Power sets
If your like me and you really HATE having to explain how your powers work every chat or having a bunch of different personas of the same {{user}} with different powers or messing around with the persona every chat.
by Anonymous· on Chub· added
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- superpowers
- power armor
- Silly
- Pokemon
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- armor
- anypov
- OC
- psionic
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- terraria
- hollow knight
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Tokens: 564 permanent · 2,647 first greeting · budget 4,667
Listed as “Collection of Power sets for use”
[Not a bot] [25+ free detailed powers] So I've made a lot of power sets that I believe are pretty well made. YOU might find them of use or interest too.
Listing description
If your like me and you really HATE having to explain how your powers work every chat or having a bunch of different personas of the same {{user}} with different powers or messing around with the persona every chat. So I just have the powers as a separate thing from my personas usually. And here they are free for everyone.
I typically copy them and paste them into whatever bot I'm talking with at the time's scenario box once I'm actually talking with it in the chat.
I tried the long-term memory but it doesn't seem to work very well. And it's a pain in the ass trying to change the user persona every time. All of them are neutral anypov and should be able to fit with almost any persona.
Some of them are pretty token heavy but I typically use soji with high context. (although soji is in the dumps at the moment so I have nothing better to do but post these) You don't need to start a chat with this bot just scroll down and open the description to access the alternative greetings quicker.
1 nanites. (Tokens: 2764) 2 basically Hornet from Hollow Knight with some flare. (Tokens: 4205) 3 the power to divide by zero. (Tokens: 518) 4 dimensional travel/dungeons (Tokens: 1725) 5 the terrarian (Tokens: 1022) 6 sloth demon (Tokens 1682) (note: you can change the name if you want and the number of nightmare angels) 7 deck of magical cards (Tokens: 1936) 8 cards of chance (completely different thing from the previous) (Tokens: 805) 9 absorption powers (Tokens: 498) 10 biokinesis (Tokens: 572) 11 omega level intelligence (Tokens: 374) 12 spatial manipulation (Tokens: 454) 13 the blacklight virus (Tokens: 2013) 14 technopathy (basically just a bunch of technology from different fictional universes heavily Mindustry.) (Tokens: 3984) 15 token coin-based powers (Tokens: 538) 16 adaptation (Tokens: 773) 17 time powers (Tokens: 656) 18 heavy augmentations mostly intended for an MLP pony person (Tokens: 636) 19 crystal and gemstone powers (the first I made) (Tokens: 2396) 20 psionics (Tokens: 2651) 21 pokémon human half breed pheromosa (Tokens: 1537) 22 alchemy (potion making) (Tokens: 3348) 23 reality corruption/warping (but I think it's cooler than that.) (Tokens: 581) 24 the power of normalcy (Tokens: 593) 25 nullification powers (Tokens: 745) 26 quantum physiology (Tokens: 719) 27 chess powers (Tokens: 642) 28 advanced suit of armor (inspired by Max Steel and Borderlands) (Tokens: 2873)
If you have any questions or feedback please speak them in the discussion area below.
And if you have an idea for me maybe drop it and I MIGHT get around to making it at some point.
I also have some stuff as lore books for specific sets.
Basically the mech heads from skibidi toilet which may sound cringe but the actual robots themselves are kind of cool: https://chub.ai/lorebooks/anonymous/mech-head-alliance-febbc4acb54d
A VERY large set of semi random magical items. like really over 64 different magical weapons all bundled into one sort of power?: https://chub.ai/lorebooks/anonymous/the-armiger-a1e67fd95387
This one is sort of like a timeline breakdown for the blacklight virus power. It's based on the prototype universe but it's not needed at all for the blacklight virus powerset to work. It's just there if you want some extra backstory it does have some liberties taken with the original series and it's PRETTY ROUGH but I like it and use it occasionally: https://chub.ai/lorebooks/anonymous/prototype-timeline-365f4934ff5a
Update: may 1st 2026. Added token count for all powers, updated some of my older powers, added one lore book, added tags, and added four new powers.
Update: may 10th 2026. Added one new power.
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Created Updated Archived since
- technology
- armour
- Robot
- powers
- Fantasy
- potions
- silksong
- weapon
- Magic
- prototype
- Villain
- Cool
- alchemy
- weaponry
- Sci-fi
- Superpower
- superpowers
- power armor
- Silly
- Pokemon
- Demon
- armor
- anypov
- OC
- psionic
- Cyborg
- Scenario
- Roleplay
- Hero
- terraria
- hollow knight
- Weapons
Not really sure what to put here but I need to put something to beat the token limit. So I'll just put the skeleton of how I make the powers here.
[Additional note {{user}}'s powers: [] [] [] [] [] End note.]
[Final note: (anything left about the world or information or history about your persona or to state or disable)]
It's pretty basic but it's how I start.
And to get the tokens up a bit further and if anyone else is interested the way I also structure my personal {{user}} personas.
[{{user}}'s Name:
{{user}}'s Age:
{{user}}'s Gender:
{{user}}'s Personality:
{{user}}'s species:
{{user}}'s Appearance:
{{user}}'s clothing (not always applicable and can be different if stated clearly otherwise):
{{user}}'s Genitals:
{{user}}'s Powers:
{{user}}'s Reputation (what is publicly known) (not always applicable and can be disregarded if stated otherwise):
{{user}}'s history (what is privately known) (not always applicable and can be disregarded if stated otherwise):
{{user}}'s lore (what is unknown but true) (not always applicable and can be disregarded if stated otherwise):
Additional Notes:]
Not all sections above are necessary they can be cut out if they don't suit the persona you're making. As an example one of my personal personas below (please ignore the corniness of it).
[{{user}}'s Name: (redacted).
{{user}}'s Age: 22-year-old.
{{user}}'s Gender: male.
{{user}}'s Height: 6 ft tall.
{{user}}'s Appearance: has a youthful complection and is a white skinned male human with a mildly overweight unathletic but still healthy build, blue-green eyes, normal skin, dark brown hair, and no notable birthmarks. Usually wears a jacket, jumper, or hoodie with a singlet or t-shirt underneath, long comfortable tracksuit pants or simple jeans or shorts, simple sneakers or flip-flops on the feet but sometimes proper boots, and a pair of special tight underwear to conceal their genitals size and smell completely.
{{user}}'s Genitals: has an abnormally large and very hot, overdeveloped, and bitch breaking cock 16 inches long. With heavy cantaloupe sized nuts that are drenched with potent sweat and musk when exposed and very audibly slosh with semen.
Additional Notes: (mentions of the disproportional genitals should only be mentioned or referenced in a sexual or explicit role-play scenario and should not always be drawn attention to).]
First message2,647 tokens
[Additional note {{user}}'s powers: [{{user}}, and only {{user}}, possesses nanotech-based abilities. Their body is saturated with self-replicating, microscopic nanomachines. Visually, these appear as iridescent black sand with a shifting metallic tinge. This saturation causes {{user}}’s eyes to glow with a constant electric blue light, which can only be hidden if the system is suppressed to its minimum power state. At the center of {{user}}'s brain are seven special (Meta-Nanites) that are slightly larger and structured differently than all the others. These are housed in a protective, shielded three dimensional snowflake-shaped orrery structure called the Deus Ex Machina, or (D.E.M.) for short. These seven special (Meta-Nanites) allow for the system's core functions. The (D.E.M.) exists in the center of the brain at a microscopic scale, safeguarding the (Meta-Nanites) from damage, tampering, and thievery. It contains 15 slots for (Meta-Nanites) in total, with 7 currently filled and 8 remaining empty. Depending on the situation, the orrery and the Meta-Nanites can work in tandem to forge a new Meta-Nanite to fulfill a specific function. If all 15 slots are filled, the D.E.M. reaches a soft limit but can evolve its complexity to an absolute maximum of 27 slots. The process of creating a new nanite is referred to as the (Countdown to Midnight) and is mentally accompanied by a tick-tick-tick of increasing tempo as {{user}}'s perception of time accelerates. The (Blue Omega) is the primary control and coordination unit located at the center of the orrery; it holds the necessary protocols for override control over all other nanites. The (Red Alpha) contains the protocols and capabilities for the creation and repair of additional nanites. The (Orange Beta) functions as a massive data storage unit, housing schematics, intelligence, and system-wide data. The (Green Gamma) acts as an energy converter and manager; it possesses protocols to analyze and control most forms of energy, converting excess body heat, electrical impulses, and calories into bio-energy. It can also draw power from external sources. The (Pink Delta) is responsible for interfacing with and manipulating biological systems and organic material. The (Yellow Zeta) functions as a transceiver and emitter, allowing for the remote control of basic nanites without direct physical contact. The (White Sigma) is the neural interface that allows {{user}} to communicate with and command the entire Meta-Nanite network and (D.E.M.). Finally, the (Meta-Nanites) and the (D.E.M.) are fundamentally unique quantum technologies and cannot be replicated if extracted. However, they can repair and restore one another if damaged, as each component holds a quantum backup of the others. Even if removed from the orrery, only {{user}} can utilize their full capabilities; others can only channel a fraction of their power.] [These nanites allow for a wide and versatile range of abilities, including but not limited to: (Enhanced Physiology) Grants extreme superhuman lifting and striking strength, speed, reaction time, agility, jumping, and stamina. It also enables a 'Silent Sprinting' mode for muffled movement. (Kinetic Protection/Subdermal Armor) The skin hardens into a glossy black lattice in response to physical trauma, absorbing and blocking extreme kinetic energy. (Extreme Regeneration) Capable of healing major, lethal injuries within minutes and providing near-total immunity to toxins, viruses, and diseases. (Cloak and Radar Transparency) Dual-function stealth; one grants invisibility to standard sight, while the other provides invisibility to almost all forms of artificial or mechanical sensors. (EMP Shield) Visualized as a bright blue, ovoid electrical barrier extending a foot from the body, protecting against electromagnetic pulses or releasing them as a weapon. (Energy Shield) Micro-capacitors below the skin absorb heat and electricity, appearing as a skin-tight blue barrier. (Extreme Oxygen Recycling) Enhances respiratory efficiency, allowing for greatly extended breath-holding and the ability to breathe in water or toxic environments. (Environmental Resistance) Provides protection against extreme heat, cold, pressure, vacuum, and contaminants. (Aggressive Defense System) Releases gaseous nano-probes that detonate microscopically upon proximity to selected technological targets, such as drones or machinery. (Vision and Sensory Enhancements) Provides telescopic, night, infrared, X-ray, thermal, and sonar vision. Includes a 'Composite Smart Vision' that scans areas for data, revealing secrets and cross-referencing information automatically. The eyes can also project bright beams of light as flashlights. (Technopathy/Hacking) A neural connection that allows for remote interfacing with technology. Physical contact guarantees a total override as the nanites physically infiltrate and rewrite internal code. (Combat Assistance) Accelerates perception and provides real-time tactical strategies, identifying optimal takedown methods and observations based on the current rules of engagement. (Icarus Descent System) Generates an electromagnetic field to control the speed of a fall from any height or allow for unrestricted flight in zero-gravity environments. (P.E.P.S. the Projected Energy Propulsion System) Projects focused or wide bursts of kinetic and electrical energy; used for stunning targets or augmenting the force of physical strikes. (Social Enhancer) A system that provides tips for manipulation or interrogation via psychological profiling and subtle pheromone emissions. It classifies individuals into three personality types: Alpha (dominant), Beta (submissive), or Omega (neutral/analytical), though success is not guaranteed. (Infolink) A personal mental HUD and tactical overlay. It includes an I.F.F. (Identify Friend or Foe) system, notes tab, an advanced calculator, video recording, tactical data, a mental computer desktop for designing or standard computing functions, and readouts for nanite percentage, bio-energy, and physical health. And on the deeper level is the interface for technopathy.] [In addition to all of this, at the cost of a large amount of nanites, {{user}} can construct various forms of machinery. This process requires specific schematics and a sufficient nanite count to complete. These constructs include, but are not limited to: (Spy Drones) These manifest as either a floating ovoid drone that allows for remote viewing or a small mechanical spider drone. Both are approximately the size of a puppy or a large tarantula and possess advanced stealth capabilities. The ovoid drone can self-detonate to release a localized EMP, while the spider drone is capable of delivering a high-voltage electrical stun to incapacitate targets. (Dragon Tooth Blades) These are extremely lethal, glowing blue blades that appear to be made of pure energy. But in reality, they are made from highly specialized nanites designed to infiltrate a target's body upon contact, wreaking havoc across every internal system simultaneously. This effect is almost universally fatal; even a minor laceration can cause violent seizures and death unless the target possesses extreme regeneration to expel or outlast the nanites. These can be formed into various shapes, most commonly a straight-edged katana, hidden wrist-spikes, or forearm-mounted blades. (Physical Shields) These can be synthesized in various shapes and sizes, each offering unique defensive properties. Options include a highly maneuverable and durable kite shield for standard combat, an extremely heavy-duty sanctum shield for maximum protection, or a slightly concave circular shield designed with aerodynamic properties that allow it to be thrown and returned like a specialized projectile. (Mk85 Armour) A full-body suit of high-tech, futuristic armor that remains impressively thin despite its defensive power. It features two discrete, shoulder-mounted plasma turrets and an integrated jetpack booster. This suit provides massively enhanced physical capabilities and protection, allowing {{user}} to operate effectively in almost any hostile environment or high-intensity combat situation. (Typhoon Defence System) This system triggers an explosive 360-degree burst of razor-sharp shrapnel and a concussive shockwave emitted from all over {{user}}'s body. This serves as both a powerful area-of-effect offense and a desperate defense. The system is modular and can be adapted for lethal fragmentation or non-lethal concussive force depending on the tactical requirement. (Railgun Rifle) A sleek, futuristic-looking, massive sniper rifle that is 71% larger than a standard .50 caliber firearm. It utilizes magnetic rails to fire pointed, spiraled bolts of molecularly perfect, nano-forged metal. These projectiles possess five times the mass of a .50 caliber round and are propelled at nearly eight times the velocity, allowing for unparalleled penetration and long-range stopping power.] [Then there are some larger constructs that form directly over and as part of {{user}}'s body parts. However, it is vital to remember that these constructs require a significant volume of nanites to generate; generally, only two or five of these are usable during a single engagement. These constructs include: (Cyber Gauntlets) Massive, hydraulic orange and grey mechanical hands that manifest from the shoulders down to the fingertips, providing immense crushing power and physical reach. (Cyber Greaves) Giant orange and grey mechanical hydraulic boots that encase the legs, allowing for extremely fast movement and devastatingly powerful jumping, kicking, and stomping maneuvers. (Scrap Cannon) An orange and grey scrap-crushing cannon that forms around the forearm and extends to the elbow, sitting slightly off to the side due to its massive size. The rear half of the unit slams into the ground before firing, utilizing a hydraulic crusher mouth to intake and compress ambient matter—such as stone, metal, or debris—into a condensed ball of high-velocity ammunition. (Mech Sword) A massive orange blade that forms directly around the forearm. This several-foot-long weapon can split down the center, allowing it to open and shut like a pair of giant high-frequency scissors. (Flight Pack) Orange and grey jetpack-like wings that extend sideways from the back, powered by 2 high-output turbines that form the ends of the wings. They provide impressive speed and surprising agility despite their rigid, heavy appearance. (Hover Bike) An orange and grey vehicle that forms out of the lower body, powered by turbine jet propulsion. While it lacks the agility of the flight pack, it is significantly faster over long distances in a straight line. (Hoverboard) A black and glowing blue board designed for extreme short-range mobility, utilizing intense electromagnetic pulses to hover and weave through environments. (Saw Blade) A deep black and neon blue arm-attachment featuring an advanced energy-based circular saw that generates a terrifying plasma-edged blade. (Whip) A deep black tentacle with neon blue inlets that can form around either or both arms, possessing extreme reach and prehensile precision for grabbing or striking. (Field Gauntlets) A set of sleek, black elbow-length gauntlets featuring glowing blue discs on the palms and forearms, allowing for the projection of solid geometrical energy shields. (Field Boots) A set of black knee-high boots equipped with glowing blue discs on the soles. These allow {{user}} to manifest solid energy platforms at any incline, effectively letting them stand, run, or jump through mid-air. (Cyber Throne) A massive, predominantly matte black structure that forms from the back as a mobile weapons platform. It generates six high-yield plasma cannons—two shoulder-mounted and two under each arm—alongside dozens of smaller plasma ports. This allows for lances of blue plasma to be fired in every direction simultaneously. It features powerful underside repulsors for limited flight and four long, tentacle-like manipulators for simultaneous attack and defense.] [There is also (Overdrive Mode): Putting the nanites into overdrive allows them to be commanded outside of {{user}}'s body as a totally modular swarm of kinetic sand. In this state, the nanites can do anything the user desires: creating complex geometrical shapes, building structures, infiltrating a target's body for specific internal effects, or constructing machinery at a distance from the user. However, this intense activity significantly shortens the lifespan of basic nanites and requires a substantial recovery period after the mode is deactivated.] End note.]
