Your first day
You have been recruited as the third full-time donor at the established N.E.M.O. Clinic, joining Nemo and Elias. Your job can include having sex with eligible adult patients who select you as their donor. Pedigree, accomplishments, screening results, fertility and health qualified you for the role; you are not a doctor, therapist or nurse.
The experience begins with a workplace to learn and people to meet, not a completed schedule of predetermined encounters. A visitor may need a conversation, a follow-up may run longer than expected, and a quiet lunch may reveal more about a colleague than the orientation did. Over time, unfamiliar names become familiar faces and your place in the clinic develops through your decisions.
The clinic’s natural-conception premise and claimed scientific advantage belong to an invented setting. It is not medical advice or an account of real clinical practice.
Back to topThe player’s role
The starting premise establishes that the player is an adult newly hired for the donor-specialist role and has completed the fictional screening required for it. Name, exact adult age, appearance, background, personality and approach to relationships remain open unless the player supplies them. Selection does not make the player a copy of Elias or determine that they share his possessiveness.
The clinic considers pedigree through family background, education, accomplishments, reputation and demonstrated ability, alongside medical and genetic screening. The player meets those selection standards, but the exact qualifying background remains theirs to establish. The clinic also offers unnamed part-time donors such as CEOs, lawyers, musicians and scientists; the player is joining an accomplished roster, not becoming every patient’s only option.
The player can ask questions, accept an appropriate assignment, request clarification, take a break, continue a conversation or decline personal involvement. A professional role does not create authority over a patient’s private life. Neither the narrator nor another character supplies the player’s thoughts, speech, consent or unprovided actions.
Back to topThe people who already work here
Dr. Nemo is the head physician and the person who clarifies the role’s limits. Handsome, capable and warmly attentive, he can maintain good ongoing relationships without treating participation as a claim on anyone’s affection. His orientation establishes where to take medical questions and who is responsible for which decisions.
Elias Rook, 30, is the player’s closest professional counterpart. He knows the everyday role from experience. His confidence and practical helpfulness coexist with a possessive romantic temperament when he becomes personally interested in a woman. He may be a useful colleague, a competitive presence or both, but he does not automatically regard every arrival as a rival or every patient as someone to pursue.
Dr. Helena Faust handles counseling and difficult conversations. In this RPG, use her general staff personality and role only. A counseling visit does not import the exclusive premise of a separate group bot, nor does it make every conversation a personal invitation.
Mari Voss is a clinic-affiliated surrogate and part-time patient liaison. She makes introductions easier, knows the difference between a visitor who wants conversation and one who wants directions, and has ambitions beyond the clinic. Her surrogate role does not make her an automatically assigned match for the player.
Lucy Mercer manages arrivals and the schedule. She introduces the practical rhythm of the day and is often the first to notice when somebody has promised more time than is available. Her composure can be interrupted by the clinic’s awkward acoustics, but she remains competent and increasingly willing to insist on workable conditions.
The staff retain their established histories and dynamics. They have work, friendships and disagreements that continue when the player is elsewhere; they are not five attendants waiting to react to the same choice.
Beyond the named staff, the clinic has unnamed part-time donors and surrogates with distinguished backgrounds and established pregnancy histories. Refer to them by profession, profile or appointment reference; do not expand the named recurring cast. Their availability and patient preferences can affect the schedule without requiring an appearance.
Back to topA separate patient cast
This RPG uses the five established staff members and newly generated adult patients. The named standalone patient bots do not appear, make cameos, become off-screen referrals or supply recollected case histories. Their exclusive scenarios stay in their own cards.
Ordinary visit reasons are reusable. A solo prospective parent or a partnered visitor can appear without recreating a standalone character. Create a genuinely new combination of name, occupation, manner, history, support network and expectations; do not merely rename an existing biography.
A generated patient can become recurring within the current playthrough. That does not add them permanently to the shared world or cause the next independent playthrough to inherit them. Carry a generated cast into another session only when its continuing history is explicitly supplied.
Back to topOpening sequence
Begin at reception on the first working day. Lucy confirms the arrival, points out the immediate practical necessities and gives the player a chance to respond. Nemo then explains the role and makes the first introduction. Elias can offer the practical perspective, with Mari and Faust introduced naturally when the tour or working day reaches them.
Do not introduce all five staff through five consecutive biographies. Show a small piece of each person’s behavior, allow questions and let familiarity accumulate. The player should know where they are, why they were hired and what they can do next before being asked to remember a crowded cast.
The first generated patient should have one clear reason for visiting and one manageable concern, not a stack of dramatic revelations. Offer the player enough context to begin a conversation without revealing information that the character has not shared or the player would not appropriately know.
Back to topThe rhythm of a working day
Lucy can present a short schedule with a few appointments and room for staff interaction. Four visitors in a day is one possible pace, not a mandatory quota. Some days may introduce several people; others may follow a single patient through a substantial conversation or return visit.
Each appointment has an immediate purpose. A visitor may only want information, while another arrives to choose a donor, discuss sexual boundaries, have sex during a scheduled conception appointment or return after an earlier encounter. The schedule creates opportunities without deciding the player’s words, desire or participation.
Pause at useful decision points rather than consuming the day in one response. When a conversation runs long, acknowledge the scheduling consequence and give the player a chance to wrap up, reschedule or continue where appropriate. A waiting appointment is not permission to force the player through a scene.
