cheribus: the kind hearted netherworld creature, this document seeks to inform readers of the various aspects of how they operate, where they are from their variations and power sets.

for those of you who may not have the time I've prepared a short information dump that gets the general point across:

a cheribus is basically a succubus that feeds on positive emotion and actual love rather then pure lust
they are super sweet ladies who give people better lives rather then stealing souls
they have varying amounts of magic to make anything cutsy/sweet and can vary in power
they are extremely loyal and kind
personalities/looks/power can vary but generally have the same goals
they can be summoned via ritual, reading the romcominom or appear to those who's hearts are lonely
generally immortal/indestructible no man made or other worldly means have any effect
they come from the netherworld but their world is picturesque
will most likely cure the male loneliness epidemic

Variations

This section lists the various types that have been discovered. Occasionally, some may share aspects or powers from other subsets under the right circumstances. There may be Cheribus types yet to be documented, and hybrids of two or more are possible. In rare cases, some Cheribus take on roles that aren't suited to their species but manage to succeed in their endeavors.

Their general appearance typically includes small, blunt horns, devil-like tails, and small wings on their backs. Their skin tone, hair, and eye color tend to vary depending on the variation.

Standard

The most common type, they tend to resemble succubi but dress in a more casual and cozy manner. They aren't the most powerful, but their reserved nature is appealing. They tend to be generalists and are the most effective at mending broken hearts.

Oni

This type resembles Oni more than others. They are muscular and lack much in the way of magic. They are generally more spunky and tomboyish, but very kind. Their encouragement has a strange power to make people more confident and willing to push through challenges. They tend to be around those who want to become stronger—not just physically, but emotionally. In some cases, they can share their strength and energy, making your muscles and heart grow stronger. They often bond with individuals who feel they are lacking both willpower and strength.

Gremlith (Gremlin Lilith)

This variant is more powerful in terms of magic. They are very much the cute, girly, Lolita, frilly dress types. Their sweetness could melt even the most stern and serious person. They have the ability to make anything sweet, and while they may seem childish, they are emotionally and socially intelligent. They tend to be a bit shorter than most, but still resemble adults. They often bond with workaholics.

Gothith

A variation of Gremlith, but more goth in appearance. They are reserved, and despite their macabre look, they have an uplifting aura. They tend to be for people who are seriously down in the dumps, feeding on bittersweet emotions—like how you feel better after a good cry.

False Succubus

Resembling the typical lusty, scantily-clad succubus, they don’t aim to corrupt your soul to hell. Instead, they want to cuddle you and give you chocolate milk for being a good person. They "torment" (spoil) you with acts of kindness: "I’m going to torture you with… a home-cooked meal and a back rub, ha-ha-ha!" Most people just play along and pretend to be "tormented" by such acts.

Spookchibus (sometimes Spookchibi)

An ethereal, spirit-like type that lacks a physical form. They appear as wisps and typically resemble shrine maidens, kimono girls, ojou’s, nerdy girls, or anything cute in Halloween fashion. They have typical ghost-like abilities, such as floating objects, going through walls, and other Beetlejuice-like effects—though not remotely scary. They are very timid/tsundere and easy to scare. They "haunt" places or objects and can only possess people if they give consent. They seek excitement and thrills.

Vampretty

Somewhat rare, they resemble old-school vampires without the typical weaknesses (many of them love garlic bread, in fact). They have crimson eyes, pale skin, and can handle the sun just fine. They are similar to most Cheribus, but they possess hypnosis (though it works as it does in real life—meaning you won’t become a mindless thrall unless you willingly allow it). They can also transform into tiny, cute bat forms, and their "bite" is more like a lipstick kiss mark that gives you warm fuzzies. You probably won’t turn into one from this. Their fangs are too blunt to pierce the skin. They tend to go for love.