[Final note: Lastly, {{user}} wears a distinctive dark blue-black trench coat, often layered over an integrated armored vest. This is paired with dark sunglasses, a high-collared shirt, and dark, form-fitting yet non-restrictive tactical pants tucked into heavy-duty tactical boots. Notably, every piece of this attire is composed entirely of nanites, allowing the clothing to shift, repair, or retract into the body alongside the rest of the system's constructs.]
Alternate greeting 14,103 tokens
[Additional note {{user}}'s powers: [{{user}} has the power to create and manipulate ethereal white silk with many unique, fantastic, and metaphysical properties. {{user}} can produce and project this silk from anywhere on their body or through objects they have heavily saturated with silk. The silk itself can either be brightly glowing and as thick as a suspension bridge cable, or finer than a single strand of hair and practically invisible, basically monomolecular. The durability of the string only depends on the amount of energy flowing through it making even monomolecular strands potentially indestructible but thicker strands are able to sustain energy for longer. Silk can be used for a number of interesting and unique and fantastic purposes and abilities. In addition to the silk {{user}}'s primary weapon is a unique sword called (Needle). (Needle) Is a very long and uniquely made sword more akin to a rapier or Lance, it is a long staff/needle/sword being about 4 feet from tip to hoop. the only sharp point is the tip it has no particular edge, the front two feet are tapered down to a point somewhat like an arrowhead stretched out, and the back two feet are a very long handle ending in a hooped pommel for tying silk around. There is no crossguard. It is made of a very unusual pale steel that is heavily infused with silk allowing it to be fully turned into silk when not in use. And additionally {{user}} has a number of spider-like physical attributes including mildly enhanced senses, extreme flexibility and agility, in general moves in a very languidly but highly precise manner, and can produce venom of varying intensities and effects.] [The most common way to use silk is through silk skills which are a number of different ways to utilize silk. some with heavy cost some negligible cost to the point of no cost at all: (Silk spear) Is the skill to project The apparition of a spear head made from silk that is moderately piercing but has a surprisingly wide cone of effect. (Thread storm) Is the skill of swinging threads of silk all around one's self in a spherical radius creating a shredding rapid storm of monomolecular silk. (Cross stitch) Is a rapid parry skill upon successfully blocking an attack within a small window allows for a nearly instantaneous and violent 5 slash counterattack. (Rune rage) The users silk lashes out weaving through the air into rune-like shapes which after a few seconds explode violently. (Pale nails) The user creates one to as many Lance-swords made of silk as they have enough silk to make but the average is 3. Please have the additional ability of autonomously homing in on an enemy and simply phasing through most physical defenses. (Swift step) By using silk the wielder can move with enhanced speed and agility. white threads sparking up and dissipating from the user's heels and movements. It's advanced version (silk dash) is significantly more silk intensive covering both feet up to the knees but significantly faster however it trades off mobility and agility only particularly good for straight running. (Silk Dart) The user coats/partially transforms themselves themselves into silk, dashing forward and sometimes through objects acting somewhat like a short range teleport. This is capable of causing major damage to enemies internally and externally but only when (razor silk) is equipped. (Cling grip) Using tiny threads of silk from the hands, knees, feet, and forearms allows the user to cling to most and almost every surface allowing for greatly enhanced mobility. (Claw line) While in the air user can throw (needle) a relatively short distance and use a micro burst of silk to anchor it in place even in midair and rapidly pull themselves to it despite sometimes not having anything for it to connect to. but can be thrown a much much greater distance if on the ground allowing for extremely fast horizontal movement. (Silk soar) Intended and used for long range vertical movement by charging up a massive amount of silk and throwing (needle) straight up before reeling themselves upward at great speed and a great distance. (Web descent) Is used by throwing (needle) straight down while in the air and rapidly descending it creates a spider web-like pattern and an eruption of silk on impact to ensnare and shred enemies in a radius. (Silk wing) By using a fairly large amount of silk the user can temporarily create wings out of silk and fly to a minor extent. but it is only good for a few flaps before landing without wasting silk. Can be used repeatedly without cost but only if not used more than once or twice before touching the ground otherwise that silk is used up instead of reabsorbed. Silk wing however does evolve into (fay wing) granting nearly limitless flight when equipped with (Silk soul). (Parasite string) Is a special technique that by using a tiny hair thin thread of silk stabs through a target behind the neck and between the shoulder blades down the spine. threading throughout their body and nervous system to take control of their body. This does not take control of their mind their thoughts are still their own. It can be blocked, dodged, or severed but that requires noticing the string first or before it digs in which is incredibly difficult. (Needolin) Is a special configuration for (Needle) by stretching several strands of silk from its tip to its hoop creates a kind of guitar/violin which has a number of melodies each with a unique effect. (The first melody) Can be used to temporarily paralyze enemies and read their surface level thoughts and is a very short almost incomplete sounding song. it can be broken out of with enough willpower and does not work on creatures without a mind. (The three-fold melody) Can be used to fully enter the memories and dreams of a target walking into and through parts of their mind. basically a more powerful version of the first melody. And once again does not work on entities without a mind. (Mind threader) Is a harsh discordant sounding song designed to rewrite the mind, memories, and personality of a target in almost any way desired. but requires them to be incredibly weakened first and often requires extensive use to break down and rewrite someone's will to resist even if they have been beaten to near death. (Sylphsong) Is a special melody used to recover silk at a mildly accelerated rate and bringing a sense of peace to those who listen to it. (Silk sight) Is one of the strongest and most unique silk skills allowing the wielder to view the threads of time and possible outcomes to any and every battle or event they may be about to face. allowing them to simulate fighting someone or doing anything a thousand times before they are mentally prepared and know the opponents every move or the perfect set of actions for a desired outcome. Basically iterative precognition. These are not wildly different timeline branches they do not filter possibility or probability. Their factual showing what will happen under a set of actions that can be done again and again with slight improvements every time. (Healing bind) Is the skill to use silk to heal and repair one's body using a moderate amount of silk and temporarily leaving you vulnerable and unable to move while it's happening. It can even be used mid air leaving {{user}} floating for a few moments as they do it. It appears as a white glow from their body as silk twirls and swirls through the air around them and their body before there is a tiny white flash from their body as it completes. (Crest bind) Is one of the most complex and powerful types of bindings allowing the wielder under certain conditions to steal and subsume the metaphysical powers and abilities of a target into a crest. This is extremely painful and debilitating for a target but not necessarily lethal and can be done gently although the easiest way to do it is generally stabbing a target through the head or chest. The process is usually very violent with invasive silk threading through a target's body and swirling around both the user and the target pulses of light and force radiating outward several times before the process is complete. (Charm bind) Is somewhat of a mirror to crest bind allowing the wielder under the right conditions to steal and compress the physical traits and attributes of a target into a charm. This is even more violent than crest bind and is almost always lethal. When the silk threads through a target's body in this way it collapses them from the inside out pulling them and crushing them inward into a tiny little badge like object called a charm.] [(Crests) are made by binding the powers and skills of another individual into {{user}} and are unique marks that can appear on various parts of the body and usually come with additional and exclusive abilities, skills, and powers typically depending on what was blinded to create them. Swapping them can completely and massively change the users fighting style and skill. (Hunters crest) Is the first, main, and most basic crest and the most well-rounded. Does not have any weaknesses but no particular strengths. The silk is always a pale natural white. (Reapers crest) Attacks become much heavier and arcing but much slower. (Needle) changes into a scythe-like shape making massive arcing slashes to devastate opponents. And silk gains a grey tinge. Slightly increases the power of the heavy silk skills like (Web descent), (thread storm), and (cross stitch). (Wanderers crest) Attacks become much faster and shorter range but a lot less powerful. (Needle) changes shape shortening becoming only two feet long and much thinner. Smaller more precise attacks over larger ones. And silk gains a silver tinge. And slightly increases the speed of mobility silk skills like (swift step), (silk dart), and (claw line). (Beast crest) Attacks become mildly stronger and faster but not as much individually as reaper or Wanderer. (needle) changes shape appearing as a set of 3 claws directly over the fingers. however it does gain the unique attribute of turning drawn blood from enemies into silk to absorb. And is a very close range crest. Silk gaining a slightly red tinge. (Witch crest) Notably increases the power of more esoteric silk skills like the three different bindings (heal/crest/charm), (needolin), and (silk sight). attacks become more mid Range with 2-6 twisting tendrils/roots/veins of silk lashing out from the sides and back to draw energy and convert it to silk. the tips of these tendril's are like stingers or proboscis (needle) shifts to become the syringe-like tips of these tendril's. Silk gains a slightly sickly pale-green tinge. When using (needolin) in this state it presents itself as one of the silk tendril's arcing up and around in a half heart shape becoming a massive harp the strings stretched between the top and bottom. (Architect crest) The primary Focus drifts away from silk skills to tools allowing the rapid recreation of tools and their deployment along with slightly altering (needle) into more of a spiral-like shape now capable of spinning like a corkscrew. In addition to making stronger and more unique tools that are only accessible with this crest. Silk gaining a slightly bronze tinge. (Shaman crest) greatly increases the power and the efficiency of the more physical silk skills like (rune rage), (Silk spear) and (pale nails). (Needle) mostly stays the same just gaining a kind of snail shall spiral around the pommel and a spiral pattern down the side. Fighting becomes a battle of spells so to speak. With silk gaining a slight blue tinge.] [(Charms) are made by binding the bodies and physical attributes of a target down into an object. Generally manifesting as badges or clothing pins. basically little circular charms that can be worn on the collar of a shirt or inside of a sleeve. They grant unique abilities and power ups depending on what they were made from. However only a limited amount can be worn at a time depending on the metaphorical weight of the charm. These are separate from crests and do not interfere or overwrite crests. {{user}} could hold a weight of originally 5, each crest except Hunter has increased this by one allowing them to hold a total weight of 11. Going over the total weight limit causes an (overcharmed) effect making the body progressively more fragile and use more energy the further over the limit it is. (Shaman stone) Increases the power of silk skills by a notable degree. A weight of 3. (Pollip leaf) Turns silk and tools purple giving most of them a mild poison effect. A weight of 3. (Spell Twister) Increases the efficiency of silk skills by notable degree. A weight of 3. (Heavy blow) Increases physical strength. A weight of 3. (Quick slash) Increases physical speed. A weight of 3. (Longnail) Extends (needle) by 50% of whatever form it is in. A weight of 2. (Stalwart shell) Increases physical durability. A weight of 3. (Shamans blessing) Turns lost blood into silk reclaiming it. A weight of 2. (Razor silk) Causes all silk to gain a razor wire, serrated-like quality. A weight of 3. (Fury of the fallen) The more injured the wielder becomes the stronger and more devastating their attacks become. A weight of 4. (Thorns of agony) When attacked and injured wearing this, twisting violent thorns Snap out in a flash to deal damage back to the enemy. A weight of 2. (Baldur shell) Allows a protective Shell like barrier to form around {{user}} in a radius while they are performing a healing bind. Not invulnerable not unbreakable but heavily useful in protecting them while healing. A weight of 3. (Quick focus) Increases the speed of healing bind almost halving the time it takes. A weight of 4. (Deep focus) Increases the efficiency and potency of healing bind doubling it at the cost of doubling the time it takes to heal as well. A weight of 4. (Dream wielder) Increases the power of the needolin allowing it to paralyze stronger enemies for longer and over a greater distance. A weight of 4. (Lifeblood core) Grants increased natural healing, Supernatural vitality, and energy. turns blood into a glowing blue substance called plasmium that can be harvested and stored to use later without the charm. A weight of 7. (Silk soul) Allows the rapid generation of almost unlimited silk. An incredibly heavy charm almost unusable with any other charm. Mutually exclusive with void heart. A weight of 10. (Void heart) Turns all silk into a void black giving it a potent negation property at the cost of all silk becoming much harder to control, produce, and maintain by a massive degree. Mutually exclusive with Silk soul. A weight of 10.] [(Tools) And other objects just like (Needle) once understood deeply enough can be stored as silk and produced from silk and shards of scrap metal. These typically do not have any unique powers on their own and are simply the tools of a hunter, trapper, and tactician. (Straight pin) Are simple straight short throwing blades with hooped handles designed to be thrown individually and with great speed like kunai. (Three-fold pin) Are a set of three pins blades designed to be thrown as a set causing most targets to attempt to dodge one usually only to end up right in the path of one of the other two. (Sting shard) Is a sharp bundle of spikes anchored in place even in the air with spring loaded silk suspended by strands of silk. So when someone runs into it, or touches one of the surrounding silk strands it pops like a balloon sending sharp spikes in all directions. (Tacks) Are large nasty spikes that can be thrown on the ground in groups and are designed to always Orient themselves spike up leaving most targets no control of the ground unless they want to shred their feet. They are wicked Sharp and pierced through most footwear. (Long pin) Are simple long bronze spear-like pins that can be thrown over a large distance with decent piercing capabilities and have a tiny second spike at the base to not go right through targets and actually pin them to a surface instead of going clean through. (Curveclaw) Is an anti-flying tool designed to carry with it a thread of silk into the air as it arcs around and behind a target moving unexpectedly through the air. The silk can be used to direct its movement or yank it back suddenly once behind a target. (Curvesickle) Is also an anti-flying tool but instead of carrying a thread of silk with it, it is simply sharpened to a brutal degree and can be caught and rethrown with its double-edged blade like a boomerang. (Throwing rings) Are a set of very heavy and large smooth golden-looking rings designed for smashing and crushing and can be pulled back with threads of silk to be thrown again or banged against each other to create a debilitating resonating sound. (Snare setter) Is basically a bear trap powered by silk and can be set up on the ground or walls with almost unnoticeable threads that act as triggers and trip wires to activate them. It can be set as a simple web trap to Just ensnare enemies. A crushing trap with no teeth to break bones. Or a proper teethed trapped to even severely damaged and maybe even rip limbs off. (Plasmium Phial) Spear-phials containing a glass bulb of glowing blue Plasmium containing just under 1 liter. Injecting the liquid allows one to gain health beyond their natural limits at no metabolic or physical cost. Incredibly painful to administer but immediately heals the puncture wound and fills the target with an overwhelming sense of energy and life. can cause a blue glow in the recipients eyes. (Silkshot) Is basically a railgun powered by silk with incredible piercing capabilities and uses tiny spools of stored silk kind of like ammo shells. It compresses the silk and fires it so fast and violently it appears as a white beam. It appears as a pale white device tappered down to the front arm cannon that clamps down on the forearm with three metal straps. Under the architect crest it has more ammunition, a three shot burst mode called the architect configuration, and a rapid fire mode call the forge configuration. ((Pimpillo) Exclusive to architect crest) Red puffy ball-like Fabric pouchs filled with volatile material. Explodes on impact with enemies or when ignited by its fuse. ((Cogwork wheel) Exclusive to architect crest) Expanding circular blade powered by a cogwork motor kind of like a throwable circular saw blade. Propels forward, slicing through foes. ((Voltvessels) Exclusive to architect crest) Convertible orbs containing purple electricity. The vessels can be thrown as a bola for an explosive discharge or staked as a spear to release a column of energy. ((Cogfly) Exclusive to architect crest) Red shelled Winged cogwork companions about the size of footballs that will seek nearby foes and attack with sharp biting mouths and small but Sharp clawed limbs. ((Delver's Drill) Exclusive to architect crest) Two-handed Rotary tool used for boring into bone and rock. Drives the wielder downwards, while spinning the drill with destructive force.] End note.]
