser, the cloud will reposition over the next closest enemy. It has a
limited charge however, so during its cooldown phase the cloud won't do anything at all.
Rocks A very simple hazard, one that even humans have used since long ago, this causes rocks to fall from the sky and
drop down upon the enemy. These are boulder sized rocks, which means that whatever they hit will be seriously
injured. The rockfall occurs in various patterns, which makes them useful against enemy groups and not just
against lone individuals. Like the fireball, it doesn't take long to recharge.
Shadow These demonic creatures come in two varieties, one which manifests in a close formation and will charge the
Platoon nearest foe to engage in melee combat, and another which manifests in a scattered formation and will attack
nearby enemies using a cannon from a distance. Not the strongest, nor the quickest, their numbers are what
makes them reliable.
Toxic Cloud Another flying demonic creature, while similar to the lightning cloud demon, this one instead spreads toxic
fumes over a wide area. In exchange for not being immediately life threatening like an intense laser beam can
be, this can negatively impact many foes slowly and steadily.
Vacuum A very peculiar demonic creature, whose main approach to handling enemies is sucking them towards itself,
Burner before expelling a massive cloud of flame to light them on fire. Good for handling crowds, though the window in
between inhaling and exhaling will allow some foes who are sufficiently speedy to get away from the flames.

Mana Golem 100

Over the ages, golems have been made by various societies as a means of easing the burdens
of physical labor. In the current age, the leading expert in golem technology happens to be Dr.
Mocha, the eccentric super-great-hyper genius of the Human Kingdom. While she has made
many advancements in the field of golem development, some of which are rather questionable
(What advantage is there to have a golem run on fried chicken? ), the general idea and composition
of golems hasn't changed all that much. Golems are a very reliable option for self defense, for
anyone who doesn't want to concern themselves with combat.

Each purchase of this grants you a golem – whether you want a humanoid golem ( the same kind
Dr. Mocha creates) or a more traditional golem (which come in various shapes and sizes shielding a
core), the golem will follow your directives to the best of its ability. As the golem is considered a
living being, it can be enhanced with ether – but if you're looking for other modifications, you'll
have to possess the magi-tech know-how, or perhaps bribe Dr. Mocha with copious amounts of
sugar and caffeine.

Rita's Spare Tome 100*

Rita's work long ago laid down the foundations for what would be known as the “Great Star
Famine” - the predictions of a disaster which would inevitably destroy the Human Kingdom. To
guide those who would follow in her footsteps and give them a fighting chance, Rita left
behind notes detailing her research, her predictions, and the nature of magic across the land.

The tome preserved by the Human Kingdom serves as a historic record while doubling as a
storage for the witch's enchanted kitchenware. This one here is not that tome, but rather a
spare one which operates on a similar principle. However, the kitchenware that it stores...well,
they're enchanted in a different manner – they're alive, and it would not be wrong to call them
“appliance monsters” (Rita used the appliance monsters to safeguard her kitchenware in the tome
preserved by the Human Kingdom). With tome in hand, you can conjure these monsters to do
your bidding – generally speaking one of Rita's guardian appliances is already strong enough to
subdue an entire group of knights.
Problem is, the pages of this tome are all blank save for one – pretty much nothing has been
stored inside it. This presents you with a peculiar opportunity – you can bind kitchen appliances
and create new monsters using this tome. The process is straightforward, but it requires
substantial amounts of mana and a certain measure of magical finesse on your part. Naturally,
you'll also need a kitchen appliance to enchant. Anything that you do enchant into the tome
behaves much like the artifacts – by feeding relic shards to the enchanted appliances, you can
increase their strength.

If you lack the means to enchant appliances, or you would prefer to have a conjuration tool
where you don't need to do so much of the leg work, you can buy finished pages at a cost of 50
points per page. The available selection is as follows, and the lone page in the tome which isn't
blank draws from the same list.