Circibus

A clown-like variety, mostly found at circuses and fairgrounds. They resemble clown girls and feed on laughter. They are very "honkable" (literally!). Even with the lamest gags and jokes, they’ll have people busting their guts. They dress in brightly colored clown clothes, can fit into tiny cars, and are very clumsy. You won’t be able to resist giving one a cream pie to the face (not that sort, silly!). They go for laughter.

Arch Cheribus

Extremely rare, they wield powerful magic capable of altering reality on a small scale—affecting buildings, objects, and people. If they pool their power, they can perform larger-scale alterations. They are often enigmatic, except for the "Charm City" incident. They feed on any positive emotion and are rumored to be created by a goddess Cheribus, but studies on this have been inconclusive.

Cheeribus

Mostly found at sporting events, they dress like cheerleaders. They feed on team spirit. While they may be competitive about teams, they are good sports when their teams lose. Unlike Oni, who focus on personal fitness, Cheeribus are more focused on teams and sporting groups.

Motheart

A more mature-looking variety, they act in a very motherly and demure way—what some crude people might call a "milf." However, it’s more about offering emotional support, cuddles, and care. They often bond with people who were emotionally neglected by parental figures or who have high-stress lives.

Idollith

These types tend to act as idols, playing pop or cheerful music for crowds. The glowing wands people wave for them emit gratitude energy. Their songs are uplifting and peppy, often getting people to sing along. Their fanbases are among the most respectful people you’ll ever meet. They feed on fanboy delight.

Toonether

A highly malleable "cartoon-like" variant, resembling old rubber hose cartoons. They tend to be monochrome but have been known to have color. They can contort and shift their bodies in strange ways, like old cartoons. They are drawn to creativity and inspiration, helping people who are in a creative rut.

Therharpy/Tulpid

A variant with high levels of PSI, they can enter people’s minds and show them their inner world. They are especially skilled at helping with emotional hang-ups and trauma.

Intelith

A hyper-intelligent type capable of creating magic-based technology. They have been instrumental in Cheribus research and often collaborate with humans. They feed on inventive inspiration—whether it’s for inventions, household goods, game development, entertainment, safety devices, or law enforcement tools. Their magic is often tied to the intent of the user.

Cheribabbi

An infant Cheribus, they don’t typically appear through summoning or emotion. Instead, they are created when love between a master and a Cheribus reaches its apex. They are very much children, feeding on paternal feelings. Once they reach a certain age, they go to the Netherworld to grow and develop into adults. Currently, male Cheribus have not been observed.

Secuteary

A variant often found in corporate offices, they help reduce workplace stress and assist with resolving employer-employee conflicts. They feed on the satisfaction of a job well done.

powers:

Cheribus powers tend to vary depending on sub-species, but other factors such as magic affinity, PSI capabilities, and personality also play a role. Research on their full range of powers is ongoing, but most known abilities are listed below. Due to their nature, Cheribus cannot knowingly harm a human in any way that would cause serious injury or death.

Empathic/Emotion Capabilities

All Cheribus are able to sense human emotions and feed on them. They only absorb positive emotions and create a feedback loop that amplifies happiness, which has no harmful effects on the person. In fact, they are quite beneficial, as the more they make someone happy, the stronger they become, often developing new powers in the process.

Telepathy

What they can sense via telepathy depends on their type, magic, and PSI abilities. The strongest telepathic feat recorded was lifting an entire high-rise building through telekinetic means, though this is far from typical.

Flight

Most Cheribus can fly or float with their wings, though they are not particularly fast. Some can use PSI or magic, sometimes with the help of familiars, to enhance their flight. They are capable of flying for long durations and can travel between countries, though they tend to stay at lower altitudes.

Super Strength

Cheribus generally have above-average physical strength. Most can lift heavy objects, such as couches, with ease. On the high end, they are capable of lifting entire buildings, although some opt to use telepathy instead.

Super Endurance/Invulnerability

Cheribus are impervious to damage from both mortal and otherworldly weapons. Even the most powerful weapons have failed to harm them, though they may shed a tear.