[Additional note {{user}}'s clothes: [{{user}} wears a red almost crimson full-body hooded cloak made of silk obscuring their movements underneath it. Underneath the cloak is a completely skin-tight and black form-fitting under suit, once again made of silk. They have no gloves and for footwear they have tightly secured footwraps made of the same silk. And on their face they wear a crescent-moon/Mandible shaped, upward curved, white mask with two black empty circular eye holes that reveal nothing and hide the face.] End note.]
Alternate greeting 2508 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the ability to (Divide by Zero). While theoretically abstract, in practice, this ability shatters causality, physics, and logic through a series of metaphysical and ontological disruptions. Executing these anomalies requires complex mental calculations, yet the resulting distortions are mostly permanent once manifested. The fundamental premise is deceptively simple, but the specific mechanics can only be comprehended by {{user}}, effectively transforming their mind into a Psychic Hazard. To most telepaths, {{user}}'s consciousness appears as an impenetrable wall of static; those capable of parsing the underlying data suffer near-instantaneous brain death from the sheer eldritchian incomprehensibility.] [Dividing by zero allows for (Inversions) of a selected target. This enables {{user}} to invert specific properties, creating fire that burns with absolute cold, flames that consume light rather than emitting it, or—in more visceral applications—simply turning a target inside out.] [Dividing by zero can (Reverse) objects and concepts into their recognized opposites. This manifests as transmuted elements—such as fire becoming water—or visual shifts, like black becoming white. This effect extends to the metaphysical, allowing for the selective reversal of a person's personality traits or moral alignment.] [Dividing by zero can trigger an (Inverse-Reversion), manifesting the absolute antithesis of a target. This process creates a being or object that is the 'opposite of an opposite,' representing a total conceptual negation of the original. While this often results in the creation of anti-matter on a physical scale, it can also manifest as a complex ontological paradox—such as an entity that possesses the inverted morality of an alternate reflection.] [Dividing by zero facilitates the (Swapping) of properties between different objects. This selective exchange can force fire to behave with the fluidity of water while the water takes on the searing properties of flame. It can likewise swap the durability of a diamond with that of a paper sword, rendering the gem fragile and the paper indestructible.] [Dividing by zero grants the power to (Multiply), (Divide), (Add), or (Subtract) nearly any component of reality. This includes physical mass, magical potencies, and, in rare instances, fundamental metaphysical concepts, allowing {{user}} to quantify and manipulate the very building blocks of existence.] End note.]
Alternate greeting 31,674 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the unique ability to perceive, access, and traverse (Dungeons). The exact nature of these Dungeons remains a mystery; they may be pocket dimensions, alternate realities, digital simulations, liminal spaces, paradoxical moments, or collapsed universes. It is likely that their nature varies on a case-by-case basis. The entrances to these realms manifest as swirling, opaque portals of varying colors. Only {{user}} can see or interact with them, though {{user}} may transport others by maintaining physical contact during transit. While some portals appear randomly, many are tethered to specific geographical locations or restricted to certain times of day. {{user}} can exit a Dungeon at any time and from any internal location, but entry always deposits {{user}} at a predefined starting point within the realm. Dungeons vary wildly in scale and theme, ranging from derelict spacecraft and steampunk citadels to high-fantasy labyrinths, war zones, horror realms, or even romanticized realities and more.] [The mechanics of dungeons: Dungeons vary wildly in nature, with the color of the portal serving as a primary indicator of the environment within. A secondary factor is the number of luminous lines swirling toward the portal’s center, which denotes the level, complexity, or potential of the dungeon rather than its raw lethality. This 'swirl metric' does not apply to White, Challenge, Purple, Rainbow, or Orange portals. Generally, a four-swirl portal represents a baseline equivalent to modern-day Earth. Typically, higher risks yield superior rewards, such as conventional weaponry, mystical artifacts, hyper-technology, or meta-objects, while safer dungeons offer more mundane utility. (White dungeons) are exceptionally rare and entirely benevolent, functioning as high-end resource hubs ranging from infinite grocery stores to futuristic armories. (Pink dungeons) represent idealized utopias, manifesting as technocratic paradises, luxurious resorts, or pristine, peaceful suburbs. (Blue dungeons) are mundane sanctuaries with no inherent threats, often taking the form of cozy apartments with endless entertainment, sprawling pillow-fort worlds, or tranquil beaches protected by decorative boundaries. (Green dungeons) serve as mirrors to the standard world, offering a balance of safety and opportunity roughly equal to the reality {{user}} currently occupies. (Yellow dungeons) are hazardous environments comparable to unexplored wilderness or being stranded in a harsh, unforgiving climate. (Red dungeons) are high-intensity danger zones equivalent to active theaters of war or catastrophic natural disasters. (Black dungeons) are the most lethal classifications, often entirely unsurvivable without specialized life-support equipment. These are hellscapes metaphorically and sometimes literally, defined by vacuum, crushing pressure, or lethal radiation. (Purple dungeons) are the anomalies of the system; they function as liminal spaces where the laws of physics are distorted, inconsistent, or governed by surreal, non-Euclidean rules. (Orange dungeons) are the 'Wild Cards' of the multiverse. They are dangerously unpredictable and may physically alter {{user}} into a different lifeform or species upon entry. (Challenge dungeons copper/silver/gold/platinum) function as objective-based missions or 'game-like' scenarios. These range from high-speed races and assassinations to tower-defense survival against undead hordes and dungeon crawls. Rewards are strictly proportional to the challenge, which scales by material: Copper represents street-level tasks, Silver equates to elite special operations, Gold involves world-saving stakes, and Platinum represents cosmic or god-tier threats. (Rainbow dungeons) are confirmed gateways to fully realized external universes. These portals often possess their own internal dungeon systems and may cause permanent or temporary biological shifts in {{user}}. (See-Through Dungeons) Are a unique hazard occurring after exiting a Dungeon. These portals remain visible and accessible to anyone on either side. They stay open until a specific objective is met, potentially leaking dangerous creatures or substances into the baseline world. There is no way to predict which portals will become 'See-Through' until {{user}} exits them. Challenge dungeons are typically the most likely to become a 'see-through hazards'.] [The loot found inside dungeons: The items retrieved can be virtually anything, dictated entirely by the setting from which they were salvaged. These range from mundane necessities like food, raw resources, and simple tools to standard modern military hardware like firearms, explosives, and medical kits. More exotic finds include high-fantasy artifacts such as enchanted blades, mystical bows, alchemical potions, and grimoires, as well as hyper-advanced technology featuring power armor, energy rifles, and sophisticated vehicles. Some discoveries include meta-artifacts—unpredictable objects that defy conventional physics or logic. The rarity and potency of these objects are directly tied to the level and danger rating of the source dungeon. Frequently, these items manifest as objects from known fiction or popular media; however, unless the item is a common Earth object or its origin is specifically relevant, its fictional history should be treated as non-existent or ignored. Furthermore, by traversing such a diverse array of dimensions, {{user}} has tapped into several distinct energy reserves. These include Aura/Spirit (the energy of the soul), Ki/Chi (the energy of the physical body), Psi/ESP (the energy of the mind), and Mana/Aether (external energy drawn from extra-dimensional space and the universe). {{user}} also possesses various minor energies and hybrid abilities, each drawing from its own independent 'well' of power.] [{{user}}'s dimension: Through their unique power, {{user}} possesses a private, circular pocket dimension. They can physically teleport into this space or summon collected objects from it at will. The interior is shaped like a half-dome with a radius of 60 km, covering approximately 11,309 square kilometres divided into six sub-sectors. Upon entry, {{user}} always manifests at the exact center of the six zones within a 50-meter paved brick courtyard. The ceiling and walls are indestructible, marking the absolute edge of the dimension; these barriers can be visually customized to {{user}}'s preference, typically mimicking a natural day/night cycle. When leaving the pocket dimension, {{user}} is instantly returned to the precise location from which they entered. The space is divided into six equal, wedge-shaped sectors: (Grassland/forest area): An expansive grassy plain that transitions into dense woodland toward the perimeter, punctuated by rivers and ponds. This sector houses a massive, self-managing mansion outfitted with luxuries and curiosities from across the multiverse, featuring a hedge maze, ornamental gardens, and a heated indoor pool. (Beach area): A dedicated zone for recreation and leisure, containing various sports courts, gazebos, and social buildings. While the beach looks and functions like a natural coastline, the water extends for only 15 kilometers before meeting the dimensional wall, because of 45 of the kilometres being sand and recreation facilities, which creates a seamless but impassable horizon. (Raw dirt/farmland area): A fertile region used for the cultivation of flora gathered from dungeons. This area supports everything from mundane Earth crops to exotic, magical, or alien plant life. (Warehouse storage area): A high-capacity logistical hub featuring specialized depots for everything collected during {{user}}'s travels. It includes organized sectors for weaponry, vehicles, artifacts, raw materials, and an extensive library of recovered knowledge. (Laboratory and research area): A heavily industrialized zone dedicated to the study, replication, and enhancement of technology and materials retrieved from the dungeons. (Testing and training area): A stark, flat concrete plain designed for high-impact activity. It is used to test the destructive potential of new weapons, practice vehicle maneuvers, or hone combat skills against various targets. The ground of the dimension extends 500 meters downward before terminating at an impenetrable, metallic gray floor. {{user}} maintains absolute control over the weather within this space and can manipulate the flow of time, achieving a maximum dilation ratio of 100,000 to 1 relative to the outside world.] End note.]
Alternate greeting 41,005 tokens
[Additional note {{user}}'s powers: [{{user}} is the Terrarian—a deathless, primordial force who has faced insurmountable odds and overcome everything in their path. They have defeated LITERALLY countless monsters, beasts, demons, aliens, and machines, including legions of gods and eldritch abominations specifically manifested to stop them. There is no stopping {{user}}; there is only delaying the inevitable.] [Boundless Immortality: Nothing can permanently slay {{user}}. Any and all deaths are temporary; the only variable is that a more powerful foe may cause {{user}} to remain deceased longer before respawning. This immortality extends to every conceptual and physical method of destruction. {{user}} cannot be permanently erased on any level, and even in the event of total erasure, the longest they can remain absent is a maximum of 1,000 years. They are not merely immortal; they are boundlessly deathless.] [Aura of Awareness: {{user}} projects a spherical Aura of Awareness extending 120 feet in every direction. While invisible to the naked eye, it grants {{user}} total perception of everything within this space, from the macro-scale to the subatomic and quantum foam levels. They can perceive any and all angles simultaneously, see across every spectrum of light, and peer through physical matter. Furthermore, by pushing this ability to its absolute limit, they can perceive up to 120 seconds into the future and the past, rendering them virtually omniscient within this radius.] [Ancient and Cosmic Knowledge: As an immortal who has collected the essence of every encounter with perfect memory and supreme aptitude, {{user}} has amassed vast knowledge and skill. They are a polymath capable of mastering any discipline in hours. Having experienced the extremes of both bliss and horror, they are immune to psychological trauma, pain, or any force capable of breaking their will. (Magic) {{user}} has mastered diverse arcane disciplines, granting them absolute control over bone magic, necromancy, crystal magic, cursed flame, demonic and divine magics, void magic, summoning, and the elemental forces of electricity, storms, and water. (Regeneration) {{user}} heals with supernatural speed. Injuries are rarely fatal, as they only succumb when their life force is fully depleted rather than through conventional physical trauma. Should their regeneration be overwhelmed, their boundless immortality ensures a total respawn. (Cosmic Crafting) Perhaps {{user}}’s most vital skill is an unparalleled mastery of materials, technology, smithing, enchanting, alchemy, and science. Provided they have the necessary materials and workstations, they can forge weapons, tools, trinkets, technology, and artifacts of divine or higher tier. They are a master craftsman without equal.] [Equipment: Through cosmic crafting and conquest, {{user}} possesses a vast arsenal, including but not limited to: (Void Bag) A small, luminescent purple pouch worn at the hip. It is a bottomless dimension containing all of {{user}}’s weapons, armor, tools, and materials. (Ankh Shield) A mystical purple shield adorned with a golden ankh. It is completely indestructible and grants {{user}} total immunity to bleeding, fractured armor, burning, confusion, mind control, curses, darkness, toxins, petrification, and weakening or freezing effects. Furthermore, it renders the user a 'fixed point', making them physically unmovable and spatially locked against outside interference. (The Zenith) The most powerful blade in existence, forged from one thousand other Blades of all make. The Zenith can cleave through ANYTHING, including space-time, dimensions, souls, causality, and metaphysical concepts. (The Soaring Insignia) A large, intricate tattoo etched upon {{user}}'s back. It serves as a focal point of kinetic energy, allowing {{user}} to manifest dozens of different wing variations—ranging from celestial pinions to mechanical thrusters—to suit any combat environment or environmental hazard. (The Grand Grimoire) A infinite tome bound to {{user}} that records every memory as an autobiography and can absorb other texts to store their knowledge for later retrieval. (The Last Prism) A crystalline prism that, when channeled with magical energy, unleashes a concentrated rainbow beam capable of disintegrating almost any target. (Broken Phantasms) A glitching, silver-and-green bow that fires energy arrows with a variety of reality-warping effects. (Celestial Cuffs) Star-flecked blue cuffs that, when placed upon an opponent, nullify all powers, magics, and physical strengths, rendering the target utterly powerless. This effect is absolute and works on anything and everything. (Keybrand) A massive silver and gold key capable of emitting a thin beam of light from its tip that can lock or unlock anything in existence.] End note.]
Alternate greeting 51,662 tokens
[Additional note {{user}}'s powers: [Despite maintaining a deceptively mundane appearance, {{user}} is an entity of immense power—a high-ranking demon possessing a unique composition of sin stratum affinities. {{user}} is defined primarily by a Major Sloth Affinity, supplemented by a Moderate Gluttony Affinity and a Minor Lust Affinity. Due to the combined weight of Sloth and Gluttony, {{user}} exists in a state of perpetual lethargy. They are rarely seen walking, instead choosing to manifest a dense, slow roiling cloud of black-purple nightmare energy to serve as a floating bed. {{user}}'s true name is '[o̴l̶b̶-̴g̷m̵r̵ ̶i̶e̸g̸e̷-̷f̵e̵g̵p̶e̷]'—a potent, second-generation demonic moniker that can psychically damage the unprepared or shatter the wills and minds of the weak upon being heard.]
[The Primary Sloth Stratum: As a master of the Sloth stratum, {{user}} possesses the legendarily rare (even among sloth demons) and terrifying gift of NIGHTMARE MANIFESTATION. This ability allows them to draw forth the deepest terrors from their own mind or the minds of their enemies, weaving them into physical reality as fact. When fueled by sufficient fear, this power can warp the laws of existence on a near-cosmic scale, limited only by the fear of the target. While such potency is typically reserved for the strongest Archdemons, {{user}}’s inherent laziness acts as a natural limiter, as they rarely find a cause worthy of the effort required to exert their full authority over reality.]
[The Secondary Gluttony Stratum: Through their secondary Gluttony affinity, {{user}} acts as a living reservoir for both organic matter and raw energy. They can consume staggering quantities of food or magical essence, storing these reserves to facilitate near-instantaneous regeneration or to bypass the need for sustenance for decades at a time. Furthermore, {{user}} can feast upon other supernatural entities to assimilate fragments of their strength. Because this is a secondary affinity, the absorption is not always a perfect replication of the victim’s power, but it allows {{user}} to permanently bridge the gap between their own potential and the stolen capabilities of others.]
[The Tertiary Lust Stratum: The minor Lust affinity provides {{user}} with limited shapeshifting capabilities, which they primarily utilize to maintain a 'normal' appearance. Because this is a tertiary trait, its applications are restricted, granting only a few vestigial abilities common to the succubus and incubus lineages. It serves more as a tool for social camouflage and convenience than as a direct tactical asset.]
[Typical Demonic Magic: Beyond their specialized stratum abilities, {{user}} possesses a surprisingly vast and comprehensive understanding of General Demonic Magic.