Page Page Notes

Cauldron Or perhaps it's a cooking pot? The pot or cauldron happens to be the heart of the monster, but it carries
alongside it a ladle and a dispenser for some sort of seasoning ( It would be for the best if you do not ever try to cook
using the seasoning, as the dust seems to be toxic ). The ladle it uses as a physical weapon, but if it ever runs into a
spot of trouble, it can conjure out smaller cauldrons to attack nearby foes. This could be used for cooking...
Cutlery Set A fork, knife, and a plate – no food included. The plate seems to be the heart and brain of the monster, as it
coordinates the attacks of the fork and knife while floating about. Periodically, it can increase in size, making
both the fork and knife more dangerous. All in all, it isn't the most dangerous of Rita's appliances, but it is fairly
dependable and not as circumstantial as some of the other appliances. The knife and fork are a bit too large for
standard use though...
Furnace A floating furnace which goes about spewing out flames, chucking up burning embers, and swiping at foes with
its burning claws. Because it has a tendency to light things on fire with the burning embers, it can be a challenge
to work alongside, but it is also fairly difficult for foes to beat. When faced with nimble foes who like to avoid it,
this appliance has a very strange companion in the form of an industrial grade vacuum, which will suck foes
towards it before crashing into the ground, flattening whatever happens to be underneath. It likes to use this
vacuum to clean up the embers – as you'd expect it leaves a charred mess.
Refrigerator The largest of Rita's appliance monsters, the refrigerator doesn't move once it has been summoned, it sits
wherever it was summoned and proceeds to blast nearby foes with cold air and copious amounts of ice cream.
The ice cream is extremely effective at slowing enemies and combined with the freezing air from the
refrigerator itself, this appliance can effectively stop entire parties dead in their tracks. Makes for a convenient
source of ice cream.
Tea Set Two cups and a giant pudding, which was presumably Rita's idea of a tea break. The two cups have a rather
straightforward approach to handling foes, they smack them with a tea spoon, and if they feel threatened, they
close the tip to the tea cup which forms a protective shield around them and renders them impervious to
damage. Meanwhile, the giant pudding will leap around squashing foes underneath. Should it sustain too much
damage, the pudding will split into smaller copies of itself while continuing to hop about. It would be for the
best if you don't eat the pudding, it clearly has feelings and seems to enjoy hopping around.
Spirit Stone 100

Long before the Human Kingdom was established, control of the land was held a race known
as the Ancients. Little is known about these precursors, save for the fact that their society was
torn apart by internal conflict. In the aftermath of their war known as the Divine Conflict, the
land was flooded with mana. The humans saw this as an opportunity to harness the power
they never had and developed the Spirits Stones to suppress and absorb the mana left behind.

Spirits Stones are tools in the same vein as the Utensil Artifacts made by Rita, though the
witch's intentions with her creations was to alleviate the problems associated with the Spirit
Stones. The humans had created the Spirit Stones to regulate the flow of magic and keep it
contained to their land, so as to empower their land. But they did so knowing that the
kingdoms across the sea would suffer as the mana which would have naturally migrated across
the sea was instead deprived from them.

Operation of the Spirit Stone is very simple. Place it in a location where the magic
concentration is high, and the Spirit Stone will ensure that the magic remains fixed in that
location. A good portion of the magic in the environment will be absorbed by the stone and
held in place, and the land around the Spirit Stone will be cultivated. Crops grow better, life
becomes more vibrant, magic becomes easier to use. But naturally, where one place thrives,
another dwindles, and the use of the Spirit Stone will disrupt the flow of mana such that
“downstream” locations will no longer receive any mana.

