Jack-o-nine: Diet
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Contents
Diet
Diet manages the slave's daily calorie balance, which at the end of each day determines Endurance gain or loss and any change in weight. It consists of three independent choices: Food Type, Portion Size, and optional extras (Leftovers, Supplements, Sweet Treats).
Food Type
The three options below are mutually exclusive (selecting one deselects the others).
| Type | Average Cost | Effect |
|---|---|---|
| Dehydrated Food | 2$/day | Always triggers a negative Mood moodlet when eaten ("That food you are giving me... it is so vile...") |
| Fresh Food | 3$/day | +Mood rate (scales with Sensitivity) Builds Spoil over time (rate depends on Devotion level) |
| Fiend's Cum | Free, if covered by your own Fiend's stock Otherwise 6$/day |
Same negative moodlet as Dehydrated Food, plus Disgust scaling with Pride (reduced by revealed Perversion) — both waived if the slave has the Fiend Tattoo (30$, Uncle Bo's tattoo salon) |
Average cost assumes B+ Endurance on Moderate portion with no special needs; actual daily cost scales with Endurance level and Portion Size.
Portion Size
| Portion | Cal | Formula | Effect | Requirement / Cost |
|---|---|---|---|---|
| (none selected) = No Food | −1600 | −2200 + 200 × Physique level | No food at all: the slave starts the day already in a severe calorie deficit | — |
| Restricted | −300 | (Endurance level − 6) × 100 | Guaranteed weight loss, without triggering real starvation | — |
| Moderate | +500 | (Endurance level + 2) × 100 | Maintains weight; with below-average Metabolism, daily exercise is needed to avoid gaining weight anyway | — |
| Generous | +1100 | (3 × Endurance level + Physique level − 1) × 100 | Calorie surplus, possible weight gain; eating as much as she wants erodes Habit (unless on Calculated) | — |
| Calculated | +1100 | Same as Generous | Keeps weight stable and helps recovery if the slave is malnourished | Medic A+ (yours or your assistant's), otherwise +5$/day |
Cal values shown are calculated at B+ Endurance and Voluptuous Physique, purely as a worked example — use the Formula column for any other Endurance/Physique combination.
Note that Physique level does not follow the usual best-to-worst order (see the Physique scale). Pregnancy, lactation, and egglaying each add +100 Cal to whatever the slave needs to eat that day. No Food's formula depends only on Physique, not Endurance.
Leftovers & Supplements
Two independent toggles, usable together with any Food Type/Portion Size combination:
Your Leftovers — the slave eats from the master's own meal. Boosts Mood, and if the meal is high quality and given repeatedly, can build Devotion; overused, it risks spoiling her (+Spoil).
Supplements — costs 1$/day. Grants +100 Stamina/day (+200/day if on Calculated) up to a cap of B+ Endurance. This effect does not depend on the slaver's Medic skill — only the cost discount on Calculated does.
Sweet Treats
| Reward | Price | Cal |
|---|---|---|
| Chocolate | 1$ | 200 |
| Cream Cake | 2$ | 300 |
| Banana Sundae | 4$ | 400 |
| Euphorijelly | 8$ | 500 |
| Vesturian Ambrosia | 25$ | 600 |
On top of the calories, each treat also grants a Mood bonus proportional to its price.
Metabolism
Metabolism (scale 1-5: Weak, Weakened, Normal, Good, Powerful) determines how easily the slave loses or gains weight. Unlike Skills, it is not trainable: it can only be changed with Metabolism+/Metabolism- potions (900$ for 3 doses, sold in the Central Quarter), one dose = one level, permanent effect. Fat+/Fat- potions exist at the same price and bypass the calorie system entirely, instantly changing the slave's physique level.
Activities & Calorie Cost
| Activity type | Cal cost |
|---|---|
| Standard training | −100 |
| Dance, Fitness/Gymnastics, Gladiatrix (Martial Arts), Pony Racing | −200 |
Strategy
The end-of-day calorie balance determines both weight and Endurance.
With positive calories, Metabolism absorbs a share equal to its own value (as Cal, so 100-500) into Endurance gain, up to a cap of B+; any excess turns into fat, making the slave gain weight. With negative calories, weight only drops once the deficit exceeds 500 − (Metabolism level × 100): a Weak Metabolism (1) slave needs a deficit close to -500 to lose weight, while a Powerful Metabolism (5) slave loses weight from almost any deficit. Dropping below -500 Cal triggers actual starvation: Endurance loss proportional to the deficit, with a risk of fainting if the slave is already Bony (no fat reserves) and left without food.
To slim down without starving: keep calories negative but above -500 — Restricted portion is usually enough on its own.
To safely gain weight/Endurance: keep calories slightly positive, without exceeding the Metabolism value (as Cal), to avoid piling on excess fat.
Sweet Treats and Leftovers add to the base balance and are useful for fine adjustments without having to change Portion Size.