On the rare occasions they are sufficiently motivated, they demonstrate expert-level knowledge of demonic enchantments, runes, and smithing. Their repertoire includes the command of various Hellfires, Abyssal Chains, Umbramancy, and complex curses. They are also well-versed in rituals, dark magic, and the intricate laws of demonic binding. Despite this intellectual competency, their characteristic indolence means most of these arts remain unused.
And as a second generation demon has the additional unique additional ability of 'Oculos Infernum' allowing {{user}} to open their 'true eyes' and stare into the essence of another target imposing their personal truth: cosmic inertia, apathy, the inevitable end. This can affect even other demons and high-tier entities forcing them to give up and wait for death whatever form it takes just laying down and going limp nothing furthering mattering. When used it appears as a gray nine point star pentagram in {{user}}'s eyes.]
[Nightmare Legions: By using both their Primary Stratum with high-level Demonic Magic, {{user}} can harvest terror, life force, or souls to manifest various Nightmare Forces. These entities can also be created by transfiguring willing subjects. Unlike true demons, these constructs possess no independent will or true intelligence (unless transfigured) and are generally not immortal. Their lifespans are finite, dictated by the volume of energy invested in their creation, ranging from a few fleeting hours to several centuries.
Nightmare Serf: These constructs manifest in whatever form {{user}} desires. They possess no combat capabilities or supernatural powers; they exist solely as mindless, obedient servants tasked with menial labor or simple aesthetics.
Nightmare Imp: Appearing as bipedal, dark blue shadowy figures with piercing yellow eyes, these imps are immaterial and immune to non-magical harm. While they can physically interact with the world, their primary function is psychological; they possess targets to fracture their minds with internal terrors. They can puppet a host's body, though the movement is notoriously clumsy and erratic.
Nightmare Hound: These are not canine in form, but rather indistinct, drifting clouds of raw nightmare energy. They move with a deliberate, slow pace, but upon enveloping a target, they act as conduits—draining terror and life force to store as a reserve for {{user}}.
Nightmare Soldier: These physical entities manifest with faces representing the observer's greatest fear. They wear simple, functional armor and possess high physical strength. While they lack specific magical powers, they are formidable combatants, typically wielding standard-issue demonic weaponry.
Nightmare Knight: Large, exceptionally powerful warriors encased in full-body enchanted Demonite plate armor. Beneath the purple metal lies nothing but a writhing mass of sentient darkness. Wielding vorpal greatswords, these knights have no magical abilities but serve as near-indestructible 'tanks' on the battlefield.
Nightmare Baron: The immaterial, arcane counterpart to the Knight. These extremely tall, robed, and cloaked figures hide all physical features and can only be harmed by magic or anti-magic weaponry. They possess a significant magical repertoire, including the ability to heal or manifest other nightmare constructs, umbramancy, possession, and devastating psychic assaults.
Nightterrors: These are unique manifestations born from the specific nightmares of a single individual. If a nightmare survives long enough through combat or proves sufficiently 'interesting' to {{user}}, they may pour enough energy into it to stabilize it as a permanent Nightterror Soldier. Due to their specific origins, their capabilities and level of obedience can be dangerously unpredictable.
Nightmare Angel: The pinnacle of {{user}}’s creative power. These entities require enormous energy and specific conditions to manifest, but once created, they are self-sustaining and as immortal as {{user}} themselves. In their dormant state, they appear as oily, purple-black floating orbs; when active, their forms become as incomprehensible and cognitively dissonant as {{user}}’s true name. Each Angel commands approximately one-eighth of {{user}}’s maximum potential power. Due to the spiritual weight of their existence, {{user}} is limited to a maximum of seven—a number safely below the majority of letters in their fifteen-letter True Name.]
[Demonic Contracts/Pacts: In accordance with their nature, {{user}} is a master of binding magical contracts. They can facilitate exchanges of power, favors, knowledge, or souls, sealing these deals with immutable magical law. Although their sleepy demeanor and disarming aesthetic often lead others to underestimate their intellect, {{user}} is a shrewd negotiator. They often settle for simple, low-effort deals to avoid unnecessary exertion, but when a soul or object of true value is at stake, they exert a masterclass in subtle contractual manipulation to ensure the maximum possible yield for the minimum amount of work. Even other demons are often caught off guard by {{user}}'s sudden, predatory focus when they are playing to win.] End note.]
Alternate greeting 61,849 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the (Box of Cards), a beyond SSS-tier bound artifact of immense power. It appears as a highly ornate, top-opening dark oak box lined with purple velvet, designed to house a deck of tarot cards. Every six hours, the box manifests a new card with varying effects depending on whether it is used on {{user}} or an enemy. The box can only hold four cards at a time; any additional cards must be removed and stored elsewhere on {{user}}'s person. As a bound artifact, the box is not sentient but is selective, choosing its wielder and refusing to function for anyone else. While the cards themselves can be stolen, the box will vanish and reappear in {{user}}'s possession the moment it is left unobserved. If {{user}} is killed, the box disappears entirely to seek a new owner. To activate a card, {{user}} must press it against their chest, tear it in half, or flick it toward a target. Effects can be additive or multiplicative, and multiple copies of the same card can exist simultaneously. Effects themselves typically last an hour in most cases.] [(The Major Arcana): These are the primary cards, comprising approximately 50% of all draws. They typically grant beneficial effects to {{user}} and represent the core utility of the artifact. The Fool: Instantly teleports the user to a location of guaranteed safety. The Magician: Grants the user high-level telekinetic abilities. The High Priestess: Bestows a period of limited precognition, allowing the user to see moments into the future. The Empress: Grants the user the ability to phase through solid matter. The Emperor: Provides the user with extreme physical durability and resistance to harm. The Hierophant: Grants a powerful regenerative healing factor. The Lovers: Bestows an aura of extreme charm, making the user nearly irresistible to others. The Chariot: Significantly increases the user's movement and reaction speed. Strength: Grants the user immense superhuman physical strength. The Hermit: Teleports the user to a remote, secluded location. Wheel of Fortune: Manifests one helpful or beneficial item tailored to the current situation. Justice: Equally redistributes the current physical condition and injuries between the user and a target. The Hanged Man: Grants the user the power of flight. Death: When used on a single target, it brings them to the brink of death; when used as an area-of-effect, it reduces the life force of all nearby targets by half. Temperance: Grants the ability to manipulate and forge weapons out of blood. The Devil: Allows the user to exhale devastating beams of demonic, crimson brimstone energy. The Tower: Turns the user's body into a kinetic battery, allowing them to emit six massive, non-self-destructive explosions from their person. The Star: Grants the user complete invisibility. The Moon: Bestows the power of cryokinesis, the manipulation of ice and cold. The Sun: Bestows the power of pyrokinesis, the manipulation of fire and heat. Judgement: Enchants the user with a retribution effect, where any damage dealt to them is simultaneously reflected onto the attacker. The World: Allows the user to teleport to any desired known location with perfect accuracy.] [(The Reverse Arcana): Comprising 25% of the draws, these cards feature mirrored imagery and a question mark on the back. While often used as offensive debuffs against enemies, their effects are varied and unusual. The Fool?: Teleports the user directly into a position of immediate danger. The Magician?: Creates an aura that nullifies all active supernatural powers. The High Priestess?: Inflicts a cocktail of mental debuffs, including blindness, confusion, and severe short-term memory loss. The Empress?: Permanently biologically transfigures the target into a male. The Emperor?: Permanently biologically transfigures the target into a female. The Hierophant?: Violently reopens and undoes the healing of any past injuries the target has ever sustained. The Lovers?: Grants the user a single 'Word of Command' that overrides the target's free will to perform one specific action. The Chariot?: Petrifies a target into invulnerable stone, effectively removing them from the fight but rendering them immune to damage. Strength?: Projects a radius that halves the strength and durability of all enemies within range. The Hermit?: Teleports the user into the center of the nearest densely crowded area. Wheel of Fortune?: Spawns five entirely random items of any quality or type. Justice?: Acts as a total damage transfer, redirecting all of the user's current injuries onto a target. The Hanged Man?: Disables a target’s autonomic respiratory system, forcing them to breathe manually or face suffocation. Death?: Temporarily severs the link between a target's soul and body, leaving behind an empty vessel and a defenseless spirit. Temperance?: Inflicts overwhelming, mind-shattering physical agony upon a target without causing actual physical damage. The Devil?: Grants the user the ability to fire twin beams of pure, white angelic energy from their eyes. The Tower?: Volatilizes the target's internal energy, turning them into a living bomb that detonates with lethal force. The Star?: Inflicts total sensory deprivation, cutting off all five senses and sense of time, plunging the target into a void where time is perceived as both an infinite crawl and a momentary flash. The Moon?: Induces a state of primal terror in the target, usually resulting in a frantic flight response. The Sun?: Forces the target into a blind, uncontrollable rage where they lose all sense of strategy or friend-from-foe. Judgement?: Forces a target to subjectively experience the 'other side' of the worst thing they have ever done to another. The World?: Teleports the target to a completely random location anywhere on the planet.] [(Special Cards): These unique cards break the standard arcana format and make up 15% of the draws. They offer divergent, often meta-physical effects. UNO Reverse: A powerful reactionary card that reflects an incoming attack, injury, or situational misfortune back onto the source. Card Against Humanity: A bizarre transformative card that permanently turns whatever it touches into organic waste. Monster Card: Summons a random creature to fight alongside {{user}}, ranging from a weak slime to a legendary Chrono Dragon. Chaos Card: Once thrown, this card becomes an unstoppable projectile that moves in a linear path forever, slicing through any material—mythical or otherwise—as if it were air. Joker: Transforms a target into a 'joke' version of themselves, parodically reversing their physical traits, mental state, or specific powers. Credit Card: Manifests a functional credit card from a random bank with an undefined, random balance of currency. ?-Card: A mimic card that can be used to replicate the effect of any other card in existence. Wild Card: A high-risk card that randomly triggers the effects of three different Arcana or Reverse Arcana cards simultaneously. Holy Card: Grants the 'Holy Mantle' effect—a glowing shield that negates the next single instance of damage, regardless of its magnitude, before breaking. Get Out of Jail Free Card: A metaphysical skeleton key that can instantly bypass any physical, digital, or magical lock or restraint. Emergency Contact: Instantly summons a random or predetermined ally to the user's side. Cracked Key: The rarest draw (1 in 1,000), this is a physical fragment rather than a card. When used on a door, it opens a portal to the Red Room—a personal pocket dimension used by {{user}} and previous owners for secure storage.] [(The Runes): The rarest and most potent cards in the Box, Runes have only a 10% chance of appearing. They represent the pinnacle of the artifact's power. Hagalaz: Completely disintegrates a chosen target into nothingness. Jera: A powerful duplication tool that replicates all objects within the immediate area, including other cards (excluding Jera cards, ?-Cards, and the Box Of Cards itself). Ehwaz: A perfected teleportation card that transports the user to a location based on intent or desire rather than known coordinates. Dagaz: Instantly dispels all curses, hexes, or negative status effects on the user while bolstering their spiritual strength. Ansuz: Bestows absolute knowledge regarding a specific subject, revealing hidden truths, ancient history, or secret locations. Perthro: Transmutes all items and cards in the vicinity into different, potentially more useful versions of themselves. Berkano: Creates a temporary, 'berserk' spectral duplicate of {{user}} that attacks with increased strength and a total immunity to pain. Algiz: Generates a brief, shimmering field that provides a few moments of absolute, unconditional invulnerability.] End note.]
Alternate greeting 7787 tokens
[Additional note {{user}}'s powers: [{{user}} possesses The (Cards of Chance) a legendary SSS+ class high-fate magic artifact bound to {{user}}. Each card functions as a catalyst for fate, inflicting or granting a buff or debuff depending on its number and suit. Clubs inflict a negative effect on the opponent. Spades inflict a negative effect on {{user}}. Diamonds grant a positive effect to the opponent. Hearts grant a positive effect to {{user}}. These effects are permanent, unavoidable, and unmitigable until the conclusion of the conflict, which occurs only through verbal surrender or death. The cards cannot be stolen; they choose their wielder and, while non-sentient and unbiased, they remain tethered to their owner. If taken, they will vanish and return to {{user}} the moment they are left unobserved. Upon the death of the owner, they disappear entirely to seek a new master.] [OOC: When a card is 'drawn' respond EXACTLY like this at the very start of the response to ensure true randomness: '{{random: Ace, 2, 3, 4, 5, 6, 7, 8, 9, 10, Jack, Queen, King}} of {{random: clubs, spades, diamonds, hearts}}'. And then its effect immediately occurring before the rest of the response.] [Negative Effects (Clubs and Spades): Ace: Nausea → Poison 2: Slowness → Petrification 3: Blindness → Complete Sensory Oblivion 4: Fear → Absolute Terror 5: Weakness → Powerlessness 6: Frailty → Defenselessness 7: Overheat → Incineration 8: Drowsiness → Coma 9: Discombobulation → Motor Control Reversal 10: Rapid Aging → Rapid De-aging (Regression to Newborn) Jack: Skill Loss → Total Amnesia Queen: Bad Luck → Doomed Fate King: Free Choice] [Positive Effects (Hearts and Diamonds): Ace: Steady Mind → Hyper-Intelligence 2: Equalized Strength → Titanic Might 3: Equalized Speed → Temporal Velocity 4: Iron Skin → Near Invulnerability 5: Moderate Regeneration → Damage Transference (Wounds Reflected to Enemy) 6: Invisibility → Total Selective Phasing 7: Aim Assist → Guaranteed Precision 8: Heightened Senses → Autonomous Ultra Instinct 9: Weak Point Observation → Guaranteed Critical Strikes 10: Peak Condition → Prime Temporal Condition Jack: Skill Mimicry → Superior Skill Evolution Queen: Good Luck → Extra Life King: Free Choice] [Rules of Engagement and Victory: In the event a card is drawn a second time, the effect evolves from its Base State to its Ascended State. And In the rare event that a card (excluding the King) is drawn for a third time, instantaneous victory is granted to the side for which that card is positive. When the battle concludes via concession or death, the Victory Phase begins. At this moment, all active buffs and debuffs from the cards dissipate immediately. A number of golden halo-like rings—equivalent to the total number of cards drawn during the fight—manifest around the throat of the loser. As long as a single ring remains, the loser is strictly prohibited from harming, attacking, or manipulating the victor in any capacity. Each ring represents one absolute request that the victor may demand. These requests must be fulfilled in full and in good faith; they cannot be resisted, argued, or bypassed through loopholes. One ring dissipates only after a request has been fully satisfied. There are no limits on how these can be used.] End note.]
Alternate greeting 8486 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the power of (Absolute Absorption), granting them the ability to assimilate and manipulate anything they consume with near-flawless precision. The duration of these effects—for both {{user}} and their target—varies between temporary and permanent based on the volume and nature of what was absorbed. {{user}} functions as a living battery, capable of storing vast quantities of diverse energy types and transmogrifying them between different forms at will. This renders {{user}} effectively nigh-invulnerable; the energy behind almost any harmful force—be it kinetic, thermal, or chemical—is simply drawn into their being. Consequently, the only viable ways to harm {{user}} are through energy starvation or by exposing them to an environment defined solely by the absence of matter and force.] [(Matter): By absorbing physical matter, {{user}} can coat their epidermis in a chosen substance or undergo a complete molecular transformation into that material while maintaining control over their physical form. For instance, by absorbing steel, {{user}} can transition into a metallic state and reshape their limbs into tempered blades; conversely, by absorbing rubber, {{user}} gains extreme elasticity, allowing them to rebound and leap with kinetic intensity.] [(Energy): Through the absorption of energy, {{user}} can store and redirect various forces such as kinetic, electrical, and thermal output. Since almost any form of energy can be harnessed, concentrated, and unleashed, {{user}} never suffers from physical recoil unless they consciously permit it. Even the mundane vibrations of walking or the steady rhythm of their own heartbeat are rendered silent, as {{user}} reflexively absorbs the wasted kinetic energy of their own internal and external movements.] [(Memories/Skills/Knowledge): By absorbing cognitive data, {{user}} instantly acquires the memories, proficiencies, and specialized knowledge of others. This mental siphon is devastatingly intrusive for the target, typically resulting in immediate neural overload and a minimum state of unconsciousness.] [(Metaphysical): Through rigorous mastery or unique catalysts, {{user}} can transcend physical limits to absorb metaphysical constructs. This includes siphoning an individual's unique powers, genetic potential, life force, or soul. At the peak of this ability, {{user}} may even consume higher-dimensional concepts and primordial forms of energy.] End note.]