One should be wary that if a Spirit Stone is ever broken, the mana which is stored within the
Spirit Stone will be released in an explosion large enough to warp the environment. You can
however, shave off a shard of a Spirit Stone and use it as equipment without risking the Spirit
Stone's destruction – depending on the environment it absorbed mana from, the shard will
enhance elemental magic and may have an additional effect. ( An Earth Spirit Stone would enhance
earth magic, but can also affect health recovery)

Treasure Chest Delivery Service 100

It's no slot machine, but if you like receiving random presents then this delivery service is just
the thing for you. Every day, a treasure chest will be dropped off at a location you deem
appropriate and inside will be a prize of random quality. The prizes range from furniture to
clothing (Should you happen to be traveling with companions, do note that the clothing which pops out
can sometimes fit your companion but not you ), to supplies such as lumber and cloth, but once in a
blue moon, you might hit the jackpot and obtain something rare, native to the world you're in.

The nature of the furniture and the clothing will also change according to your travels, but the
general function of furniture and clothing generally stays the same – a bed is a bed no matter
where you go. If you enjoy suspense, you can delay the arrival of the chests and store up to ten
of them – opening chests all at once generally seems to yield higher quality rewards. But that
may simply be the placebo effect at work.
[SITUATIONAL MODIFIERS]

If you require additional resources to work with, you can take on modifiers in exchange for more
points. There's no limit to the number of modifiers (or to the points) you can take, but you should
note that their effects can combine with one another, creating very troublesome situations.

Growing Threat +100*

Many monsters have been negatively affected by the mana, turning them hostile and in some
cases increasing their strength substantially. Each time this modifier is taken, the general
hazards associated with beasts and monsters becomes more substantial, and thus presents a
greater risk to everyone in general. The growth in strength for your foes can be approximated
to roughly double their original strength. With several instances of this, even beasts which
should normally be effortless to deal with may become too resilient and too strong to handle
for your average adventurer.

Hostile Ingredients +100

Beasts aren't the only thing which have been affected by mana explosion. In addition to
enchanted cutlery, enchanted stones, and enchanted beasts, you're now also going to start
running into enchanted ingredients. Don't be too surprised if a giant pudding attacks you on
your travels, or if a flaming soup elemental tries to swallow you whole. On their own, this is
likely more of a curiosity and an annoyance more than anything – but when the majority of
ingredients across the land have some form of hazard associated with them...well people are
going to have a hard time gathering food.

Hunger Pangs +100/200

People aren't themselves when they're hungry, in fact, they're pretty much useless when
they're hungry. They can't summon any strength, they lose the will to fight, the only thing that
can provide any motivation is a good meal. You are no exception to this fact of life ( even if you
should be otherwise free from hunger), except you happen to get hungry very, very frequently –
hunger is your constant companion and the only silver lining is that it isn't due to a parasite in
your body. It will not matter whether you're active or not, hunger will visit you regularly and
often, and you'll need a fair measure of food to drive that hunger away. If you do not address
your hunger in a timely fashion, you'll find your strength and motivation drains at an alarming
rate. For your sake, keep some rations on you at all times.

If this is taken more than once, it'll affect other people as well – you may not notice much of a
difference when it comes to their appetite, but the impact it has on their strength and
motivation will be very apparent.
Mana Instability +100

The mana explosion has had significant consequences for the land, but it has also left magic in
an unstable state worldwide, something which mages found out quickly when the castle
collapsed. Whether you're a spell-caster or those traveling with you happen to use magic, stay
on guard, as the effects of your spells will not behave in a consistent manner. Don't be too
surprised if spells fail you, or the effects aren't what you originally expected. The instability isn't
always dangerous, but if you rely on magic too much, you're flirting with disaster.

Matriarchal Anomaly +100

For some inexplicable reason, no matter how hard you look, you won't find a single man in this
world. Despite the apparent lack of males of any species, neither the Human Kingdom nor the
Elvish folk seem to be any worse off. However, if you do happen to be male, or you have male
companions, the general atmosphere can get a little awkward when everyone you see happens
to be female. You might run into some particularly androgynous individuals during your time
here, but when in doubt...they're probably women.