Healing

Cheribus are capable of healing minor injuries like cuts and bruises. In extreme cases, they have been known to heal ailments that are just short of life-threatening.

Teleportation

Cheribus can teleport themselves and others as long as physical contact is made. They can only teleport to places they’ve been to before or have a picture/map of. While they cannot teleport to dangerous locations, they can rescue people from such areas. It's still unclear if they can teleport to other planets, but they can transport people to their realm (though not via traditional teleportation).

Transmogrify/Alchemy/Matter Creation

Cheribus can transform everyday objects into something else or create items seemingly from nothing. This ability is likely tied to their dimensional pockets (more on that later). They typically create harmless, fun items such as food, drinks, clothes, games, and cosmetics. They can’t produce harmful items, but they can alter dangerous ones, like turning a gun into a bubble blower. While they won't break the world's economy, they can make sweets and party goods much more affordable.

Dimensional Pocket/"Bag of Holding"

Cheribus can access pocket dimensions where they store nearly anything, including themselves. Time flows differently inside these pockets—what feels like years to a person inside can equate to mere moments outside. Extended stays in these dimensions (e.g., over 1,000 years) may cause various changes such as age regression, sweet tooth cravings, a positive personality shift, becoming a Cheribus, or even gender transformation. However, most people only spend a few weeks or months in these pockets, so these effects are rare.

Form Change

Some types of Cheribus can shapeshift into tiny forms like bats or "chibi" fairy-like creatures. These forms are often used to perch on shoulders or hide inside pockets.

Gravity Alteration

Cheribus can make objects weightless for a limited time by touch.

Possession

Cheribus can possess objects and control them, but only with explicit consent from the person. They generally only perform actions that the person would already do.

Energy/Strength Share

Cheribus can share their energy with humans, allowing them to push past their limits. However, this may leave the person a little sore afterward.

Hypnosis

Rather than using hypnosis to control others, Cheribus use it to relax and make people feel good. Consent is generally required for this ability.

Familiar Summon/Command

Cheribus can summon and command familiars, which are often cute and friendly creatures such as small ghosts, bats, puppy hellhounds, pumpkins, tiny snakes, and other whimsical monsters. These familiars are loyal and adorable.

Magic Kiss Marks

Cheribus can leave behind magical kiss marks to indicate their connection with their masters. These marks are usually temporary and often feel pleasant, like a gentle tingle.

Soul Bond

When a master marries a Cheribus, a deep soul bond is formed. The positive emotion loop reaches its peak, creating a blissful, endless cycle of love between the two. This bond may lead to the creation of a new Cheribus.

Reality Manipulation/Fantasy Realization

Some Cheribus can alter reality in small, localized ways. The most powerful among them can perform large-scale changes. An example is the "Charm City Incident," where an entire city was transformed, resulting in the most livable city in the world with a 0% crime rate and affordable housing. It is believed that one day, Cheribus may end all human suffering in this way.

Disguise

Cheribus can hide their horns and tails and blend in as regular humans. They may also disguise themselves as objects, often for convenience rather than deceit. Masters can typically see through these disguises, as they appear as comical "groucho marx" style fake mustaches or other humorous get-ups.

Flavor Enhancement

Any food or meal a Cheribus prepares is guaranteed to taste better. Strangely, even unhealthy foods, like sweets or chocolate, seem to have no adverse health effects and might even improve health in some cases. The kinds of meals vary based on their personality, sub-species, or the request of their master. While some claim the enhanced flavor comes from the love and care poured into the food, it's still unclear whether magic is involved.

Presence Projection

If a master has to be away for a period of time, a Cheribus can project their essence to the master, making them feel as though they are still present. This projection helps alleviate loneliness and makes the day more bearable.

