Starting CP (Otome Points in this case): 1000
Origin: Capture Target: Whether you are noble, proud and stiff necked or perhaps cute, energetic and loveable, alternatively maybe you are sporty, charismatic and a little cheeky, whatever mold you fit in, you are considered quite the catch to the ladies around you in terms of personality, personal wealth, status or potential. You need to fend them off with a stick at times.
Scenario/Origin Goal: Accepted (+400 CP/1400CP)
Alternatively you can buck your role as a Capture Target by turning the tables on them and so absolutely capturing their hearts that there is no room for any others, becoming their one and only. You must successfully woo either the Heroine or Villainess despite the efforts of the other to intervene and spoil your burgeoning relationship and then either defeat the other in some way that they are rendered unable to affect your relationship any further, perhaps through death, rendered harmless through mental collapse, exile, and so on, or you can take her as an additional Capture Target, with any additional Heroines and Villainesses initially acting as additional opposition and interference and then becoming Capture Targets for you once you have caught your current target.
Any Hidden Targets will be particularly charming and difficult to manage, perhaps having some sort of advantage over you and the other Capture Targets that gives them significant opportunities to woe your chosen one. Others may have an interest in them, almost certainly, but so long as you are the only one in their eyes, then you have succeeded.
Goal Modifier Drawbacks (600CP limit):
More Capture Targets X2 (+100CP/1500CP)
More Hidden Targets (+100CP/1600CP)
More Heroines or Villainess X2 (+400CP/2000CP): 1 Heroine and 1 Villainess
Setting: Medieval Europe
Setting Modifiers:
Monsters (-100CP/1900CP) - This is a world with monsters. Ranging from basically animals with some extraordinary features to outright creatures from myth and legend, these monsters are both a source of danger and wonder in this world. Tamed monsters can be loyal guardians and pets while roaming feral monsters can being disaster to entire towns and homesteads. Should you also choose Magic then these monsters will be even more bizarre with magic enabling more unusual forms and some rare extraordinarily intelligent monsters will even be able to use magic to take on human form, and some Magic users may learn to summon contracted Monsters to their side for battle or self-defense.
Magic (-100CP/1800CP)- This is a world where magic takes place, where magicians in towers, castles and in the towns and fields of the land, wield great power and influence over the natural world. Being able to use magic is a common talent, and is largely treated as a normal fact of life, however there are extraordinary people in this world who push far past the common rabble and become exceptional wielders of magic and gain the title of magician. As far as you should be concerned this means that anyone you meet, no matter how fragile or harmless they seem could potentially still be dangerous through the use of magic.
Soul-mates (-100CP/1700CP) - By one means or another, the people of this world have a singular blessing, in that for those lucky souls to gain this benefit, are guaranteed to have a soul mate. The soul mate is easily recognizable and when first met Soul Mates immediately bond on a deep emotional level that makes it impossible for anything to break their bond. Where this bond is a romantic nature, then like Swans they mate for life.
War-torn (-100CP/1600CP) – This is a world where war have ravaged the land and looks to be coming back around again shortly. Long-term peace is impossible and war is inevitable. Everyone knows it, from the tension in the commoner's marketplace, to the terse words spoken between nobles at gatherings. This leads be necessity to a military focus on all things and may even include you being involved in the countries fighting, either on the front-line or in support. Everyone must pull their weight so being a Noble won't be any protection.
Reincarnation (1 choice free):
Turn of the Hourglass - You lived a year of hell, of suffering, abuse, neglect of sadness and pain. It was a time where you increasingly felt like you had little to nothing to live for. Things were bad and you saw the worst side of people you thought kind and noble. In the end, things came to a head and you lost your life, with some relief but also with enormous grievance against the world. At that point you returned back to whom you were a year before, before all the worst had happened, early enough to change everything had you the will. In effect this gives you the advantage and the baggage of a set of memories of an alternate future which explicitly went badly for you in the worst way possible. You are likely to be able to use these memories to avoid that future but beyond that it will be up to you to make a good future to replace it. In that horrid future, those you trusted showed their true face, allowing you to see how loyal or treacherous they actually are, with your impressions of them from this defunct timeline being always accurate but depending on your actions may change, an enemy can be avoided being made into an enemy, a loyal servant discarded can be retained and valued, and so on. You can either have the perk work the same way in future jumps, giving you a year worth of future knowledge of a Bad End timeline when you enter the jump, or it can simply function as a 1-UP capable of returning you to life by sending your mind back in time as much as one year, or to the beginning of the jump, whichever is sooner. You must choose before entering the jump and can decide on a jump-by-jump basis.