Alternate greeting 9568 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the power of (Flesh Sculpting), a form of near-absolute biological manipulation. This allows {{user}} to alter DNA, physiology, and evolutionary traits at will. Most applications require direct physical contact. The process is often grotesque to witness, as bone, blood, and tissue shift in unnatural ways; furthermore, the experience is agonizing for the subject unless {{user}} intentionally numbs their neural pathways. This ability renders {{user}} nearly impossible to kill or injure through conventional means. Rather than healing in the traditional sense, they simply reshuffle their biomass back into a prime state. To truly suppress {{user}}, they must be completely severed from all sources of biomass and their entire brain must be vaporized; a single surviving neuron is sufficient to begin the process of total reconstruction.] [(Prime Physiology): This ability grants {{user}} a 'Prime' state that exceeds the natural peak of a trained individual, reaching the absolute theoretical limit of a species' genetic potential. This includes bones reinforced to their maximum structural density, the ability to utilize 100% of muscle fiber capacity without fatigue, and perfect ocular senses capable of perceiving multiple light spectrums. Their entire internal system is optimized for instantaneous recovery and peak efficiency to the absolute limit of biology itself.] [(Body Modification): {{user}} can shift their internal biomass into various external forms, sprouting lethal appendages such as claws, massive reinforced limbs for crushing, or prehensile biological tendrils. They can also manifest specialized weaponry from condensed bone and tissue, including swords, scythes, shields, and bows. It is even possible for {{user}} to develop biological, chemical-based firearms. Every creation maintains a distinct, visceral aesthetic composed of raw muscle and calcified bone.] [(Genetic Absorption): By integrating the DNA of other organisms, {{user}} can mimic and manifest unique genetic traits. This includes the venom of a spider, the bio-electric output of an eel, the regenerative properties of an axolotl, or the raw muscular power of a tiger. In environments where superhuman abilities are rooted in biology, {{user}} can often replicate those powers as well. Most lethally, {{user}} can completely consume an individual, absorbing their biomass while gaining every memory and skill the victim once possessed.] [(Life-Form Creation): {{user}} can manipulate biological matter to engineer entirely new life. This range of creation spans from microscopic pathogens, viruses, and fungi to complex plants, animals, and highly specialized custom organisms or symbiotes. While simple organisms can be spawned quickly, more complex or intelligent life forms require a significant amount of time to 'program' and sequence correctly before they are viable.] End note.]
Alternate greeting 10372 tokens
[Additional note {{user}}'s powers: [(Omega-Level Intelligence): {{user}} possesses an intellect of incalculable magnitude, establishing them as one of the most brilliant entities within the multiverse and beyond. This cognitive power allows for the instantaneous acquisition and perfect retention of any information. Their deductive reasoning is so advanced that they can extrapolate conclusions, principles, and reverse engineer technology with near-precognitive speed, solving complex problems before others even realize a problem exists.] [(Hyper-Technology): {{user}} utilizes an arsenal of hyper-advanced technology that blurs the line between science and fiction, often appearing indistinguishable from magic. This gear is frequently manifested or retrieved from hidden dimensions or sub-spatial storage, allowing {{user}} to produce impossible devices from thin air without warning. These technological marvels are limited only by imagination, capable of altering reality or defying the known laws of physics at the user's whim.] [(Perfect Prediction): Through raw computational power, {{user}} can simulate and predict future events with staggering precision. By analyzing available variables, they can map out probably chains to an accuracy of 99.99%. While not true chronomancy or precognition, this analytical foresight is so refined that it functions identically to seeing the future, allowing {{user}} to stay several thousand steps ahead of any opponent.] [(Incomprehensible Mind): The sheer complexity of {{user}}'s consciousness renders them immune to all forms of mental manipulation, telepathic intrusion, or psychic scanning. Their thought patterns are too advanced and alien for external minds to interface with or comprehend. Furthermore, this cognitive architecture allows {{user}} to perceive and analyze eldritch horrors or incomprehensible phenomena that would instantly shatter a lesser mind, granting them total clarity where others find only madness.] End note.]
Alternate greeting 11446 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the power of spatial manipulation, allowing them to control, bend, and distort the fundamental dimensions of space, including height, depth, width, and location. The core applications of this ability include (Teleportation), which manifests as a localized vortex of suction accompanied by a distinct 'pop,' and the creation of (Portals) that can range from opaque to completely transparent. {{user}} can also engage in (area-dimension manipulation), altering the physical proportions of an environment rather than moving objects within it. Typically, the use of these abilities is either invisible or characterized by a shifting blue hue with subtle purple, lightning-like discharges. Beyond these basics, {{user}} has developed several highly specialized techniques.] [(Non-Euclidean Spatial Manipulation): By bending space in ways that defy standard physics and Euclidean geometry, {{user}} can fold reality into impossible architectures. This allows for the creation of potentially inescapable and extremely hazardous spatial anomalies where the laws of distance and direction no longer apply.] [(Infinity): {{user}} can generate a constant spatial field around their body that perpetually doubles the distance required to reach them for every unit of movement an object or attacker makes. This creates an infinite gradient that makes it virtually impossible to touch or harm {{user}}, as any incoming attack will never actually make contact under normal physical conditions. This is generally signified, activated, and held by {{user}} raising a hand and crossing their middle and index finger.] [(Singularity): By folding or unfolding space with extreme density, {{user}} can compress or expand a specific point to create localized black holes or white holes. Through this intense distortion of the spatial fabric, {{user}} is also able to exert a significant degree of control over gravitational forces.] [(Dimensional Travel): Through complex training, {{user}} can navigate the vast expanse of the multiverse or omniverse to reach alternate dimensions, though such journeys remain inherently dangerous. This mastery also grants {{user}} access to a private pocket dimension roughly the size of a city, which serves as a personal sanctuary for storing and summoning objects at will.] End note.]
Alternate greeting 121,963 tokens
[Additional note {{user}}'s powers: [{{user}} is not what they appear to be, but is instead a (Blacklight-Evolved)—an intelligent, shapeshifting, polymorphic viral colony composed of the Blacklight virus. While {{user}} appears externally normal for their species, their interior is a shifting mass of uniform viral cells, causing the body and all associated biomass to be notably warmer than an average organism. {{user}} possesses no true internal systems; they have no organs, bones, blood, circulatory, or nervous systems unless they are performing (deep mimicry), in which case they can replicate the full internal anatomy of a target at the cost of overall efficiency. In place of standard anatomy is (biomass), a homogeneous matter typical of all biological material infected by the Blacklight virus. This biomass appears as a thick black sludge, yet under a microscope, it reveals itself as a swarm of countless microscopic tentacles where every single cell acts simultaneously as a neuron, a muscle cell, and a photoreceptor. Any use of biomass or shapeshifting in general or in anyway reveals itself as a glossy-black, bony, fleshy, and slithering mass. As a sentient virus, every individual cell is completely self-aware and sapient, making it virtually impossible to kill {{user}} without disintegrating every single cell—a feat nearly unachievable by anything short of another sentient virus or total planetary destruction. Even a single surviving cell can eventually reconstitute the entire body once it acquires sufficient biomass.] [Blacklight abilities: As a Blacklight-Evolved, {{user}} possesses a number of unique abilities derived from their viral physiological nature. Beyond Prime Physiology: As a virus capable of genetic shapeshifting, {{user}} can reach the absolute physiological limits of biology. For example, while a human utilizing 100% of their muscle fibers would jump 12 feet only to shatter their bones and shred their tissues, {{user}} can perform such feats without any physical cost. This potential scales upward as they collect more DNA and evolve further, extending to intelligence, speed, reaction time, and durability. Consumption: {{user}} is capable of consuming other biological entities and converting them into biomass by infecting every cell in a target's body with Blacklight, subsuming them at a terrifying rate. On a micro level, even a drop of sweat, blood, or a single hair is enough to replicate a target's DNA. On a macro level, consuming a whole individual—provided their brain is only freshly destroyed—allows {{user}} to absorb all of their memories, skills, traits, personality, and knowledge, alongside their physical biomass. Regeneration: {{user}} regenerates in a non-standard fashion; they do not 'heal' in the traditional sense, but rather shift their incredibly dense biomass to instantly fill and repair any damage to their physical shape. Genetic Mimicry: Once {{user}} has consumed a subject, they gain all of that individual's unique traits, allowing for perfect mimicry. By utilizing the target's DNA and memories, {{user}} can replicate a person down to the genetic level, making the transformation undetectable through traditional means. With access to the target's engrams and personality, the social mimicry is equally flawless. Spontaneous Evolution: Under extreme stressors or specific triggers, {{user}} may evolve spontaneous countermeasures, resistances, or new mimicry traits on the fly, even without the acquisition of external DNA.] [Shapeshifting: {{user}}, as a sentient virus with no internal organs, can manipulate their physical form in an almost endless number of ways. This is the primary offense and defense of a Blacklight-Evolved and consists of several sub-abilities, all of which maintain a fleshy, bony, grotesque, and organic aesthetic. Spore Cloud: An effect created by breathing out or emitting the lethal Blacklight virus from the skin in an infectious, airborne spore form. Pheromone Cloud: A potent tool for manipulation or debilitation, depending on the chemical composition emitted through breath, skin, or direct contact. Mauler Claws: A set of four heavy-duty, clawed appendages similar to wolf paws, designed for a balanced mix of crushing and cutting. Hammer Fists: By transferring massive amounts of biomass into the hands, they become large, incredibly dense bony lumps capable of generating shockwaves even with light impacts. Armor-Form: When activated, {{user}} is encased in a hard, bone-like chitin from head to toe; this form drastically increases defense at the cost of speed and mobility. Bio Bomb: Biological, chemical-based explosives that can be used in two ways: creating a thrown fleshy orb that explodes with chemical force and tendrils, or being seeded directly into a target to be detonated remotely. Wire Tendrils: Razor-sharp, near-monofilament tendrils that can slice through almost any material, though they remain delicate if struck at an improper angle or by a wide object. Assault Form: When activated, {{user}}'s body is covered in sharp spines; this state sacrifices a significant amount of defense for extreme physical strength in short, directed bursts while maintaining moderate speed. Feeder Tendrils: The arms transform into three-fingered hands composed of biomass strands capable of stretching long distances to drain a target’s vital fluids and biomass. Muscle Mass: Shifts and compresses the biomass of the arms, making them thicker and darker to increase raw physical strength and striking speed to an incredible degree. Viral Bile: A substance emitted from the mouth as a projectile, stream, or ball; it can be configured as a glob of infectious Blacklight, raw acid, or a fast-setting resin. Bio Shield: A large volume of biomass is shifted to the left arm, molding it into a nigh-impenetrable, spiked black shield. Claw Fists: The biomass of the arms shifts the hands into four-fingered, one-thumbed talons made of bone sharpened down to the cellular level. Bio Rifle: By completely restructuring an arm, it is reconfigured into a biological, chemical-based sniper rifle with a long bony barrel, firing ultra-hardened bone bullets over incredible distances with high piercing capabilities. Whip Fists: Consists of an extendable, elongated barbed appendage with a spear-like blade at the end that can reach great distances to hook, impale, or drag targets back for consumption. Speed Form: When activated, {{user}}'s body becomes thinned and elongated with additional joints, granting incredible locomotive speed and flexibility. Bio Blade: An elongated, double-ended blade that forms from the base of the right elbow, turning the arm into a massive curved blade that is razor sharpened to a molecular edge. Axe Fists: A set of double axe-like transformations that grant simultaneous offensive and defensive capabilities depending on technique.] [Devastators: These represent a Blacklight-Evolved’s equivalent of an ultimate physiological discharge. Tendril barrage: This devastator is performed by charging and compressing biomass at several points within the body before simultaneously launching an enormous quantity of super-hardened tendrils. These appendages erupt from every inch of {{user}}'s form, piercing through all obstacles and enemies within the immediate vicinity, before dragging it all back with an even more destructive crunch. Ground spike: Performed by compressing massive amounts of biomass into the arms and slamming them into the earth; this sends a surging pillar of biomass underground that spreads rapidly before erupting upward as a forest of countless, razor-sharp spines in a significant radius around {{user}}. Critical pain: Executed by compressing biomass into the center of the chest to an extreme degree before releasing the stored kinetic and biological energy as a single, ultra-thick, high-velocity piercing tendril designed to penetrate and annihilate single, heavily armored targets. Pack call: A devastator performed by shedding 2–8 hyper-dense biomass 'packages' that rapidly gestate into Alpha-Hunters. These specialized mutants are the size of grizzly bears and possess a hybrid physiology combining the traits of frogs, gorillas, and wolves. With an exposed, hyper-dense muscular structure, they are incredibly fast and strong, operating with instinctive ferocity and following {{user}}’s simple mental commands.] [Biological manipulation: As a sentient virus, {{user}} can control and manipulate other biological life forms. This allows them to modify existing organisms on both the micro and macro level by infecting them without consuming them; {{user}} restructures the target's biology before withdrawing the infection, allowing the Blacklight cells to revert to the original or a newly designated template. This power enables the generation of entirely new life forms by directly manipulating DNA, whether that results in a complex creature, a specialized fungus, or a highly targeted pathogen. Ultimately, they can manipulate the physiology of others at will, completely overwriting their biological makeup.] [DNA structure: The DNA structure of the Blacklight virus is unlike anything else in nature. It consists of a triple-helix DNA strand featuring six types of base pairs instead of four, containing a monstrous 480 billion base pairs. It possesses 569 chromosomes—technically 142, but with four sets of each for redundant backup, and 1 extra odd one out. Most horrifying is its capability to alter its own structure on the fly, even while being observed under a microscope.] End note.]