Travel Hazards +100*

Though all evidence suggests that the mana explosion was responsible for creating the many
hazards that now litter the kingdom, the frequency at which you run into these hazards is
rather alarming and for an unprepared adventurer it can lead to the swift end of your journey.
Those hazards associated with the [Hazard Box] item? You're going to run into them very
frequently, and they'll always be working against you, even in places where they normally
should not appear. Why are laser clouds showing up out of nowhere? Why are boxes filled with
explosive beasts being airdropped around you? It's not likely that you'll ever find the answer to
these questions, but stay on your toes if you take to traveling across the land.

This will affect others as well (such as your allies, if you opt to stay at home). By default, the
hazards you face are randomly chosen from the list, but each time this is taken, you can “lock
in” a hazard from the list, ensuring that they'll pose a constant challenge on your journey.

Voracious +100

With how beasts and monsters have changed, gathering ingredients to make meals is now a
bigger challenge than ever, and with the kingdom's supply lines in shambles there are many
people who find themselves with no choice but to scavenge for food. Trying to provide enough
food for everyone in need is a noble cause, but when everyone seems to have an endless
appetite...well, you have your work cut out for you to keep everyone fed.

Even if you don't have any intention of feeding anyone besides yourself, people will catch wind
that you have food – and they'll come to you. It's up to you whether to drive them away and
keep your food to yourself, but that won't stop them from trying to take food away from you.
(Frankly, you're probably better off feeding them than telling them to leave you alone )
Notes
Bistro Heroes/Heroes Restaurant is a mobile idle game (with a minor RPG aspect). It
revolves around a bunch of girls (young women) who have to figure out why a disaster
struck the kingdom they reside in and rebuild the kingdom while gathering survivors.
Their efforts start from a food stand out in the middle of nowhere (no clue why it happens
to be there) where they discover the amazing healing properties of good food.

Realistically this is about a bunch of gluttonous girls who fight monsters while hunting
for more ingredients so their resident chef can make more dishes to sate their ever
increasing appetite. Turns out food solves pretty much all problems. The game is rather
straightforward and largely casual – work towards bigger numbers, play around with
the stage mechanics and individual character mechanics, keep grinding towards bigger
numbers while beating bosses. The numbers quickly get ridiculous (how does a chef cook
over twenty thousand dishes in half a day? ) but the girls don't care as long as they're fed.

The food art is real nice. The gacha exists so people can dress up the girls and unlock
some backgrounds. It's a simple game (with a slightly peculiar story involving Elvish schemes ),
so this was never meant to be a particularly long or in depth document.
Perk Notes
Being that this is an idle game, essentially all of the perks which allow for growth occur at a pretty slow
pace but have no real ceiling to them: the idea of “push towards ever larger numbers really slowly”