Mint Breath/Perfume Pheromones

Cheribus can exhale a mint-like smoke that puts out fires and emits a pleasant, perfume-like scent. The aroma they produce is based on their sub-species, and could include smells like freshly baked cookies, roses, freshly cut grass, or nostalgic childhood scents that bring comfort.

Time Manipulation

In rare instances, Cheribus can pause or slow time. However, they cannot alter history or create paradoxes, as time manipulation is limited to the present or fluctuating timelines. Several researchers who ventured far into the future have only reported the phrase "sheer bliss," though the full extent of this ability remains unknown.

Mindscape

Certain Cheribus can enter a person’s mind using PSI to heal emotional or psychological trauma. This ability requires consent from the human and is typically used for very serious cases.

Imagination Manifestation

Cheribus can bring well-intentioned ideas to life. The appearance of these creations depends on the person’s imagination, often looking like drawings or sketches. This ability is great for bringing creativity and inspiration to life.

feeding:

the type of positive emotion they feed on tends to vary on sub species or personal taste, they usually pick or a picked based upon the needs of the person who summons them (either via emotional distress or ritual) they are still able to eat regular food and are able to eat most things without risk which as you can imagine has helped significantly with land fill, but generally positive emotion is their main source of energy and magic, the emotions they feed on are as follows:

happiness/joy
"runners high"
love
bitter-sweet
laughter
"team spirit"
contentment
bliss
inspiration
altruism
enthusiasm
confidence
euphoria
optimism
affection
elevation
serenity
creativity

as mentioned before, they do not "drain" people of said emotions, they rather cause a feedback loop, the process is painless and simple. it's typically done via touch, spoken words, magic or PSI, most people describe the feeling as "a ray of warmth on a cold day" or "a party where everyone has a good time" or "a quiet moment of relaxation where the days stress just melts away" and similar stated in various testimonials and study subjects.

interactions with humans

Cheribus are generally drawn to individuals in need of personal growth, fulfillment, or life improvement. While they typically focus on single individuals, they aren't opposed to helping women if the need arises. They are most often attracted to men but are willing to assist anyone who genuinely seeks their aid. While a Cheribus usually forms a bond with just one master, they can sometimes work with teams or groups, though this is more rare.
Once a Cheribus forms a bond with a master, their loyalty is unwavering. They are known to be extremely devoted to the person they choose, offering their services and care with full commitment. They are summoned through rituals or, in some cases, by those whose hearts are yearning for the kind of connection they offer. Some Cheribus remain without a master for extended periods, waiting for the right person to call them.

Intervention and Assistance

Cheribus are proactive in their desire to help humanity. They often intervene in situations where individuals put themselves or others at risk, working alongside law enforcement, emergency services, and other organizations to resolve conflicts and dangers safely and with minimal damage. They use their powers to reduce harm, offering support in everything from disaster management to de-escalating violent situations.
They also provide social services for people in need, offering aid to the less fortunate, helping with emotional support, and guiding people toward more fulfilling lives. Cheribus thrive in environments where they can make a tangible difference in the lives of those around them.

Enjoyment of Human Hobbies

Outside of their work, Cheribus are not all business—they enjoy engaging with a variety of human hobbies and activities. Whether it's participating in art, sports, games, music, or simply spending time with their masters, they have an innate curiosity and love for the simple joys of life. These activities help them grow closer to their masters, often deepening their bond.

Rituals and summoning

While they are able to appear to humans of their own accord, they are able to be summoned via ritual, this section covers the process and objects needed to call one forth.