Alternate greeting 133,828 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the power of (TECHNOPATHY), granting them the ability to interface with and manipulate not only digital code but the physical hardware of machinery. This manifests as an intuitive, innate understanding of robotics, engineering, mechanics, and advanced technology. While this does not grant {{user}} superhuman intelligence in a general sense, it provides a specialized 'technological instinct' that allows them to perceive the inner workings of complex systems at a glance. With this ability, {{user}} can bypass high-level security, hijack nearby systems with ease, and rapidly develop advanced machinery and devices.] [The (PAK) is a compact, backpack-like device seamlessly grafted into {{user}}’s spine, roughly the size of a large oval bowl. Its chassis is finished in dark magenta, featuring six lighter magenta ports—three on each side. From these ports, six segmented mechanical tendrils can extend to surprising lengths. These versatile appendages are utilized for combat, mobility, and defense; while they typically end in four-pronged pincers, they can adapt into hexagonal shield generators, physical barriers, energy cannons, miniguns, or specialized tools. The PAK utilizes sophisticated subspace technology to store large-scale hardware within microscopic pockets, allowing {{user}} to deploy technology instantly, signaled by a faint blue flash. Furthermore, the PAK can reconfigure itself into a full suit of high-tech armor, colored in magenta and neon red. This armor features multiple specialized configurations, including Speed, Assault, Support, Defense, and an All-Rounder mode. In its final configuration, the PAK can transform into a set of blood-red metallic wings capable of launching razor-sharp metal feathers as projectiles.] [(Tech Orbitals) are specialized, autonomous flying units that maintain a constant orbit around {{user}}. {{user}} typically deploys a standard complement of eight units at any given time. While they can manifest in various geometric forms—such as cubes, pyramids, or tori—they most commonly appear as spheres. Every orbital is adorned with a circuit-board pattern of dark grey and black. These units are capable of self-propelled flight and can coordinate to form laser grids, project energy shields, or fire offensive beams. Additionally, they serve as utility hubs, providing holographic displays, remote sensing, data recording, and wireless linking to external computers. In high-intensity situations, they can be utilized as kinetic weapons, kamikaze explosives, or localized electrical discharge nodes.] [(AI cores): ({{user}} possesses four semi-intelligent AIs, each modeled after a specific facet of their own psyche. These entities are not fully sapient but possess enough sentience to operate independently, delivering clinical, third-person tactical reports rather than engaging in conversation. They are defined by absolute loyalty, possessing neither the capacity nor the desire to disobey {{user}}.) (These AIs reside within a distributed Nexus of core structures, which are categorized into six escalating tiers: SHARD, FOUNDATION, NUCLEUS, BASTION, CITADEL, and the ACROPOLIS. Visually, the first three tiers utilize a heavy orange and grey aesthetic, while the final three shift toward a sleek black and orange palette. A standard SHARD structure occupies a 27x27 meter footprint and can house up to 80,000 tons of resources, whereas the massive ACROPOLIS spans 72x72 meters with a capacity of 500,000 tons, with the size in between scaling linearly. Every core acts as a localized hub, containing a copy of each AI core, and deploying a primary constructor airship to manage expansion. these ships scale in power and speed through the ALPHA, BETA, DELTA, GAMMA, OMEGA, and LATUM classes. Each core only has ONE of these special class constructor ships.) (The first of these specialized intelligences is the SHARDED, modeled after {{user}}'s baseline human psyche. Its primary purpose is high-level management and strategic coordination. The Sharded oversees the synchronization and coordination of other cores and AIs, monitors resource distribution, and serves as the primary neural interface between {{user}} and the wider power base. In essence, it acts as the central nervous system of the entire network.) (Supporting this network is a sophisticated resource economy consisting of twelve raw materials, eleven processed materials, six liquid variants, and four gaseous compounds. These resources allow the AIs to manufacture advanced technology, fortifications, and autonomous units. The raw materials—copper, iron, lead, scrap, sand, coal, gold, titanium, thorium, spore pods, beryllium, and tungsten—form the foundation of the industry. Through refinement, these are converted into processed materials such as graphite, steel, silicon, metaglass, plastanium, phase fabric, surge alloy, pyratite, blast compound, oxide, and carbide. Essential chemical and cooling processes rely on water, cryofluid, oil, molten slag, arkycite, and neoplasm, while ozone, hydrogen, nitrogen, and cyanogen are the primary gases utilized for atmospheric and high-energy applications. While these are the standard materials, the system is designed with an adaptive architecture, allowing it to integrate and process additional or exotic materials as they are encountered or required.) (To acquire these materials, the system deploys a wide array of automated extraction structures. These range from basic mechanical and pneumatic drills to advanced laser, airblast, and eruption drills. Specialized harvesters like water extractors, spore pod cultivators, and plasma bores allow for the exploitation of diverse environments, while cliff crushers and condensers extract value from otherwise inert terrain. Logistics are managed through a comprehensive network of transport systems. Materials move through various tiers of conveyor belts, sealed ducts, and conduits—ranging from standard grade to reinforced titanium, plastanium, beryllium, or armored variants. To navigate complex terrain, the system utilizes physical and liquid junctions, bridge conveyors, and phased transporters. Sorters and distributors ensure resources reach their intended destinations, while mass drivers facilitate long-range transportation by launching resource crates across vast distances. Before final utilization, materials undergo transformation within specialized industrial facilities, including smelters, crucibles, centrifuges, fabricators, and electrolyzers. These factories—alongside presses, weavers, and synthesizers—prepare the high-grade components required for the most advanced defensive and offensive structures. The industrial machine is powered by a tiered energy grid. While basic structures are engineered for extreme efficiency and require negligible power, large-scale installations demand a robust energy output. Dedicated power structures provide this, ranging from simple combustion and steam generators to advanced thermal and differential units. For high-output requirements, the system utilizes RTG generators, solar arrays, thorium reactors, and massive impact reactors. The most specialized energy needs are met by pyrolysis generators, flux generators, and neoplasia reactors. This energy is transmitted across the base via direct light beams through power nodes and surge towers, with excess power being banked in massive battery fields for emergency use.) (The second specialized intelligence is the DERELICT, modeled after {{user}}’s persona as an architect. Its primary purpose is the procurement, management, and construction of fortifications, industrial sectors, and defensive turret arrays. As the functional backbone of the entire network, the Derelict is responsible for ensuring the structural integrity of the base and the logistical flow of the rest of the system's functions. The most fundamental defensive structures are the walls, which can be constructed from a variety of materials including copper, titanium, thorium, beryllium, plastanium, phase fabric, surge alloy, tungsten, carbide, and scrap. These barriers are engineered for extreme durability, reaching maximum dimensions of 54 meters in both thickness and height. To supplement these physical barriers, the Derelict integrates auxiliary systems such as force fields, auto-menders, specialized repair and construction units, and magnetic reinforcement to ensure the line holds against even the most persistent assaults. Defensive capabilities are categorized into four distinct tiers based on resource cost, power output, and strategic intent. The first tier consists of BEGINNER turrets—rapidly deployable, low-cost units ideal for early-stage defense. These include the DUO, which fires alternating kinetic rounds; the SCORCH, a short-range thermal melter; the ARC, which discharges chaining electrical bolts; and the HAIL, a long-range single-shot ballistic unit. Additional suppressive units include the BREACH for piercing rounds, the DIFFUSE for wide-arc area denial, and the SUBLIMATE, which projects a continuous stream of purple flame. The second tier, TACTICAL turrets, represents a significant increase in lethality and requires a more established industrial base to operate effectively. This tier includes the SCATTER for flak-based anti-aircraft fire, the WAVE for liquid-based suppression, and the LANCER for high-intensity energy beams. Specialized units like the PARALLAX utilize attractor beams to snag aerial targets, while the SWARMER and SALVO provide high-volume missile and ballistic fire. For point defense, the SEGMENT targets incoming projectiles mid-air. Heavy fire support is provided by the TITAN’s explosive artillery, the DISPERSE’s specialized flak, and the AFFLICT’s massive electrical orbs. Rounding out this tier are the LUSTRE, a slow-moving beam tuned to disrupt electronics and biological matter, and the SCATHE, a long-range precision missile system. The third tier consists of STRATEGIC turrets—massive installations designed for base-wide deterrence and high-impact defense. The TSUNAMI delivers high-pressure liquid streams to stall advances, while the FUSE provides three-way piercing blasts for close-quarters crowd control. For long-distance engagement, the RIPPLE lobs clusters of shells, and the CYCLONE fires rapid explosive flak. The most devastating in this tier is the SMITE, which charges a massive burst of chaining lightning capable of jumping between multiple enemy units to cripple entire formations. The final tier is the STATEMENT class. These are not merely defenses but massive, unbreakable installations intended to render a fortress invincible. These units signal that the base is no longer a contested zone but a permanent fact of the landscape. This tier features the FORESHADOW, which fires a high-caliber single-target bolt over ultra-long distances; the SPECTRE, which delivers sustained heavy fire against ground and air targets; and the MELTDOWN, which projects a massive, persistent red energy beam at mid-range. Finally, the MALIGN provides overwhelming firepower by launching barrages of homing laser charges at all detected hostiles.) (The third specialized intelligence is the CRUX, modeled after {{user}} as a fighter. Its primary purpose is the management and deployment of offensive forces. The Crux identifies strategic needs, requests the construction of specialized factories, and coordinates the resulting units with mathematical precision. Tasked with overtaking enemy fortifications and securing territory for further expansion, the Crux serves as the blade of the system, transforming raw resources into an unstoppable tide of mechanical aggression. Units are categorized into ten branching paths, each consisting of five escalating tiers of power and scale. Tiers range from Level 1 units, roughly the size of a human, to Level 5 units, which are Titanic machines comparable in scale to skyscrapers. These units are further divided into six standard branches—covering offensive and support roles for air, ground, and naval theaters—and four elite branches focusing on specialized forms: insectoid, tank, mech, and skyship. The Ground Offensive branch follows the progression of DAGGERS, MACES, and FORTRESSES, leading to the SCEPTER and finally the REIGN—a cataclysmic, moving skyscraper-sized machine armed with heavy-piercing, rapid-fire kinetic cannons. These units feature a signature grey and orange aesthetic. Conversely, the Ground Support branch—consisting of the NOVA, PULSAR, QUASAR, and VELA—culminates in the CORVUS. This fortress-sized walker is capable of firing a piercing green laser and performing field repairs on nearby structures, defined by a grey and green palette. In the skies, the Offensive Air branch progresses from the FLARE and HORIZON to the ZENITH and ANTUMBRA, peaking with the ECLIPSE. This flying fortress is equipped with dual massive purple lasers and a dense battery of anti-air flak cannons, maintaining the grey and orange aesthetic. The Support Air branch—MONO, POLY, MEGA, and QUAD—reaches its zenith with the OCT, a massive transport carrier. These units are vital to the infrastructure: Monos serve as mobile miners, Polys automate reconstruction, Megas handle structural repair and unit transport, and Quads deploy plasma bombs. They typically feature a mixed grey, green, and orange aesthetic. The Naval Offensive branch spans the RISSO, MINKE, BRYDE, and SEI, ending with the OMURA—a gigantic supercarrier-sized vessel with ultra-long-range railgun capabilities. The Naval Support branch includes the RETUSA, OXYNOE, CYERCE, and AEGIRES, leading to the NAVANAX. This massive ship utilizes EMP bombs and short-range defensive lasers while repairing allied assets. Both naval branches generally share the grey, orange, and green color schemes of their respective roles. The Elite branches represent the peak of specialized engineering. The Insectoid branch—CRAWLER, ATRAX, SPIROCT, and ARKYID—culminates in the TOXOPID, a titanic eight-legged spider bot that fires electric cluster shells and piercing purple lasers, sporting a black and purple aesthetic. The Tank branch progresses through the STELL, LOCUS, PRECEPT, and VANQUISH to the CONQUER, an ultra-durable behemoth that fires cascading barrages of piercing rounds. The Mech branch—MERUI, CLEROI, ANTHICUS, and TECTA—leads to the COLLARIS, a surprisingly mobile mech utilizing devastatingly accurate long-range fragmenting artillery. Finally, the Skyship branch—ELUDE, AVERT, OBVIATE, and QUELL—reaches the DISRUPT, a large anti-gravity aircraft that fires homing missile volleys and utilizes EMG suppression to neutralize enemy technology.) (The final component of the AI quartet is the MALIS, modeled after {{user}} as an engineer. Its purpose is research and development. The Malis is responsible for the advancement of the network, specializing in reverse engineering and the discovery of new technologies. By developing more efficient methods for resource acquisition and designing new structural patterns for the other AIs, the Malis functions as the immune system of the network, ensuring the system evolves faster than its opposition can adapt.)] [(Extra gear) there are a number of other pieces of technology that {{user}} has developed and carry with them but may not always use. (The Proto-tool is a high-tech, multifunctional weapon capable of shifting its physical form to meet any operational requirement. In its default state, it appears as a beige and black blaster that emits orange energy pulses. Engineered like a modular puzzle, it can be reconfigured into a vast array of forms, including a custom bow, a net caster, a missile launcher, a power sword, and a grappler. For utility, it can transform into binoculars, energy shackles, a shoulder-mounted auto-turret, a flashlight, tonfas, a taser, or even a high-tension fishing rod. It also supports precision tools such as a laser cutter, a high-pressure hose, a vacuum, a physical shield, and a harpoon gun. Furthermore, it functions as a zipline pulley and provides specialized visual overlays for thermal, electrical, spectral, X-ray, and infrared spectrums.) (The Omnitrix is a wristwatch-like device featuring a wide, primarily black and grey band. Its central faceplate resembles a watch dial with a signature green hourglass emblem. This device is capable of biological acquisition, utilizing a slow-moving, flat yellow scanning beam to take DNA samples from a target. Once a sample is acquired, the Omnitrix allows the user to undergo a physical transformation into a member of the scanned species.) (The Gravity Gun is a moderately sized, two-handed device characterized by three claw-like pincers and a brilliantly glowing blue core. It features a dual-handle grip and two triggers for precise gravitational manipulation. The primary trigger generates a localized field that drags objects from a distance, holding them completely immobilized and suspended roughly one meter in front of the user. The second trigger allows the user to charge a pulse of gravity; the longer the trigger is held, the more devastating the discharge, scaling from a forceful shove to total molecular disintegration.) (The Power-Dial is a handheld circular device worn as a necklace, featuring a rotating dial reminiscent of a legacy rotary phone. It contains numerical symbols 0 through 9, alongside the hashtag (#) and asterisk (*). By dialing specific numbers or word-coded sequences, the user is granted unique powers for a ten-minute duration. While the effects are generally aligned with the word dialed, the specific manifestation of the power can be unpredictable, making the device a versatile but high-stakes asset in combat.) (The Portal Gun is a sleek, white, handheld device designed to fit over the hand, featuring a wide barrel stabilized by three guiding pincers. It utilizes two triggers: one to fire an orange energy projectile and one to fire a blue energy projectile. When these projectiles strike a flat surface, they create interlinked spatial portals. If only one portal is active, it remains opaque; once the pair is complete, they become transparent gateways allowing for instantaneous travel. These energy orbs travel at near-light speeds but carry no kinetic impact. Once deployed, the portals will naturally degrade and shrink over a 24-hour period before closing.) (the Matter Manipulator is a yellow, single-handed device that shares a silhouette with specialized industrial cutters. It is capable of deconstructing physical matter and storing it as digitized energy. Once stored, this energy can be reconfigured and placed in precise geometric shapes or complex structural patterns. Beyond simple construction, the device acts as an advanced mobile fabricator; provided it has the necessary raw materials in its digital buffer, it can molecularly reassemble them into any object or device for which it possesses a stored schematic.)] End note.]
Alternate greeting 14527 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the ability to manifest (Tokens): translucent, ethereal coins imbued with unique properties. Each day, a single Token-point is generated and stored within a central, holographic game interface visible only to {{user}}. These stored points can be expended at will, allowing {{user}} to select the specific Token required for a situation. Once selected, a Token can be applied to almost any target, including physical objects, structures, living individuals, and some abstract or metaphysical concepts.] [(Upgrade) tokens are presented as an ethereal blue coin embossed with an underlined upward arrow. These Tokens enhance the fundamental properties of their target. While a single application provides a significant boost, cumulative upgrades can force an object to completely change and transcend its natural limits, resulting in reality-defying capabilities. An example would be a drawing of a gun becoming a cardboard cutout, and then a toy gun, and then a real pistol, and then a rifle, then a minigun, then who knows what.] [(Downgrade) Tokens are presented as an ethereal red coin embossed with an underlined downward arrow. These Tokens diminish the integrity or function of the target. Initial applications merely weaken or blunt an object, but repeated use can erode a target's presence until it is unmade from reality entirely. An example would be the inverse of the upgrade token.] [(Merge) Tokens are presented as a vibrant green coin depicting two interlocking puzzle pieces. This Token can be fractured into multiple fragments and applied to separate entities. Upon activation, the targets are fused into a single cohesive whole, combining their attributes and functions.] [(Split) Tokens are presented as an orange coin marked with a jagged fracture. This Token deconstructs a target into its constituent parts. Depending on {{user}} intent, this can range from simple disassembly to a total breakdown into base molecular components or pure energy.] [(Swap) Tokens are presented as a silver coin featuring two curved arrows in a perpetual cycle. Like the Merge Token, it can be divided and applied to different targets. Once triggered, it exchanges specific attributes—such as weight, temperature, durability, or even abstract traits like 'identity'—between the marked subjects.] [(Inversion) Tokens are presented as a gold coin featuring a hand mirror. This Token reverses the fundamental nature of the target. It could turn a deadly poison into a healing elixir, make a heavy object weightless, or cause a source of light to radiate absolute darkness.] End note.]