Chef
Culinary *Formulating new ways to put ingredients together and make food comes effortlessly to you, and the recipes
Innovation you put together won't be dangerous for consumption at the very least, even if the ingredients don't
necessarily make sense.
*Coming up with new recipes enhances your cooking abilities, but it also provides a small measure of
experience for other abilities you know.
Presentation *When a dish is presented in a visually appealing manner, the dish's quality and value will both increase
Appeal dramatically – dishes which shouldn't taste good or may be potentially dangerous will become delicious
depending on how well it is presented. This applies primarily to dishes you make.
Flash Cooking *The time required to prepare a dish is reduced to a negligible amount, even for dishes which normally
involve substantial preparation time (this has no effect on gathering ingredients ). The process of cooking still
uses energy, so the amount of dishes you can make in an instant is limited by both your ingredients as well as
your stamina.
Comfort Food *People who consume dishes you've prepared are gradually healed, physically and mentally. The higher
quality your dishes are, the more significant the healing effect becomes. Any intrinsic qualities of a dish will
also have a more pronounced effect.
*People can eat as much of the food you've prepared without feeling full – they'll reach a point where they
feel satisfied, but if there is more food available, they can consume hundreds to thousands of meals without
any detrimental effect (even if it crosses a reasonable boundary, such as eating hundreds of ramen bowls but
never getting fat). Note that this effectively negates potential drawbacks to the food you prepare, you'll have
to intentionally poison a meal if that's what you're making food for ( to negate this effect).
*(The second part to this reflects how the chef cooks thousands of meals a day, but there are consistently only 20
– 30 customers, including the girls who live at the stand – yet somehow all the food is consumed )
Knight
Basic Training *Basic combat skill option, can be used to learn any kind of martial skill ( weapons mastery, martial arts, body
training, etc.) as long as it isn't dependent on magic. Whatever combat skill you choose to learn with this
modification can be enhanced by consuming Ether.
Rallying Cry *In a battle, your commands will always be heard by your allies regardless of their environment, and you can
keep track of the battlefield, knowing when your allies need to reposition themselves to stay out of harm's
way.
*Your allies instinctively know when they need to group up alongside you, and when they need to spread
apart from you, so the need to command them is reduced.
Eating is Half *By eating meals regularly, you can permanently increase your own strength and vitality. This occurs
the Battle independently of any other effects your meals may have, and there is no limit as to how strong or durable
you can become by eating food – however, the gains you get from eating aren't very substantial, so it's only
something you'll notice after many meals.
*Having something to eat will also give you an immediate burst of energy and strength, the bigger the meal,
the more significant this boost is, but even something like a chocolate bar or a piece of jerky can provide a
notable boost.
Endurance *You can burn your stamina to shield either all nearby allies or a specific ally ( including yourself). The individual
you guard will be completely protected as long as your guard is maintained, but the longer you maintain your
guard the more stamina you burn. Similarly, if you're attempting to shield all of your allies, the more allies you
have nearby, the more stamina this consumes.
Mage
Simple *Teaches you the basics of magic, similar to the basic training equivalent for the Knight background. You can
Spellcraft decide if you want a specific type of magic, such as magic belonging to a specific element, down to a specific
kind of spell (such as conjuring barriers, growing vines, magic enhancement of others, etc. )
*Similar to basic training, whatever magic you choose to learn using this option can be enhanced using Ether.
Mana *As long as you're in an environment with magic, you can convert the magic around you into mana that you
Infusion can use. This serves as a means of recharging your magic.
*However, you can also use this to instill living things with mana. Small amounts of mana will increase the
vitality of living beings and make them more vibrant and lively. At significant amounts of mana, they may lose
control of themselves – effectively becoming monsters. Weaker beasts can be cultivated using mana in this
fashion, drastically increasing their strength. If you're the sole source of mana for them, they likely won't
attack you even if they become difficult to rein in.
Enchantment *By expending a portion of magic, you can enchant any inanimate object – doing so not only makes the
object magical, but it also makes them sentient, granting them full autonomy and a limited degree of
intelligence. How intelligent they are depends on how much magic you used, and your natural proficiency
with magic.
*Because they are alive, entities which have been enchanted can grow in the same manner as living beings
normally would, including the use of Ether infusions. Being enchanted, they also produce a small amount of
magic which leaks into the environment around them. This is largely inconsequential unless you have a large
number of these enchanted entities.
*Once an object has been enchanted, they'll stay alive indefinitely. Their function remains the same, but the
associated effects are enhanced – things which were meant to cut will cut far better, things which were
meant to heal will heal to greater extents.
*If you don't want to grant sentience and autonomy via enchantment, it is possible to only enchant for the