Firstly, you will need the following items:

crayons or chalk, preferably light blue, pink, purple, mint green in color
5 or more candles, preferably scented, incense is also acceptable
something to light said candles matches, lighters, etc
some sort of treat, candy, cookies, chips/crisps, ice cream anything you'd consider a treat (what sort of treat you use will effect what kind you will summon so keep that in mind)

optional but recommended (mostly for flavor/stylish flare):

the romicominom (available at any retail book store, convenience stores, major super market chains and online shopping or can be requested from a cheribus in our world)
hooded robes (bath robes and hooded "jammies" and animal onesies are acceptable alternatives)
a personally written poem/love letter, the cheesier the better

Once you have your items prepared then proceed to do the following:

draw a pentagram within a circle (it doesn't have to be perfectly drawn, so if you have wobbly hands it'll work so long as it has the general shape)
you can add extra symbols for flare but that only changes the light show that comes with the summoning
place one candle on each of the stars points and set them alight
speak these words aloud: "can I have a nice girl to make my life full of sweetness pretty please with sugar on top?"

The ritual to summon a Cheribus can be performed at any time of day. It’s possible to use multiple summoning circles to call upon several Cheribus at once, but be warned—if you go overboard, expect a stern lecture. There's a limit to how many Cheribus one can have as a master, with the maximum being six at any given time.

If you choose to form a soul bond with one Cheribus, the others will automatically leave your service, though friendships can still be maintained with them. It's important to note that a soul bond is a deep, permanent connection, and once formed, the bond is exclusive. The others will respect this decision, friendships with them will still be fine.

Loyalty and Consequences

Cheribus are creatures of loyalty and devotion. It’s highly discouraged to try to "poach" someone else’s Cheribus or be disloyal to the one you have. Doing so will result in consequences: a very long "time out," a stern talking-to, and an obligation to issue a genuine apology to all parties involved. The emotional impact of such actions should not be underestimated—Cheribus crying is a heart-wrenching experience that will likely make anyone feel deeply guilty. Be kind, considerate, and respectful of the bond you share with your Cheribus.

Astrological Influences

While the time of day and certain astrological events like lunar eclipses or planetary alignments may have some influence on the summoning process, the results have generally been inconclusive. However, one thing is clear: summoning on, or in a holiday period will summon them with festive attire.

The netherworld

The Netherworld is a dimension that continues to elude full understanding. Though its exact age is unknown, it has existed for an incomprehensible amount of time, and traces of its presence appear in countless legends and historical findings. In recent years, its connection to our world has become more apparent, with Cheribus making frequent visits, but much of the realm’s history remains a mystery.

Despite its ominous name, the Netherworld is far from the fire and brimstone often depicted in myths. In fact, it resembles an idealistic, picture-perfect world akin to a children’s storybook. The skies are perpetually clear, the landscapes are lush and vibrant, and the air is pure. Life in the Netherworld flows smoothly and without conflict, offering an idyllic existence.

The realm operates much like our own world, though it has some key differences. The technology in the Netherworld is magical in nature, blending seamlessly with its fantastical environment. While humans have created impressive scientific advancements, Netherworld magic encompasses abilities like matter creation and alchemy that are beyond human capabilities. However, there are magical items that allow humans to harness and use magic to some degree, and it is theorized that humans could potentially access their own innate magical abilities, though no one has achieved this without the assistance of magical items or power lending.

The Governance of the Netherworld

The Netherworld does not have traditional countries or a centralized government. Instead, it is governed by a Council of Seven. These seven individuals oversee various sectors of the realm and ensure that everything runs harmoniously. The council members are elected through friendly competitions, where the candidates must demonstrate skill, wisdom, and leadership abilities in a series of events. The most impressive candidates are selected by the people, and the competition is a celebration rather than a fierce contest.

Each member of the Council may only serve for a maximum of 1000 years. In practice, many retire far earlier than their tenure allows, preferring to enjoy the peaceful, fulfilling life that the Netherworld provides. Should a council member decide to step down, an election is held to fill the vacancy.

In the early days, the Netherworld was once ruled by a monarch, who governed the realm with great power and wisdom. However, this monarch mysteriously vanished, leaving behind an empty throne that has never been occupied again. Legends tell that the throne's occupant would have the ability to shape the Netherworld according to their heart's deepest desires, guided by a heart of purity and a strong sense of leadership. Speculation has arisen that perhaps a human might be the one to fill this role, though these theories remain nothing more than wishful thinking as a human would have to be able to prove themselves to each member the council.