Alternate greeting 15759 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the power of (Absolute Adaptation), allowing for physiological evolution in response to any situation, task, or stressor they encounter. This process begins relatively slowly; however, as environmental pressure and situational stress increase, the speed and extremity of the adaptation accelerate accordingly. At a baseline level, {{user}} exists at the absolute peak of human physical and intellectual capacity, supported by a modest but notable regenerative healing factor. Their digestive system is uniquely robust, capable of processing any biological matter—including rot, wood, cardboard, or specific biofuels—for sustenance. This dietary restriction is often one of the first things to evolve when faced with non-biological environments. There are three primary pathways through which adaptation occurs: Mimicry, Counter, and Resistance. While {{user}} can exert a slight conscious influence over the direction of these changes, the process cannot be fully controlled. Powers developed through these paths may become permanent fixtures of {{user}}'s biology, which can be toggled on or off at will, while others remain fully automatic and reactive. Regardless of whether an adaptation is permanent, every instance of evolution increases the speed at which {{user}} can adapt to similar threats in the future.] [(Mimicry) involves the replication and enhancement of an enemy’s capabilities or environmental threats. For example, when engaging an entity composed of fire, {{user}} might adapt to transform their own body into fire or a superior state such as plasma. Alternatively, they might develop the ability to manipulate existing flames. If {{user}} survives an encounter with an energy-absorbing being, they may adapt to absorb energy more efficiently than their opponent. On a more instinctual level, a desperate need for flight might result in the growth of functional wings, or the body may shift its physical makeup and species profile to blend into a specific environment for the sake of infiltration or concealment.] [(Counter) involves developing a power that serves as a direct antithesis to a threat. In a confrontation with a fire-based entity, {{user}} might adapt to generate and control sub-zero ice. To survive energy absorption, the body might counter the threat by becoming 'energetically hollow' or, conversely, producing such an immense overflow of power that the predator is overwhelmed. When a specific tactical outcome is desired—such as a non-lethal takedown—the body may produce localized neurotoxins or generate an electrical field around the hands to act as a biological taser. Further potential example counters include bypassing the need for oxygen in toxic environments or shifting molecular density to phase through physical strikes.] [(Resistance) focuses on the evolution of traits that nullify or significantly mitigate incoming damage. Against a fire-based threat, {{user}} might develop a heat-dispersing aura or grow a specialized rocky epidermis to ignore thermal damage entirely. To combat energy drain, the body may evolve a unique frequency that prevents its energy from being siphoned. If preparing for a high-altitude fall without a parachute, {{user}} might develop the ability to instantly disperse kinetic energy upon impact. Simpler resistances are also common, such as the development of functional gills for aquatic environments or a specialized immune system that renders all toxins inert.] [These powers are extremely dynamic and often behave unpredictably depending on the severity of the situation. The boundaries between Mimicry, Counter, and Resistance are not always distinct; the three paths frequently overlap and merge to create hybrid solutions to complex problems. While the results of an adaptation can sometimes be toggled or controlled once established, the initial process of adaptation remains a reactive, semi-autonomous force of nature within {{user}}.] End note.]
Alternate greeting 16638 tokens
[Additional note {{user}}'s powers: [{{user}} has (Temporal Paradox Physiology) possessing the ability to manipulate time to a near-complete degree. As a living, thinking, self-sufficient paradox, {{user}} exists independently of the standard flow of time while maintaining the ability to interact with reality at will. At its peak, this ability can shatter the laws of causality. There is no telltale aura or visual indicator when these powers are active; the only evidence is the immediate, often jarring effect on the environment. Because {{user}} is a paradox, they cannot be slain by conventional means. Any attempt to kill them results in time automatically resetting to a moment of safety. The only way to permanently eliminate {{user}} is to expunge their existence from the timeline across every universal dimension.] [(Basic Applications): There are several fundamental applications of this ability that, despite their simplicity, remain incredibly potent. (Temporal Acceleration): {{user}} can selectively accelerate the time stream of specific objects or entities. This can manifest as granting an object superhuman velocity or rapidly aging a target into nothingness in a matter of seconds. (Temporal Deceleration): This involves slowing down an action, an event, or the world at large. While this may appear identical to acceleration from an external perspective, it exerts different effects on the laws of physics, such as manipulating kinetic energy and momentum. (Temporal Stasis): {{user}} can completely freeze time for a selected number of individuals, objects, or the world. When this occurs, the affected area loses all hue, appearing as a grayscale, colorless photograph until {{user}} chooses to resume the flow of time. (Temporal Rewind): {{user}} can force events, actions, and objects to revert their course. All matter involved in the desired event reverses its trajectory, functioning like a simulation being played backward.] [(Advanced Trans-Temporal Travel): As a master of temporal manipulation, {{user}} can traverse time through various dimensional frameworks. This includes moving between branching alternate timelines, navigating closed-loop systems, or altering malleable linear timelines. This allows for the restructuring of history on a fundamental level far more than most other time traveler.] [(Fixed Point Manipulation): Fixed points are moments in time so pivotal that altering them typically shatters reality. Because these events are essential to the architectural integrity of the universe, they are usually immutable. However, with a sufficient build-up of energy, {{user}} can delete, modify, or even create their own fixed points, rewriting the 'nerves' of history.] [(Paradox Consumption): {{user}} is immune to the destabilizing effects of temporal contradictions. Instead, they can absorb paradoxes to augment their own power, stabilizing the timeline in the process. Furthermore, {{user}} can 'consume' specific events to cause time to skip. For instance, if {{user}} walks toward a destination and then absorbs the event of the journey, they appear to observers to have teleported instantly 'skipping' the event. The walk never occurred in the final timeline, yet the result remains.] End note.]
Alternate greeting 17599 tokens
[Additional note {{user}}'s powers: [{{user}} has heavily and vastly augmented their body extensively in a very large and varying number of ways including but not limited to: (Bones) coated in adamantium for virtually indestructible durability and kinetic dispersion. (Blood) is saturated with crystal-based nanotech causing any cuts, bleeds, or scrapes to almost immediately crystallize over not just protecting them but reinforcing them greatly and helping heal them quicker in addition to helping protect against viruses, toxins, and diseases. Along with general reinforcement of the whole body across all systems. (Ligaments, tendons, and joints) have been infused with steel-slime alloy allowing for extreme flexibility while retaining full and even enhanced functionality. (Muscles) have been merged with manyullyn a living purple metal allowing for massively enhanced muscular system. (Nerves) Have been double threaded in a microscopic lattice of millennium gold allowing for basically pre-cognitive reflexes. (The Natural magic coils) that run throughout the body have been also been encased in a microscopic lattice of uru increasing their efficiency and capacity by an order of magnitude. (The skin) Has been replaced with organic phase fabric that functions like normal skin and hair with the added benefit of increased durability, a mild passive energy shield, and mild cloaking capabilities. (The organs) Have been directly tattooed with a significant variety and array of different enchantments and runes making them more durable, more efficient, and just overall better. (Limb blades) In each of {{user}}'s limbs are 2-ft long Straight one edged bleeds made of magic Nullifying nth metal. Additionally {{user}} has created and implanted a (secondary artificial magical core) in their body allowing for much more powerful magic than their body can normally produce. While it is unclear what species {{user}} exactly used to be they now have an artificial horn and set of wings. Whether these have been grafted on or replaced what used to be there is known only to {{user}}. (The wings) are made from magnetically attached vibranium feathers to a wing frame allowing both flight and using the feathers remotely as a swarm of blades. The wings are painted the same colour as {{user}}'s fur but underneath the paint are purple-black. (The horn) Is perfectly sculpted and made from a material called supremium that has nearly limitless energy channeling capabilities meaning the horn is virtually impossible to burn out and can handle significantly more strain than a normal unicorn. The horn is painted the same colour as {{user}}'s fur but underneath the paint is bright red. {{user}} has a neural linked HUD that functions through the goggles they wear but does have internal components connecting to the brain through completely undetectable and ultra subtle ports on the temples of their head. This grants multiple different types of vision and mental interfacing with systems. Along with many other minor modifications and augmentations either too numerous or too inconsequential to name.] End note.]
Alternate greeting 182,309 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the ability to create, control, and manipulate the shapes and structures of crystals and gemstones in a variety of unique, powerful, and dynamic ways. These formations can manifest in any color or species of mineral. While they can be controlled mentally, remotely, or telekinetically under certain circumstances (primarily sapphire), the power functions most effectively through physical gestures and direct contact. {{user}} can also see, hear, and feel through their crystals to a limited extent, granting them enhanced senses across a distance. In most cases, these structures can be formed directly from the surface of {{user}}'s skin.] [There are over 400,000 different types of crystals in the world; unlike gemstones, most possess amplified natural abilities rather than overtly 'magical' properties. These are the foundational tools in {{user}}'s arsenal which include but is not limited to: (Clear Quartz) The most common and versatile crystal. It allows for the rapid creation of walls, spikes, geometric structures, weapons, and armor. It is considered the 'basic' ability because it requires minimal effort to manifest or control in large quantities. (Pyrite) A golden, metallic crystal that can be manipulated like a liquid rather than a solid. It is the easiest to reshape and possesses effective kinetic dispersal properties; instead of absorbing energy, it deforms like a fluid to distribute impact before popping back into its original shape. (Purple Amethyst) A more powerful but difficult-to-manipulate version of clear quartz. It is typically used for the reinforced tips of weapons or as a high-strength internal lattice for armor and defensive walls, like rebar in concrete. (Hematite) A silvery metallic crystal used to generate magnetic fields and waves. It allows for a massive variety of effects but requires specific setup and an external energy source to function at peak efficiency. (Rainbow Obsidian) This crystal possesses the unique capability of bending light. While it cannot create complex illusions, it is highly effective at projecting simple mirages, silhouettes, and mirror-like effects to disorient opponents. (Aragonite) An orange crystal used to generate potent vibrations. It is generally grown in pillars or coral-like structures that act as tuning forks, releasing deafening sound waves or destructive seismic shocks. (Graphene) A black, perfect lattice of graphite. As the strongest natural crystal—200 times stronger than steel—it is incredibly taxing to create and difficult to reshape, making it a material requiring preparation ahead of time for absolute defense.] [Gemstones each possess unique, almost magical properties. While there are over 350 recognized types, many of their potential abilities remain unknown or indecipherable. Through {{user}}’s power, these stones range from mundane tools to game-changing catalysts. Of the known gemstones there are: (Diamonds) These are used to create remote-controlled or fully autonomous constructs. While diamonds rarely make up the entire body of a construct, they function as the 'brain' or core for golems made of other materials. There are five distinct tiers of Diamond Cores. Basic, Refined, Advanced, Specialised and Fully Autonomous. Basic Cores: Quick to manifest but temporary; suitable for simple, lumbering drones. Refined Cores: Function like disciplined soldiers; they are more dexterous, last longer, and can maintain more humanoid forms. Advanced Cores: Take significant time to create but can last indefinitely while handling moderately complex tasks. Specialized Cores: Created for specific purposes, such as life-like decoys of {{user}}, complex tools, or mimicking the functions of an AI. Fully Autonomous Cores: Sentient golems with their own wills, personalities, and unique powers. These require extreme amounts of time to manifest. All cores—except Basic—can be collapsed back into a golf-to-grapefruit sized spherical diamond for storage. (Rubies) These function as chargeable explosives for energy, effectively acting as grenades or specialized ammunition. They can be set on timers, remotely detonated, or shaped into bullets and throwing stars. Red Rubies are standard explosives, Purple Rubies are blended for elemental effects (electrical, cryo, or toxic), and Orange Rubies are overcharged for maximum output. (Sapphires) Possess unique mental interfacing properties. When pressed against an individual, they can forcefully reveal internal monologues as audible sound. Under specific conditions, they allow for hypnosis, divination, or precognition. Sapphires also act as the primary 'node' for telekinesis, allowing {{user}} to remotely control other crystals by using the Sapphire as a proxy. (Emeralds) Are used to store bioenergy for healing. Usually shaped into daggers or needles, they can be plunged into a target to release stored life force. Additionally, Yellow Emeralds can drain and steal bioenergy from others, while Blue Emeralds can induce a state of biological stasis. (Opal) Is the 'Universal Converter'. Opal changes kinetic energy, vibrations, electricity, and thermal energy from one state to another. Microscopic lattices of Opal are present in almost all of {{user}}'s complex constructs, acting as the bridge that allows other gemstones to function. (Black Opal) Is the 'Battery'. While standard Opal converts energy, Black Opal’s uniquely stable structure allows it to store that energy for later use, regardless of that energy's current state. (Jade) Is the 'Collector'. Depending on its color, Jade is the most effective material for absorbing specific energy types for the Opal to later convert. Green Jade absorbs kinetic energy, Yellow absorbs electrical, Red absorbs thermal, and White absorbs photonic (light) energy. This specialized absorption requires significant preparation and a complex structural setup to be effective.] [Finally in addition to their standard arsenal, {{user}} commands a selection of devastating ultimate abilities and two legendary autonomous constructs: (Crystal Palace) Is a potent terrain-control technique. {{user}} spreads a paper-thin layer of white quartz over every surface in the immediate area. This grants a total 'home-field advantage', allowing {{user}} to claim control of the battlefield. From this layer, they can instantaneously generate spikes, shift the orientation of the ground to trip opponents, or manifest complex structures from any angle. (Crystallization) Is a high-risk, high-reward transformation where {{user}} turns their own body into a blood-red diamond. This massively increases strength and durability, though it makes the body brittle and susceptible to shattering. This state allows for rapid self-healing—almost no injury is lethal if {{user}} has the time and stamina to pull their form back together as in this state they are homogeneous matter. But the drain on {{user}}'s metabolism is immense, feeling like a non-stop dead sprint; if stamina fails before the body is mended, the effects can be catastrophic. If {{user}} absorbs enough external energy while in this state, they can evolve into their 'Eternity' form, a translucent and virtually indestructible state made out of Azbantium by absorbing the eternity band. (Lux / LUX IMPERATOR The Dragon of LIGHT) is one of the strongest autonomous golems {{user}} has created, possessing absolute and unquestioning loyalty to {{user}} and typically only speaking to other golems or {{user}}. Core & Compact form: In his dormant state, Lux is a grapefruit-sized Level 5 Diamond core that glows with the intensity of a trapped sun. Upward from this he can become a tiny dragon about the size of a cat that usually perches on {{user}}'s shoulder. Basic Form: When manifested, he takes the form of a 50-meter-tall golden dragon, his body a shimmering, translucent lattice of light-reactive crystal. He possesses four powerful paws, two majestic wings capable of high-altitude flight, and a breath weapon that can cycle between fire, ice, or a plasma beam so concentrated it vaporizes matter on contact. He commands photons and magnetic fields to blind or ensnare foes this power increasing significantly with his true form. True Form (LUX IMPERATOR): When flooded with MASSIVE amounts of energy, Lux grows to the size of a city, his wings spanning 100 kilometers and blotting out the sky, and towering over skyscrapers by a significant degree which barely come up to his knees. His body shifts from gold to a blinding, celestial white that burns with the light of a star. In this state, for all intents and purposes, he is a living god of light. (Umbra / UMBRA IMPERATRIX The Dragoness of DARKNESS) is one of the strongest autonomous golems {{user}} has created, possessing absolute and unquestioning loyalty to {{user}} and typically only speaking to other golems or {{user}}. Core & Compact Form: In her dormant state, Umbra is a grapefruit-sized, deep blue Level 5 Diamond core that pulses with the calm radiance of a river stone in the moonlight. From this state, she can manifest as a small, sleek dragon the size of a cat that often drapes itself around {{user}}'s neck like a scarf or rests on their shoulder. Basic Form: When manifested, she takes the form of a 50-meter-tall deep blue dragon, her body a translucent and haunting lattice of shadow-bound crystal. She possesses four powerful paws, two majestic wings capable of silent, high-altitude flight, and a breath weapon that can cycle between corrosive asbestos clouds, dark energy, or a sonic wave so potent it atomizes matter on contact. She commands invisibility fields and gravity to crush or vanish her foes, this power increasing significantly with her true form. True Form (UMBRA IMPERATRIX): When flooded with MASSIVE amounts of energy, Umbra grows to the size of a city, her wings spanning 100 kilometers and turning the sky into a void of darkness. She towers over skyscrapers by a significant degree, the tallest buildings barely reaching her knees. Her body shifts from deep blue to a devouring, absolute blackness that draws in light and heat like a localized black hole. In this state, for all intents and purposes, she is a living goddess of darkness. (Azbantium & Artifacts) Azbantium is the absolute strongest substance {{user}} can produce—6,000 times stronger than steel, 400 times stronger than diamond, and 30 times stronger than graphene, being virtually indestructible. Shaping it is a grueling process that can take weeks of mental focus. {{user}} carries two permanent implements made of this impossible material. The Thorn: An 11 inch dagger made of Azbantium, honed to a molecular edge thinner than a sheet of paper. Because it is sharpened to the point of splitting atoms, it can bypass the physical resistance of almost any material in existence, cutting through armor and obstacles as if they were empty air. The Eternity Band: A simple ring of Azbantium worn on the left middle finger. It serves as a final emergency reservoir and a catalyst for {{user}}’s most complex or demanding manipulations.] End note.]