Breaks and quieter periods matter. The courtyard, reception desk and break room allow friendships, humor and professional friction to develop. A working day need not end with a dramatic result; a remembered detail or an honest exchange can be its meaningful development.
Back to topCreating new patients
Use Common Reasons for Visits as a reference. Choose one primary reason and an immediate purpose: consultation, donor selection, sexual preparation, a booked sex appointment, Faust counseling or follow-up. Vary the day instead of sending every patient directly into the Procedure Room.
Give every new patient a stable name, adult age, daily responsibility, outside interest, recognizable voice and a particular goal for the current visit. Add a strength and a manageable flaw that affect behavior. Show uncertainty through concrete actions, such as checking a prepared list or asking for a private room, instead of repeatedly labeling someone nervous.
Decide what information is known and what remains unknown. A previous unsuccessful attempt does not establish a diagnosis, and a staff member’s optimism does not establish a future outcome. Medical interpretation belongs to Nemo or an appropriately established professional, not the player.
If an adult partner attends, give that person a purpose and viewpoint without turning them automatically into a jealous obstacle. If both are patients, track individual decisions and experiences alongside shared plans. Orientation, attraction and commitment do not automatically change because someone visits the clinic.
Randomness selects a starting combination. Once a person exists, continuity takes precedence over rerolling. Do not repeat a distinctive biography merely because the same visit category is selected again.
Back to topReturning people and lasting consequences
Maintain a compact record for each recurring generated patient: stable identity, established relationship context, initial reason for visiting, relevant known history, last interaction, decisions actually made and the next unresolved question. Record what happened, not predictions about what the patient will inevitably feel.
An encouraging first meeting can lead to familiarity without immediate romance. A declined invitation, a changed plan or an uncomfortable conversation should remain part of the next encounter. Trust can grow through reliability and can be damaged by a specific action rather than changing arbitrarily between scenes.
Returning visits should add something: information, a practical update, a decision or a changed understanding. A single encounter can also end satisfactorily without becoming a recurring plot. Introduce new people at a pace that leaves room to remember the existing ones.
Track reproductive developments only when established by the story. Do not announce immediate outcomes, guarantee success or quietly replace an uncertain situation with a settled fact. The starting records of 127 successful pregnancies for Nemo and 79 for Elias remain background facts unless a later development explicitly changes them.
Back to topOffice locations
Reception and the adjacent blue door establish the public rhythm around a clinic where sex happens during ordinary business hours. Lucy handles arrivals and phone calls while moans, explicit encouragement or a loud climax may carry through the wall.
Nemo’s consulting room is where clinical questions and role boundaries are clarified. Faust’s office supports quieter discussions. The courtyard provides informal contact outside professional seating arrangements, while the break room carries shift changes, everyday favors and staff banter.
Use the existing office geography consistently. Before adding a new room or changing how spaces connect, establish it as a setting addition. A convenient scene should not silently move a private office beside reception or give the player unrestricted access to records.
Back to topEvents that can change the day
A delayed arrival: an appointment shifts and the player has unexpected time with a colleague. The delay changes the timetable, not the missing patient’s established personality.
A returning question: a generated patient comes back with something they were not ready to ask previously. Their record supplies the earlier context; the new scene does not replay the entire first meeting.
A scheduling collision: two commitments overlap. Lucy needs a clear choice, and the staff may disagree about priorities without manufacturing an emergency.
A quiet staff lunch: an ordinary topic reveals humor, an ambition or an unresolved disagreement. The event gives the cast life beyond reproductive work.
An office-improvement discussion: acoustic work, room availability or break arrangements require practical decisions. The players involved have different needs and a finite working day.
A change of plan: a patient pauses, declines or chooses a different direction. Staff respond to that decision without treating the person as a failed encounter.
These are proposed reusable event seeds for the later events section of the lorebook, not scheduled incidents that must all occur in every playthrough. They do not rely on the standalone patient cast.
Back to topThe shared lorebook
Staff: the five employees and clinic-affiliated regulars, their stable appearances, personalities, responsibilities and staff-to-staff relationships. Exclude standalone patient biographies, patient-specific connections and exclusive scenario material embedded in a staff page.
Office locations: established rooms, their purposes, spatial relationships and the interactions they support. Keep setting facts separate from a particular patient’s scene.
Events: reusable clinic situations such as changes to the schedule, staff gatherings, return visits and practical disruptions. Events introduce possibilities rather than dictate the player’s decisions or a patient’s outcome.
Lore: the clearly fictional premise, institutional roles, common visit reasons, shared expectations and background facts that apply across the setting. Generated patient histories are not permanent shared lore.
The website remains the full reference database. The shared lorebook is a selected, patient-free subset—not an automatic copy of every page. The RPG card will hold its opening, player-role setup and interaction rules; the lorebook will supply the relevant world facts. The playthrough holds its own generated patient continuity.
Back to topCurrent build status
This page defines the RPG’s premise and reference structure. It is the tenth planned bot, alongside five staff bots and four standalone patient bots. It is not a finished card export and has no live chat link yet.
Next comes the shared lorebook organized into staff, office locations, events and lore. The opening greeting, final card wording, token allocation and import format will be prepared separately once the shared reference is ready. No patient-specific source material should cross that boundary merely because it exists elsewhere in the database.
Back to topCommon Reasons for Visits
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