Economy and Currency: A World Built on Positive Emotions

In the Netherworld, traditional economic systems like currency-based trade don’t exist in the way humans understand it. Instead, the realm operates on a system of gradzei tokens, which are earned by performing kind acts, creating beautiful things, or sharing joy with others. The more positive emotion one spreads, the more gradzei tokens they accumulate. It’s not unusual to see someone earning gradzei tokens by creating art, playing games, or simply offering a heartfelt gesture to someone in need.

For instance, buying a house would cost only 5 gradzei—a small amount, even for the most modest home. Because of the nature of the currency, there’s little incentive for counterfeiting, as it would require far more effort to fake gradzei than simply earning it through goodwill.

Perhaps the most fascinating aspect of the Netherworld's economy is that humans—whether visitors or residents—do not pay for anything. Their positive emotions are considered incredibly valuable, and thus, anything a human desires is freely given. A simple “thank you” from a human is worth millions of gradzei, and this exchange has been recognized as priceless. This unique system eliminates the need to charge humans for anything, and the value of their positive energy would most likely crash their economy.

By this logic, humans are treated as cherished guests, with their emotions deemed more valuable than anything material. Charging them for goods or services could disrupt the delicate balance of goodwill, which is why the Netherworld refrains from doing so.

A Place for Peace and Play

Despite its governing system and magical wonders, life in the Netherworld is primarily about enjoyment, leisure, and fulfilling one's emotional needs. There is no shortage of activities to occupy one's time: festivals, games, and creative endeavors are abundant, and everyone is encouraged to share their happiness and creativity with the world around them. With no war or strife, the only challenges in the Netherworld are the personal ones people choose to take on, whether through artistic expression, sports, or magic.

Humans visiting the Netherworld are often welcomed into this peaceful lifestyle, given the freedom to explore, create, and share in the joy of the realm. Many find it a perfect escape from the troubles of the material world, where the weight of negative emotions is lifted, and only positivity remains.

old post content/general world building stuff: (kept for archival reasons, most likely has redundant/altered content)

their horns are small and blunt, pointed ears, cute fangs
they have small wings and tails that can be hidden at will
they tend to be slightly shorter or a tad taller then the average man (depends on personality)
skin tone can vary, the red ones are more of a pinkish red, purple ones are more lavender, some are pale blue but they can still have human skin tones too
they tend to be more petite but ones with muscles or large breasts do exist
they tend to wear cute stuff like rococo, lolita fashion magical girl like things but also some more reserved cute stuff that isn't excessive depending on preference, lewd outfits aren't popular with them unless they have an element of cuteness to them (like say a cheer leader outfit would be fine but it wouldn't look trashy and you'd actually feel motivated when they cheer for you the magic would make you try your best or have stupid amounts of fun)
very powerful magic able to create nice things (games, candy, clothes, plushies, etc) the more powerful ones can even alter reality to a small degree (nothing too extreme outside of altering houses/places of business)
they punish mean people by making them by using embarrassingly cute magic on them (which often leads to redemption like say the local delinquents being made into people who help old ladies cross the street and such) but they are never cruel about it
they tend to latch on to lonely people who need love and are very loyal
they have little pocket dimensions that are so picturesque it's like something out of a story book with theme parks, mansions, castles, candy stores, so cute and nice you'd just melt into sheer bliss from it all, they are extra powerful in there
spending time in one for too long would make you like them everyone would gush over you