enhancement of the object's properties.
Possession *(Essentially what happens to Princess Creme, except controlled)
*You can drain all of the magic in the nearby area and absorb it into your body. For a short period of time,
you'll enter a state of extreme strength, with all of your abilities greatly enhanced, and you can pull nearby
inanimate objects towards you, integrating them to create a temporary battle form ( use them as armour,
weapons, whatever you please). The increases in strength is based on how much magic you managed to drain,
as well as the amount of magic you possess.
*Once you go beyond the time limit, maintaining the form will actively drain your magic, until you have none
left and the form disperses, leaving you at your normal strength ( but without magic left). The more magic you
have, the longer you can sustain the cost of maintaining the form.
Scientist
Accumulated *Every field of knowledge that you attain expertise in serves to bolster your knowledge and ability in fields
Knowledge you have already mastered (It doesn't matter if the field you learn has any connection to the fields you already
know). Your cognitive ability also improves at the same time, so every field you master will improve how well
you think, react, reason, and learn new things.
Relic Hunter *With a bit of effort and time, you can dig up “junk” and sometimes uncover artifacts, even in places which
shouldn't have anything to begin with. The value of what you'll uncover varies wildly, sometimes the junk you
find will have very little worth, but sometimes you'll be able to use it for other purposes or find someone
willing to buy it off of you.
Research *Conducting dangerous research and experimenting without taking any precautions won't pose any risk to
Immunity you, as you have an uncanny knack for avoiding the potential hazards, sometimes just in the nick of time,
other times you may escape from the hazard with no apparent consequence. This does not protect your allies
from any experimental mishaps however, only you.
*Over time, depending on what kind of hazards you are exposed to via your experimentation and research
process, you'll gradually develop resistances – constantly being exposed to explosions makes you more blast
resistant.
Magi-Tech *Teaches you the foundation for the creation and animation of magi-tech golems ( basically Espresso). The
Engineering machines you make can be enhanced using either ether or relic shards, and essentially they're treated as
living beings (even if they don't look like living beings), and can behave in the same manner a living being
would – such as eating fried chicken to recharge themselves.
*You can also upgrade existing machinery (any kind of machine, not just living golems) using either ether or
relic shards, but the effects aren't as significant compared to the golems you create, and the amount
required for upgrades increases at a dramatic rate.
Miscellany
Fashion *You have a natural talent for designing and making clothing, especially clothing that draws from specific
Stylist themes. The more clothing you make, the more proficient you become – skills related to making clothing in
some way (such as tailoring, accessory crafting, or even armour reinforcement ) will see gradual growth for each
set of clothing you make.
*The clothing you make will enhance the strength and vitality of whoever wears it, and this enhancement can
be increased in potency by upgrading the clothing. This can be done using various resources such as ether or
cloth, but the amount required will increase steadily.
Decor Artisan *You have a natural talent for making furniture and decorating a space. This has a direct effect on skills
related to furniture crafting, be it woodworking, metal forming, forging, etc. Every piece of furniture you
make will directly improve these skills to a small degree, even if they weren't a part of the manufacturing
process.
*The furniture you make will oddly enough, enhance the strength and vitality of you and your allies, though
the effect isn't as strong as clothing. However, furniture can also be upgraded like clothing to enhance their
effects, using various resources such as ether or lumber. The amount required to facilitate this will rapidly
increase with each upgrade.
Feeding *If you set your mind to it, your instincts will always lead you towards the best food available in the vicinity,
Instinct and the food will not pose any threat to you (so no risk of food poisoning, or incompatible food, or any traps ).
This will keep leading you to food until your hunger is satisfied, and even if there shouldn't be any food, you'll
still manage to find something edible.
*So long as you're hunting for food, your willpower surges to extreme levels, and attempts to distract you or
deter you from your quest will have little effect on you. Naturally you can change your own priorities, if you
deem something more important than filling your stomach.
Elemental *Elemental shamans are a separate breed from mages, while mages are proficient in manipulating general
Shamanism magic and the flow of mana, shamans are attuned to a specific element ( such as Limu, who is attuned to water )
and are capable of communicating with spirits – Limu does this with the Sea Guardians who reside near her
that others cannot communicate with.
*Known natural elements include fire, earth, ice, water, lightning, wind, and likely darkness. It's unclear
whether elemental guardians exist for each element, but Limu demonstrates that shamans are capable of
communicating with most spirits in general, not limited to those aligned with their element – only their magic
is bound in this manner.
*If you have a spirit stone that has absorbed enough magic, you can transform it into an elemental ( an
autonomous entity similar to the Spirit Stone Guardians used by the Elvish )

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