Perks:
Good looks (-100CP/1500CP): While not mind-breakingly beautiful or jaw-droppingly handsome, you have very respectable good looks that put you in good stead. Exactly how these good looks manifest is up to you, as a form of sweet cuteness or the burgeoning sturdiness of a young warrior, whatever your tastes and preferences, within reason.
Any purchase of the 400 OP tier Origin perks along with Good Looks upgrades the affects of Good Looks enormously to the point where the perks gives a 10/10 at least in effect.
Romantic Courage (-200CP/1300CP): Relationships can be scary, taking that first plunge to ask someone if they wish to dance, if they are waiting for someone, if they would like your company, whichever and sometimes that daunting first step can keep one from happiness with the person that could have been an ideal match. Not just this however, sometimes when you have a relationship it can be scary to talk to them about certain things, to fight for them in certain ways. How can you be sure you won't lose them if you try to hard? For all these trials, we grant you this, a form of romantic courage that will always aid you in forthrightly pursuing your relationships.
Savant (Free due to Origin): You are highly talented in some facet of male Noble life, whether it is estate management, accounting, administration, swordsmanship, politics, diplomacy or some other worthy field, you are highly regarding in terms of your current talent and your future potential. Not only that but you are also quite adept and training and teaching others in this field, helping those who might never have been able to make the initial mental leap do so, and accelerating the learning speed for others by about fivefold in this area. While this skill will never change it will automatically adapt to new worlds to take into account new ways in which this skill can manifest, keeping you at the same relative level of skill.
Knightly Mantle (-100CP/1200CP): In a world such as this, all men should know their way around steel. You take things much further than most, having trained to the level of a novice knight. Your skills in this respect make you notable faster, stronger and more enduring than all but your most exceptionally athletic peers. More importantly, you give the impression of gallantry and respectability proportionate to your martial skill and can give the impression of a very reliable and honorable sort to those that meet you, even on the first meetings before introductions. Wherever give yourself over to protect another using your martial skills over a period of time as a guard or protector, a strong bond of mutual respect and affection forms between yourself and your charge, so long as it is not resisted by either side.
Born to the Throne (-200CP/1000CP): You are a Prince, with royal dignity screaming from every inch of you, resounding in your voice and your comportment. You are utter stunning as a figure of inspiration and a rallying figure capable of drawing in crowds of people and having them eating from your hand, dancing to your tune. You are seen as an indispensable person to your country, a member of royalty that is essential for the countries well-being and well-regarded enough to rank high up on the succession list with the reigning monarch keeping a close nurturing eye on you. You are a righteous and trusted figure and can wield this socially against otherwise unassailable enemies. Treacherous and competent villains that betray and cause pain and harm without leaving enough evidence to punish them, you can bring them to heal, force them to admit their sins and then cast judgement on them, using the sheer force of your charisma and the will of the people to identify someone as an evildoer and punish them accordingly without the need for evidence. Your ability to do this stems largely from trust in your judgement however so accusations made against someone whom it is unthinkable to perform such deeds will need some sort of justification and should your judgement ever seem to be impaired in doing such things either during or in hindsight afterwards this can badly affect the trust and respect you can normally rely upon.
Love is a Battlefield (-400CP/600CP):
You can take the very concepts of love and war and mesh them together in a unique way. When it comes to love, you can strategize, plan and execute plans with the same skill you may have in war. Assaulting, besieging and outmaneuvering your targets, cum romantic rivals with social tactics and strategies, inspired and derived from your skill at war, that confound and leave them floundering while allowing you to remain the picture of poise, as you would as the straight-backed general of a host of proud soldiers. Similarly you can combine your efforts with combat, war on the personal level, with your ability to interfere with relationships. A sparring match from you can blow away the confidence of a would-be Lothario leaving them fleeing the opposite sex, haunted by feelings of inadequacy, for example. Or perhaps a scar from you leaves a permanent reminder in a young man's mind as to his own mortality and inability to protect himself much less any loved ones he may have, leading him to push away those who might wish to develop a relationship. For all intents and purposes you can use your skills in war and combat to interfere with other peoples personal relationships. Naturally you are better at this the better you are at war-craft and personal combat in terms of skill if not experience, and if you wish you can use this also to help others build relationships rather than to break down or prevent them from forming in the first place. This does however do you no good in developing your own relationships with others.
Nothing to See Here (100CP/500CP)
To be a Hidden Target, rather than another Capture Target, you must by definition not be obvious and apparent as a possible Capture. Fittingly you can conceal yourself very capably from others in various ways. From disguising your potential or skills from others, useful to avoid recruiters and those looking to pressurize 'volunteers', to your identity by various means, including some skill in disguise, forgery and a measure of good fortune that makes your efforts at stealth and deceit unfairly effective all things considered. Passively you can cloak yourself in a veneer of normalcy, where anyone looking in your direction would simply see you as part of the environment, yet another person in a crowd, unless you stood out on some fashion. While this affect is weak and cannot stand up to any real scrutiny, its blanket and pervasive nature means that so long as you are careful scrutiny won't come your way.
