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Essence of theInventory

byMystikoa

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AI summary

Gives you a transdimensional speakeasy, The Inventory, existing outside reality and impenetrable even to a supreme deity, self-repairing over time (faster with no patrons inside), designed however you like though defaulting to the Poker Night appearances with living space upstairs, and expanding as your needs grow. Any entity regardless of size or physiology can comfortably enter, reside and communicate there, typically via telepathic projection, and the place runs its own utilities with infinite regenerating supplies of any mundane food and drink — while inside, you and your guests do not age, have no bodily needs and suffer no illness, disease or curse that would prevent casual interaction, though hunger and thirst can still be felt. You may have it create servants of your design or grant it sapience to manage itself, unwaveringly devoted to you and impossible to turn, and it can travel the multiverse, insert itself anywhere or open portals, even existing in multiple universes simultaneously so patrons from different worlds can mingle and exit into any of them; additional essences add rooms and facilities, and any form of gambling — including strip poker — can be played there with all materials appearing as needed.

Generated précis — the sections below are the author's original text.

Description

By drinking this dark red potion you gain ownership of a transdimensional speakeasy, usually referred to as ‘The Inventory’!

Effects

15
  • You gain a speakeasy that exists outside of reality and beyond the reach of most entities. This place is practically impenetrable to any being you do not want inside, even a supreme deity could not pierce the barriers in place on this property. This also protects the Inventory from being destroyed, having its structural integrity undermined, or otherwise rendered unusable. Minor damage (such as bullet holes or damaged seats) is still possible, though the inventory is more durable than an average building in all respects.

  • Any undesired damages to the Inventory will slowly repair themselves over time, and this regeneration speeds up greatly when there are no patrons inside.

  • The speakeasy can be of your design (which you can change at any point), but it defaults to switching between the Poker Night at the Inventory 1 and Poker Night 2 appearances monthly, with living space on the second floor. As your needs change and grow the Inventory will expand with new facilities as needed. Patrons that have seen the Inventory before will always recognize it as such no matter what it looks like, though they will notice the changes as well.

  • No matter their size or physiology, any entity will be able to comfortably enter and reside within the Inventory and communicate with any staff and fellow patrons. This usually takes the form of telepathically projecting anything they would normally say or reducing them to a more average size whilst they are inside. This effect can be extended to non-humanoids by transforming them into humanoids whenever you wish.

  • The speakeasy takes care of the basic utilities automatically and requires no connection to any preexisting infrastructure to function. In addition it has functionally infinite, regenerating supplies of whatever mundane food and drink you could desire as well as consumables that have short-lasting, non-disruptive effects, including items from anywhere it has been before, and whatever supplies are needed to run the establishment.

  • While inside the bar you and anyone you bring will not age, have any basic needs, or suffer from illnesses/diseases/curses or other conditions that’d render them incapable of casual interaction, though this doesn’t stop anyone from feeling hungry, thirsty or tired. It just won’t actually affect their health.

  • You may optionally have the Inventory create servants of your design to tend to and run it, and you also may give it sapience to manage things. The Inventory is utterly and unwaveringly devoted to you, and cannot be influenced to change its mind otherwise. It may also form an avatar of your design (or its own if you want to let it choose), though this avatar will not be able to move more than a block away from the Inventory.

  • This speakeasy has the capability to travel through the multiverse and can give you passage practically anywhere. It can insert itself into these places or simply open a portal for you to travel through.

  • You can have the Inventory building appear in multiple universes at once simultaneously, allowing characters from multiple different universes to mingle and for you and anyone you allow to exit into any universe it exists in, anyone not invited simply exiting into their own. The inventory also provides a fate-bending effect that draws in any characters that you want to see inside at the right time to interact with any other character(s) you wish, though sometimes it may take a while to work as they will have to reach the Inventory first.

  • Any additional essences will add functionality to this one in the form of additional rooms and facilities depending on what the essence was.

  • Any kind of game that would be classified as ‘gambling’ can be played in the Inventory by any of its patrons, even lewd games such as Strip Poker. All the necessary materials will exist in the Inventory when they are desired, and all players will be able to participate even when they’d normally be prevented from doing so by things like biology or the metaphysics of their world. A hidden mental compulsion draws people you want to see in a certain game towards that game and once a game is joined, another mental compulsion can be applied to the players at your whim, making them want to keep going until the end of the game, making up excuses to keep going. It also prevents the players from becoming violent or hostile to eachother, and allows them to enjoy themselves even if they normally wouldn’t. The ‘keep playing’ effect and the one that draws people towards games can be discarded entirely, but only at the time of drinking the Essence.

  • Any material used in the Inventory’s gambling games will be indestructible (though retaining the same amount of flexibility) until the game’s end. People’s personal belongings do not count, even if the game includes them (again, such as Strip Poker).

  • Any currency given within the Inventory can be transformed into the equivalent amount in any other currency. Items can also be offered up in lieu of actual currency, and can be instantly converted after they have been won into an amount of currency equivalent to how much value they would otherwise have in their home universe, if the victor wishes. This can also be undone, but only whilst the winner is within the Inventory. If they leave and come back, they will need to have the same amount of currency to convert back. Casino Tokens are also counted as a type of currency, but only if they came from the Inventory. No exploitation of this can earn a person more money by default (such as entering just to convert their money into a more valuable material then leaving again), they must earn it. You and only you are exempt from the exploitation rule.

  • Whilst you are within the Inventory you will have an aura of authority as the owner of the establishment. This aura will compel people to listen to you, especially in matters pertaining to the Inventory and any rules you have put in place. It isn’t an absolute effect, but it also cannot be completely ignored, making people feel at least a little bad when they disobey you no matter what and scaling based on their personality. It also has a secondary effect that makes people psychologically incapable of stepping foot within the inventory for whatever period of time you state if you ban them from doing so, but only once they are outside of it (so you have to get them out first). Threatening to do so also amplifies the effect of your aura on the one you are threatening, but this becomes less effective as you do it more in the same trip, only resetting once that particular patron leaves and comes back or has actually been banned for a time.

  • You or anyone taking care of the Inventory in your absence will instantly know of any law-breaking or rule-breaking activity that happens within. You (or they) may also retroactively put yourself in a position to stop the activity before it is completed. When you do this, the aura of authority you have in the inventory becomes an order of magnitude stronger to the ones that did the rule-breaking until you decide to let them go or they flee the establishment without you doing so. If they flee, the Inventory will seem to have a menacing aura to them, and the effect your aura has on them specifically will build up until they return, at which point the new full effect of your aura will hit them under the same conditions as before. They will also have a building feeling of anxiety and guilt until they return. You may disable this effect for any rule-breakers, but you must specifically decide to do so for each individual. The effect of the Inventory’s aura and the rule-breaker’s anxious guilt effect can be discarded entirely, but only at the time of drinking the Essence.

Categories
utilitysocialsupernaturalcombatsurvival
Traits
wealthcraftingcloningdimensional traveldurabilityregenerationcompanionsgodhood
Keywords
cursemind controlportalsstealthtelepathyauraresourcesdamagedarknessgame mechanicsauthority
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