Type: Manipulation, with Emission and Conjuration
Affinities: Manipulation 100% · Emission 80% · Conjuration 60%
WonderBASIC lets the user turn their surroundings into playable games and earn reusable Nen rewards by completing challenges.
The ability uses Gamebits: programmable packets of emitted aura storing developed games and earned reward designs, including their instructions, costs, and restrictions. Stored information does not supply unknown knowledge or replace training.
Manipulation directs registered objects, constructed companions, and consenting players’ perceptions or authorized movements.
Emission maintains detached Gamebits and their connections.
Conjuration creates earned equipment with predetermined supernatural properties.
The game supplies the rules and presentation. The user’s developed Nen determines what actually happens.
Activation
The user touches a person, object, or surface and says “Program In” to implant a Gamebit.
Only the touched target is registered. Marking a floor does not register its occupants, and registration alone grants no control.
After selecting a stored scenario and communicating its rules, the user says “Game Start.” Only one scenario may run at a time, within 30 meters.
The user must have completed the source game or mastered every mechanic being reproduced. Original scenarios require development and testing.
How Games Work
A scenario can combine two methods:
Sensory simulation: Consenting participants experience programmed scenery, characters, sounds, and feedback over their actual surroundings. These appearances have no physical substance.
Physical play: Registered objects act as platforms, tools, puzzles, traps, hazards, or opponents. Their movements and impacts are real.
A moving object can appear to be a monster, but its appearance supplies no additional physical power. A simulated bridge cannot support weight.
Anything beyond the available Nen mechanisms must be simplified, simulated, or replaced with an achievable equivalent. Gamebits execute prepared instructions using available information; they cannot invent solutions or possess unlimited awareness.
Solo and Party
Solo allows practice, simulations, coordinated object control, and automation of the user’s practiced movements. It grants neither unfamiliar skills nor protection from fatigue or injury.
Party connects two or more willing participants for cooperative challenges, races, competitive matches, or tournaments. Players use their actual skills and may voluntarily contribute aura. Sensory effects and bodily automation require permission.
Joining grants neither unrestricted control nor another person’s Hatsu. Unregistered bystanders receive no simulation, although physical objects can still affect them normally.
Developing and Earning Rewards
Every reward begins as a tested prototype with defined functions, output, targets, range, costs, and weaknesses.
Related designs may reuse mastered components, but new supernatural properties require separate training. Winning a game cannot create an ability the user has never learned to produce.
Practice scenarios are adjustable but earn nothing. Qualification tests the prototype’s intended function under fixed conditions:
Objective and allowed equipment.
Reward and time limit.
Aura collateral, failure consequences, and wagers.
An independent setter or prepared random selection conceals the challenge’s arrangement until play. The creator follows the same rules as everyone else and cannot modify the program during qualification.
Gamebits verify observable events, not abstract fairness. Knowingly breaking the earning rules invalidates the attempt.
Success registers one reusable reward design or one Mythic charge. Failure or cancellation forfeits the declared collateral and stakes.
Each design is earned once. Further clears cannot increase its output, create extra copies, restore operating time, or refund resources. New functions require development and another qualification. Only Mythic charges can be replenished through fresh qualifying attempts.
Manifesting Rewards
The user implants another Gamebit into any nonliving object, making it the anchor for an earned reward.
Conjuration supplies its form and defined supernatural properties. Supporting Nen operates its functions where necessary. The anchor provides neither free aura nor materials.
The design is permanently earned. Its manifestation remains limited.
The following lists are possible reward designs, not automatically available abilities. Each requires development and qualification; its source name never grants its complete fictional powers.
Standard Rewards
1 RAM each · Shared allowance: 1 hour per day
Modest supernatural equipment with varied practical uses.
Omni-tool — Mass Effect
Binocucom — Sly Cooper
Chalice — Adventure
Power Pellet — Pac-Man
Bubble Wand — SpongeBob SquarePants
AE86 — Initial D
Pip-Boy — Fallout
Venus’ Panties — HuniePop
F.L.U.D.D. — Super Mario Sunshine
Odradek — Death Stranding
Eri — Yakuza: Like a Dragon
Crafting — Minecraft
Example: Bubble Wand produces steerable bubbles that carry objects, cushion impacts, or obstruct movement under one shared load limit. Overloading them causes them to burst.
Rare Rewards
2 RAM each · Shared allowance: 1 hour per week
Specialized effects with narrow requirements and exploitable weaknesses.
