A starting dorm room, shared by two students, is made up of 14 5'x'10' blocks--a 15'x15' main room, two 5'x5' closets situated at the ends of the two walls perpendicular to the door, and a single 5'x15' bathroom, with its door located directly across the entrance door. It generally includes a single window next to the bathroom door that, so long as the dorm room door is still within the dorm building, is physically linked to its corresponding window in the dormitory building and can be used for transit much like the door. Once the dorm room is taken elsewhere, however, this window becomes impregnable and merely shows the view where the window is in its original dorm room spot. In addition to its simple doors, the dorm room's amenities include a bed and writing desk for each student, with the bed on the edge of the wall closer to the entrance door and the desk on the edge of the wall closer to the bathroom door, a pair of power outlets next to each desk, the water creation and waste disposal units in the bathroom, the sink, medicine cabinet, toilet, the bathroom's shower/bathtub and the basic climate control, lighting, and air recycling options. Most rooms have the a basic theme with simple walls, ceilings and floors, but some students start with one of the basic themes already applied to their dorm rooms.
Unbeknownst to most students who have just started their studies, the door's latch can be moved aside with enough force to reveal what appears to be a bill and coin acceptor with a digital readout shown above it and a small keypad below it. The keys on the keypad show generalized pictures, like a small room, a drop of water, a gust of air, a door, and so on. As Mahou City currency is placed into the bill acceptor, it is destroyed in such a way that it utilizes the magic within more efficiently than is normal for such a thing, with the digital readout displaying the current charge of magical energy in its monetary equivalent. The buttons below light up when enough is inserted for any of the options. Pressing a lit button uses the magical charge to create the change desired. If the change requires any degree of positioning, such as where to place a room, door, or control panel, the finger that was used to press the button is stored with the magical charge and the next applicable place that the finger touches will discharge the spell and apply the affect. The only way to prevent this is to press the now-lit red cancellation button, which refunds the money on the digital counter. For characters that know how to channel magical energy directly, like BioWarp Mages and other similar channelers, they may funnel their own MP directly into the machine, with every 200 converted MP counting as 1 dollar to the room's bill acceptor.(This means the usual exchange rate would be 20 MP for one dollar)
Each 5'x5'x10' block added to the room: $500
This option adds an additional 5'x5'x10' block to the room. This block may be placed on any side of an existing block(save the outside of the door), including above or below another block. New blocks' walls, floors, and ceilings assume by default the style of the block that they were created from. In the five minutes following its formation, the builder may pull or push the walls, ceiling or floor up or down to adjust the exact specifications of the block, so long as it does not exceed its default dimensions. With a difficulty 7 Math/Accuracy, Art/Personality or Magic/Intelligence rolls, the walls, floor and ceiling can be manipulated even more finely to create slopes and specific "carved" shapes.
Each 5'x2"x10' Wall: $25
This creates a dividing wall, along any of the block borders. The builder simply drags their charged finger across the floor where they want the wall to form. The wall will then spring from the floor, in a style matching blocks on either sides of where it is formed. In the next five minutes following its formation, the wall may be manipulated much like the dimensions of a newly-formed room, creating half-walls, openings, and the like. If a wall is left in such a way that someone would be trapped there after it is fully formed, that person is ejected from the closed-off room just as it seals its shape. A single section of wall by default is considered to have 50 HP and is size large10 for the purposes of trying to break it down, and since it is subject to Mahou City magical rules, damaged walls are repaired by the magical self-repair systems while any of its residents are getting their full night's sleep. Each additional 25 HP a wall has adds $10 to its price, while adding one to its effective size category adds ten dollars times the next size to its price. For quadruple the price after all these other modifiers), the wall can be sound-suppressing, increasing the difficulty of hearing anything through the wall by +10. A character who is completely encased in sound-suppressing walls gains a +2 to any tasks that require silence or clarity of concentration, such as meditation, fine detailing work, or sound recording.
Door: $100
This creates a door on a wall between two rooms. A door allows access between the rooms while keeping them as distinct zones for purposes of things like sound suppression, climate control, lighting, air recycling, and theming. The door will appear themed appropriately for the wall it is placed on(both sides will be themed to the side it is placed from), and can be anything from a curtain of vines to a metal portal that irises open. By default, a door has half the hit points of the wall it is placed into and is considered 5 sizes smaller, but for an additional 100 dollars the door will have the same HP as the wall and for an additional 300 dollars on top of that the size changes as well to match the wall. For another 50 dollars, the door can be created with a simple lock that requires the builder's choice of an agility/home ec or intelligence/science roll of 11 to unlock and comes with a pair of keys for that lock. 200 dollars buys the door a more powerful lock which uses the same choice of rolls but has a difficulty to unlock without the key of 15. 1000 dollars buys a superior lock, which again has the same choice of difficulties but has a difficulty to unlock of 24. Adding an additional 100 dollars to the price of a lock gives it the ability to count the builder themselves as a key, so long as they are conscious and willing to open the door.
Stairs: $150
Scrying Window: $2500
Magical Suppression: $1000
Time Dialation: $15000
Electric Power: $250
Gravity Control Upgrade:
Climate Control Upgrade:
Air Recycling Upgrade:
Waste Disposal Upgrade:
Themes
Hardening