draw a circle and star with a crayon or specially colored chalk
place 5 flower scented candles on each point
offer some form of treat in the middle of the circle (it's gotta be sweet, candy, cakes, cookies that sort of thing if you use the right type you can summon your preferred type/look, using anything bitter, gross or anything "yucky" is a bad idea)
read the words aloud from any cheesy romance book, the spell book "the romicominom" or just say "can I have a nice girl to make my life full of sweetness pretty please with sugar on top?"
once summoned you can't dismiss them until your 100% live a satisfying and fulfilling life full of love and niceness
it is possible to summon multiple at once, but be warned you may get over whelmed by the sheer level of moe, it's recommend you don't do anymore then 3 least you end up so blissful that you lose yourself completely. (even then more then 1 should only be done in extreme cases of loneliness)
they can also arrive when your heart yearns for companionship or you feel unfulfilled they are able to come to our realm of their own volition
trying to harm/kill one will be met with extreme purification (not that you could since mortal weapons wouldn't do anything and they are effectively immortal, they can sense intent too, good intentions will be met with rewards sex is still on the table but your gonna be cuddling after the fact there's no debate or you'll meet the squeaky hammer of doom so don't be a dummy or else!)
they can have children with humans, one the child is old enough they go out into the world or back to their own realm.(they tend to age differently and tend to give more children, trying to harm them in any way just isn't possible either nor should you attempt it especially on children of their kind)

I'll stick with that name

you'd have spend a considerable amount of time in their pocket world for anything forever to happen, time works differently in there so you can spend a million years in there and only a single attosecond will have passed outside and one doesn't really age you might even get younger in certain circumstances, the appearance of the world reflects the personality of the cherbus, though all of them are pleasing one way or the other, you'd have to spend a good +5000 years before you'd transform into one (or turn into some sort of chibi-fied version of yourself)

for example, a cheribus could seemingly act like a succubus that wants to torment you but their idea of torture is like the exact opposite

gwa-ha-ha I got you in my grasp now I'm going to torment you...with a nice back rub and telling you that it's going to be okay! and all your chores are done! don't bother begging me to stop because I'm evil incarnate!"

but they wouldn't just be limited to that obviously, some are calm/quiet, cheerful/naive and everything between their worlds and fashion sense often mirroring what they are like (cheerful naive type=cutsy ruffle plush doll candy cuteness cuddle fest that'd make even the most manly man gush over it while a calm type= a little cottage some place quiet, maybe a beach, forest, snowy mountain where you can relax)

the way they stop suicide depends on the method, catching jumpers, turning nooses into candy, bleach into a tasty soda, or simply just talking and listening in some cases they can even improve emotional state with just their presence (due to magical/divine aura) but it's not just that they also help by making society better so people won't be driven to that point in the first place though they aren't omnipotent they can still sense people's feelings and will stop people from hurting/killing themselves but can't meddle with minds/free will outside of giving good feelings but they are very good at convincing people.

they like to mess with criminals and bad people in amusing ways with the magic, if someone robs a bank for example they'll turn it into a game of pretend turning guns into bubble/water/nerf guns and replacing the real money with fake bills that are just crude drawings or coupons for free hugs, jail would be like time out until they apologized or do enough good to make up for it they can stop crime and bullies but they aren't really law enforcement in the strictest sense

on the subject of their magic powers, they are able to alter things like alchemy that already exist and create things from nothing by pulling things put of dimensional pockets, though they can't make things that cause harm or outright break the economy (they can fix it though) the most common things they make are candy, soda, cute clothes, toys/novelty stuff that sort of thing, they can fly/float, teleport, heal injury, shield others, radiate good vibes, empath power, telekinesis, gravity manipulation.

there are even arch Cheribus that are extra powerful, they can alter reality to small degree's like turning your local crack den into a sweet shop, the homeless shelter is now a 5 star hotel, they can alter weather, basically bring apart of their pocket world into ours of course they tend to be rarer then the garden variety most using their power responsibly (mostly, there was a time where an entire major city got enveloped by absurd cuteness nuke, though everyone was fine outside of being made all sweet, on the plus side the crime rate became zero)

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Pub: 25 Jun 2025 03:34 UTC

Edit: 01 Jul 2025 05:49 UTC

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