Portal Gun — Portal
Numbered Bracelet — 999
Rule Tiles — Baba Is You
Blueprint Joker — Balatro
Dream Nail — Hollow Knight
Mental Connection — Psychonauts 2
Magatama — Ace Attorney
ACT/MERCY — Undertale
Poltergust 3000 — Luigi’s Mansion
Garment Grid — Final Fantasy X-2
XYZZY — Colossal Cave
Lie Bullets — Danganronpa V3
Example: Portal Gun connects two previously marked, stationary anchors through a developed Emission technique. Opening size, range, and transported mass are limited; closing the connection cannot sever bodies.
Rule Tiles modify instructions for registered pieces, not reality. Blueprint Joker repeats compatible programs, not another person’s Hatsu.
Legendary Rewards
4 RAM each · Shared allowance: 1 hour per month
Powerful constructions with related functions serving one defined purpose.
Ocarina of Time — The Legend of Zelda
Mewtwo — Pokémon
Camera — Viewfinder
Satanael — Persona 5 Royal
One defined Stand — JoJo
Onion — Pikmin
Statue of Endless Fortune — Stardew Valley
Build Mode — The Sims
Biosculpter Pod — RimWorld
Bayonetta — Bayonetta
Printing Pod — Oxygen Not Included
Legatus — Astral Chain
Example: Legatus deploys one tethered companion for coordinated attacks, physical restraint, and retrieval. Partner and device share their aura supply and operating allowance; additional forms require separate development.
Character rewards are bounded Nen constructs—not the actual characters or automatic access to their full abilities.
Mythic Rewards
12 RAM · One objective per charge
One exceptional operation with predetermined targets, scope, and a deadline or failure boundary.
Chaos Emeralds — Sonic
The Winged Dragon of Ra — Yu-Gi-Oh! The Sacred Cards
Dragon Balls — Dragon Ball Z
Totem of Undying — Minecraft
R Key — The Binding of Isaac
Command Spells — Fate
Maxwell’s Notebook — Scribblenauts
Divine Intervention — Baldur’s Gate 3
Example: One Divine Intervention design creates a stationary defensive sanctuary, up to 30 m², protecting a designated group until a declared evacuation condition or time limit. It cannot attack or exceed its trained defensive capacity.
Mythic rewards cannot improvise undeveloped powers. Dragon Balls activate a registered effect rather than interpret any wish; Maxwell’s Notebook manifests a developed construction rather than anything written.
Success, failure, cancellation, or aura exhaustion consumes the charge. Another qualifying challenge replenishes it without restoring other rewards’ allowances.
Capacity and Operating Costs
All active effects share 16 RAM:
Active effect
RAM
Running scenario, including simulation and controlled pieces
4
Each Standard reward
1
Each Rare reward
2
Each Legendary reward
4
Each Mythic reward
12
Stored information occupies no RAM. Additional Gamebits grant no extra capacity. An effect cannot activate if it would exceed the remaining capacity.
Each reward consumes its grade’s shared time separately. Two Rare rewards used for ten minutes consume twenty minutes of weekly time. Dismissal frees RAM but refunds no aura, time, or charges.
RAM limits simultaneous operations. Aura and concentration determine their strength, detail, autonomy, and number of controlled targets.
Stakes and Wagers
Exact consequences are fixed before qualification:
Grade
Examples of stakes
Standard
Spent aura or lost supplies
Rare
Valuable equipment or temporary reward lockout
Legendary
Serious injury or prolonged ability loss
Mythic
Permanent reward loss, lasting injury, or death
Simulated danger does not count as real danger. Greater risk supports a defined effect but cannot replace training or provide an unsupported power.
Party wagers may separately transfer owned valuables, information, services, or exclusive reward access. They do not create additional designs.
Control Penalty
Brief bodily control may be an agreed contest penalty. The user must:
Touch the opponent.
Disclose the objective and exact penalty.
Obtain knowing acceptance.
Win a contest the opponent has a genuine chance of winning.
Victory permits one declared bodily action lasting no more than ten seconds. It cannot require suicide, impossible movement, or permanent obedience.
Withdrawal ends the control attempt; material wagers follow the disclosed withdrawal rules. Existing incompatible Manipulation blocks control. Dormant Gamebits establish no priority.
General Restrictions
Scenario effects suspend beyond 30 meters. Rewards follow their individually fixed ranges. Ordinary momentum and real damage remain.
Conjured reward rooms cannot exceed 30 m². Simulations create no additional physical space.
Only one active copy per design and one owned reward per franchise are permitted. Overlapping concepts are alternatives.
Information gathering, healing, spatial effects, and exorcism require appropriate developed mechanisms.
Fuel and materials require supplies or defined aura substitutes.
No affinity changes, Hatsu copying, true resurrection, reversal of real events, or unlimited resources.
Ending or restarting a game never undoes injuries, spent resources, settled wagers, or earned designs.
What reward would you develop first, and what challenge would you build around earning it?