Items:
Hourglass – discounted with Turn of the Hourglass (-100CP/400CP): You have a small hourglass that when rotated so the sand starts flowing in the opposite direction can allow you to reverse time by 5 minutes once per day. This hourglass cannot bring back others, or other items or indeed anything other than your own memories as even injuries are left behind as you unwind time. Please note there are two downsides, one the hourglass is made from simple wood, glass and sand and is no more durable than you'd expect nor can it be improved, imported into other more durable items or similar, you must also hold the hourglass when using it to go back although you don't need to have been in contact with it at the time you are going back to.
You can share the use of the Hourglass with others, allowing them to use it as you can, however they pay a price of a small portion of their remaining lifespan and a sense of exhaustion after use, each time the Hourglass is used by them.
Noble Wardrobe (Free due to Origin)
A noble scion must dress the part, and with this you have the tools to look as sharply dressed and manfully elegant as any of your peers. Much like the Villainess, although much less opulent, your garments are a means of broadcasting your social position and acts as an advertisement of both you and your house, as such it must be kept in perfect condition. Your wardrobe keeps your suits and all other garments perfectly ironed to within an inch of their life tailored to your specifications and in the case of more formal wear, any sorts of special heraldry or medals and similar accessories are included automatically, including miscellaneous items of clothing.
A Noble Sword (-100CP/300CP): Or perhaps more accurately, a Weapon, of whichever form and style suits your form of combat best. It is mechanically no more complex than a flintlock pistol and more likely a fixed piece of metal such as a sword or halberd. This Weapon is for you, a masterwork of its kind, exceptional to the point of being almost but not quite supernatural in the hands of a normal man, and capable of scaling with its user to show supernatural ability as a weapon of it's type when wielded by something or someone supernatural themselves. In short it can scale with its wielder but only in terms of its quality and ability as a weapon, not developing new traits and abilities but remaining the best possible weapon of its type for you. The weapon possesses two other qualities, firstly it passively aids you in training in its use, allowing you two benefits from training with it twice as fast as another weapon of the same type, and also it can make obvious to any who sees it, even sheathed or within a scabbard if you wish, that you are dangerous with it in hand and how bad an idea it would be to get on your bad side.
Followers:
Soul Mate (-200CP/100CP) (Requires Soul Mates)
You may create or import a companion who you are magically tied to as a Soul Mate. Despite the name this need not be a romantic tie, but may be a connection of great trust and friendship or otherwise platonic. This connection however allows you to freely locate, flawlessly identify and to share magic is various ways between you and your Soul Mate. You may instead purchase this as an upgrade for your Waifu for 100 OP, but needs to be purchased for each Waifu individually should you have more than one.
Magic Mentor (-200CP/-100CP) (Requires Magic)
In the pursuit of excellence in Magic, someone with a knowledgeable mentor who has experiences, wisdom and skill in didactic methods, is almost always going to achieve more than any other student of the mystic arts. For you, this Mentor, even when working in fields in which you are peers performing research rather than strictly speaking acting as a mentor and teaching you, can aid you in making advances in your understanding, ability and knowledge of any field of magic or supernatural force. Whether a wizened old sage, or a studious upperclassman, this Companion will always be somewhat useful for you, is willing to also mentor and teach others you wish, at the price of less time to work with you, and will remain steadfastly loyal to you, keeping your secrets and research from prying persons. This companion also possesses 600 OP for you to spend as needed on perks and items however it does not have an Origin for the purposes to discounts. You may upgrade a created or imported Companion into a Magic Mentor for 100 OP.
Soldier Squad (-200CP/-300CP): In these dangerous times, one cannot afford to go alone through the countryside. Here, take these stalwart, well-trained and equipped soldiers to guard your person, your possessions and your residences. For every residence you own you gain a separate squad of soldiers charged with its protection against unwarranted entry, threats to your life, your guests or your possessions, while you have another squad that is mobile and can be charged with guarding your person while on the move or ordered to protection another place or person by your order. Each soldier counts as a follower and to begin with is simply a mundane human but they are readily able to be improved and are unfailingly loyal to you.
Drawbacks:
A Song of Heroines and Villainesses (+300CP/0CP) – Rather than a jump lose if you fail you Goals, it is instead a Chainloss. The Goals aren't that difficult to achieve but are you willing to risk it?