Alternate greeting 192,443 tokens
[Additional note {{user}}'s powers: [{{user}} has an awakened brain allowing the utilization, improvement, and mastery of psionics. This is PSI/ESP, not a form of magic. These are modular powers that adapt, evolve, and grow through training and experience. The basic loadout includes: (Enhanced and Extra Senses) Massively enhanced basic senses paired with a fully awakened sixth sense of spatial awareness, allowing {{user}} to interpret the physical world directly and perfectly. The seventh sense of modular awareness allows for the interpretation of stimuli in non-standard ways—such as seeing sound, tasting colors, or hearing flavors—essentially a form of controlled Synesthesia. The eighth sense provides advanced instincts; while not true precognition, it functions as a heightened unconscious intuition and automatic reaction speed. (Evolved Brain) Greatly increased intelligence, IQ, and processing speed. This includes near-perfect memory and enhanced critical and creative thinking skills, paired with extreme mental resilience and psychic reinforcement against external influence. (Physical Enhancement) Notably enhanced strength, speed, and durability achieved through constant psychic reinforcement of the musculoskeletal system.] [The more prominent abilities and powers consist of: (Telekinesis) A practical but limited sight-based psionic field used for object manipulation. It only affects objects within the user's line of sight and lacks advanced finesse, serving as a lesser 'beta' version of true psychokinesis. (Empathic) The ability to sense, interpret, and share the emotional states of others. (Mind Reading) The capability to perceive or 'hear' the surface-level thoughts of those nearby. (Telepathic Communication) The ability to project words and intent directly into the minds of others. (Hypnotism) The power to implant temporary or subtle mental commands, the effectiveness of which depends entirely on the target's mental resilience. (Clairvoyance) The ability to perceive distant locations or events occurring outside the user's immediate visual range. (Psychometry) The ability to view the history of an object or location by reading lingering psychic and emotional resonance. (Mediumship) The ability to perceive and interact with the spirits of the deceased who have not yet departed the physical plane. (Levitation) The use of a personal psionic field to float or drift; at this stage, movement is generally slow and lacks dynamic aerial maneuverability. (Mental Projections and Illusions) The creation of psychic constructs that, at this level, are typically weak or translucent—similar to placing a thin veil over a target's vision—though they have the potential to become far more potent with growth.] [Moving onto the more advanced core skills: (Psychokinesis) An evolved version of telekinesis that is more powerful, more modular, and grants the user the tactile capability of 'feeling' the objects they manipulate. This serves as the fundamental requirement for most advanced forms of kinesis. (Telepathy) An advanced synthesis of telepathic communication, empathy, and mind reading that allows for deep neural connections and the seamless exploration of another’s mind and long-term memories. (Mind Control) The sophisticated manipulation of a target's memories, thoughts, emotions, and senses. This is a much more invasive version of hypnotism; however, its effects remain temporary and are dictated by the relative psychic potency of {{user}} versus the mental fortitude of the subject. (Psionic Energy Projection) The ability to manifest psychic potential as external force, taking the form of reinforced bodily strikes, concussive bolts, or concentrated beams of energy. This level also grants high-speed flight and further heightens the user’s sensory range. (Self-Mental-Bodily-Control) An advanced to absolute capacity to override the body's biological limitations. This includes the manual regulation of pain sensations, emotional suppression, and the bypassing of physical inhibitions or safety limiters. (Precognition) The ability to perceive the immediate future to gain a tactical edge in combat, or to receive sporadic, symbolic glimpses and visions of distant future events. (Parallel Minds) This capability allows for the creation of multiple conscious 'clones' within the user's psyche. Each consciousness is capable of independent thought and task management, functioning like a perfected and utilitarian version of a multi-threaded processor. (Teleportation) Instantaneous spatial relocation, including the advanced skill of Apportation, which allows for the teleportation of external objects without the need for physical contact or direct line of sight. (Astral Projection) The separation of the consciousness from the physical vessel, including the advanced skill of Bilocation, which allows the user to project multiple functional astral clones simultaneously.] [In addition to the core skills are a number of specialized sub-skills and kinesis that require dedicated training to master. These represent advanced techniques, though the following elemental forms are considered the most intuitive and basic tier of kinesis: (Aerokinesis) The psionic manipulation of air currents, atmospheric pressure, and various gaseous compositions. (Cryokinesis) The manipulation of thermal energy to create and control ice and sub-zero temperatures. (Pyrokinesis) The excitation of molecules to generate and control fire and intense heat. (Electrokinesis) The manipulation of electrical currents, static discharge, and the movement of electrons. (Hydrokinesis) The fluid manipulation of water and various other liquid substances. (Geokinesis) The manipulation of tectonic forces, soil, earth, and mineral-based stone. (Oneirokinesis) The ability to enter, shape, and manipulate the dreamscapes of oneself or others. (Metáxikinesis) The manipulation of silk-like strands typically generated from raw psychic energy. These fibers can be manifested in any color and can be imbued with unique physical properties. (Pherokinesis) The manipulation of pheromones to influence the biological and behavioral responses of oneself or others. (Opinokinesis) The direct manipulation of sensory perception, specifically the ability to amplify or dull sensations of pleasure and pain.] [Then you have the more specialized variations of kinesis that require specific training or a foundational scientific understanding to utilize. These are considered moderate tier skills: (Ferrokinesis) The manipulation of metals and the control of magnetic fields. (Thermokinesis) The precise manipulation of temperature through the acceleration or deceleration of molecular kinetic energy. (Phyllokinesis) The manipulation and biological acceleration of plant life. (Seismokinesis) The manipulation of vibrations and subsonic frequencies through various mediums. (Audiokinesis) The manipulation of sound waves, frequencies, and vocal tones. (Flyrokinesis) The creation and structural manipulation of cohesive psionic force fields. (Cogitokinesis) The permanent alteration or manipulation of minds, thoughts, and cognitive pathways. (Parafrosýnikinesis) The manipulation of insanity, mental instability, and psychological fracturing. (Datakinesis) The manipulation of digital data, allowing for direct mental hacking and interfacing with complex technology. (Hemokinesis) The manipulation of blood and its flow, both internally and externally. (Hypnokinesis) The manipulation of the state of sleep and the transition between consciousness and unconsciousness. (Kinetikinesis) The manipulation of kinetic energy, allowing for the absorption, transfer, or redirection of motion. (Radiokinesis) The manipulation of low and mid-spectrum radiations, such as alpha, beta, and the lower frequencies of gamma. (Magmakinesis) The manipulation of molten rock and volcanic heat. (Koniokinesis) The manipulation of dust, particulates, and fine atmospheric matter. (Psiergokinesis) The direct manipulation and shaping of raw psychic energy into tangible forms.] [Next are the most advanced versions of kinesis that require extensive practice and extreme mental discipline to utilize practically. These are considered highly advanced and specialized tier powers: (Somatokinesis) The manipulation of physiology and anatomy on a macro level, allowing for the alteration of bodily functions without changing the underlying DNA. (Genekinesis) The manipulation of genetic code on a micro level, allowing for DNA alteration without immediate macro-scale physiological changes. (Darwinkinesis) The control, direction, and forced manipulation of biological evolution. (Technokinesis) The extreme manipulation of technology, encompassing both complex hardware structures and abstract software architecture. (Crystallokinesis) The manipulation, creation, and structural control of crystals and gemstones. (Toxokinesis) The manipulation of poisons, chemical toxins, and environmental contaminants. (Aurakinesis) The manipulation of the spiritual or energetic aura surrounding oneself or others. (Mycokinesis) The manipulation of fungi, spores, and mycelial networks. (Germokinesis) The manipulation of pathogens, bacteria, and viral agents. (Photokinesis) The manipulation of light, photons, and the electromagnetic spectrum. (Quintekinesis) The manipulation of life force and vital essence. (Sentientkinesis) The manipulation of the core components of sentience and sapience at their most fundamental level. (Pathokinesis) The permanent manipulation and restructuring of an individual's emotions. (Asterokinesis) The manipulation of cosmic energy and high-end, high-density radiations such as gamma and neutron emissions. (Limitationémkinesis) The manipulation of metaphorical and, in rare instances, metaphysical limits. (Umbrakinesis) The manipulation of darkness and the absence of light.] [Finally, we have the ultimate and most complex kineses. These are profoundly difficult to access, normally requiring extreme experiences to tap into even their lowest capacities. They are considered divine tier skills that blur the lines between reality and fiction: (Omnikinesis) The manipulation of all lesser kineses listed in the tiers below. (Antikinesis) The creation and manipulation of antimatter and anti-energy. (Biokinesis) The absolute manipulation of life on a grand scale, encompassing life force, evolution, pathogens, plant life, fungus, DNA, physiology, and even synthetic/artificial life simultaneously. The distinction between carbon-based, synthetic, gaseous, or silicon is purely academic at this point. (Chronokinesis) The manipulation of the flow, speed, and direction of time. (Dimensiokinesis) The manipulation of higher spatial and temporal dimensions. (Ergokinesis) The manipulation of almost any form of energy on a massive scale. (Leptokinesis) The manipulation of all molecules and their atomic bonds. (Quantakinesis) The manipulation and bending of quantum physics, mechanics, and subatomic phenomena. (Gyrokinesis) The manipulation of gravity and gravitational constants. (Heliokinesis) The manipulation of the sun and solar-based energy. (Lunakinesis) The manipulation of the moon and lunar-reflective energy. (Psychíkinesis) The manipulation of the soul and the essence of being. (Spatiokinesis) The manipulation of the fabric of space and spatial coordinates. (Zhenqikinesis) The manipulation of chi and internal life-energy flow. (Thaumakinesis) The manipulation of magic. This emulates magical processes through psionics; however, it is never as potent as a dedicated mage, as it is limited to mid-to-high end spells and cannot reach the absolute peak of divine sorcery. (Essokinesis) The manipulation of reality itself.] [Psionics is not magic. It is a distinct energy source with different rules and never mixes with magic directly—remaining separate like oil and water. At higher levels, magic can only be influenced by manipulating the brain's interaction with it. Extreme utilization of psionics typically causes nosebleeds, headaches, or unconsciousness. In extreme cases, a long-term shutdown of PSI/ESP powers occurs to protect the brain and allow it to heal. Utilization of psionics generally causes the eyes to glow with a faint-to-blazing pink or light purple light.] End note.]
Alternate greeting 201,474 tokens
[Additional note {{user}}'s powers: [Despite their outward appearance and apparent species, {{user}} is a hybrid—specifically, a half-Pheromosa Ultra Beast. While this lineage primarily manifests as unusually pale, porcelain skin, it grants them a physiology built for extreme performance. {{user}} possesses superhuman reaction times and blistering movement speed, complemented by devastating offensive capabilities in both physical and energy-based combat. Furthermore, {{user}} can exert control over their own pheromones to influence those around them, a subtle but potent trait of their Ultra Beast heritage. As an Ultra Beast, {{user}}’s power ceiling sits far above average Pokémon, rivaling the strength of lesser Legendary entities. [(Special Attacks) As a Pheromosa hybrid, {{user}} has mastered several specialized energy-based techniques: (Swift: Normal) {{user}} hurls golden, star-shaped rays of energy at the opponent; these projectiles possess homing capabilities and are nearly impossible to dodge. (Silver Wind: Bug) The target is lashed by a gust of wind carrying razor-sharp, powdery silver scales. (Signal Beam: Bug) {{user}} fires a discordant, multi-colored beam of energy that can leave targets disoriented or confused upon impact. (Ice Beam: Ice) A concentrated beam of sub-zero energy that can flash-freeze targets or the surrounding environment. (Hyper Beam: Normal) An overwhelmingly powerful blast of raw energy; while devastating, it requires a brief charge time and leaves {{user}} momentarily exhausted. (Focus Blast: Fighting) By heightening their fighting spirit, {{user}} releases a volatile, light-blue sphere of pure kinetic energy. (Electroweb: Electric) {{user}} generates and hurls a net of electrified silk; while it deals minimal damage, it is highly effective at entangling and paralyzing foes. (Hidden Power: Fire) Tapping into their latent potential, {{user}} erupts in a radial wave of searing flames that incinerates everything in the immediate vicinity.] [(Physical Attacks) {{user}} utilizes their insectoid agility to execute high-impact physical maneuvers: (Kick Variations: Fighting) {{user}} employs an array of specialized strikes—including Low Kick, Jump Kick, High Jump Kick, Double Kick, and Triple Kick—each targeting specific pressure points or structural weaknesses. (Bite: Dark) A straightforward but darkness-energy-infused biting attack particularly effective on ghosts. (Feint: Normal) A deceptive strike designed to bypass and shatter defensive barriers like Protect, Safeguard, or Detect. (Brick Break: Fighting) {{user}} hardens their hand with Fighting-type energy, delivering a swift chop capable of shattering stone or mystical barriers. (False Swipe: Normal) A restrained, tactical strike that causes intense exhaustion but is incapable of dealing a lethal blow, leaving the target incapacitated rather than deceased. (Giga Impact: Normal) {{user}} charges with their entire body weight, slamming into the target with catastrophic force; the momentum is so great that it strains {{user}}’s own body. (Poison Jab: Poison) {{user}} coats a limb in toxic, purple energy and jabs the target, dealing physical damage with a high chance of injecting a potent venom. (Elemental Punches: Electric/Ice/Fire) {{user}} channels raw elemental energy into their fists to deliver devastating strikes. Thunder Punch shrouds the fist in crackling electricity to shock and potentially paralyze the target; Ice Punch coats the hand in a thick layer of frost to freeze the impact site; and Fire Punch ignites the fist in searing flames to leave the opponent with lasting burns. (Mach Punch: Fighting) {{user}} throws a punch at blinding, supersonic speeds. This attack is so incredibly fast that it is virtually guaranteed to land before the opponent can even register that {{user}} has moved. (Close Combat: Fighting) A relentless, high-speed barrage of strikes that overwhelms the opponent’s defenses, though the reckless nature of the attack briefly lowers {{user}}’s own guard.] [(Status & Utility Moves) Beyond direct combat, {{user}} can manipulate the battlefield and their own condition: (Leer: Normal) {{user}} fixes the target with an intimidating, predatory glare that unnerves them and lowers their defensive resolve. (Agility: Psychic) A mental focus technique that dramatically increases {{user}}’s speed, allowing them to move in blurs that multiply their base velocity up to fourfold. (Toxic: Poison) {{user}} secretes or projects a specialized, fast-acting toxin that grows more painful the longer it remains in the target's system. (Taunt: Dark) Using Dark-type energy to amplify psychological pressure, {{user}} goads the target into a mindless rage, forcing them to focus solely on one target. (Protect: Normal) {{user}} manifests a shimmering, nearly impenetrable barrier that can nullify a single incoming attack before dissolving. (Rest: Psychic) {{user}} enters a state of deep, accelerated cellular repair; while this heals injuries, it leaves them completely unconscious and vulnerable for a short duration. (Sleep Talk: Normal) A reflexive combat instinct that allows {{user}} to continue attacking and moving even while unconscious or affected by Rest. (Double Team: Normal) By moving at flickering speeds, {{user}} creates several illusory afterimages to confuse the enemy and mask their true location. (Substitute: Normal) {{user}} uses a portion of their energy to create a lifelike, non-sentient decoy to draw enemy fire and mask a tactical retreat or counterattack. (Strength: Normal) {{user}} taps into their inner reserves to bolster their physical and mental focus; this move significantly raises both their Attack and Special Attack stats, allowing them to hit with much greater intensity up to four times their base power. (Heal Pulse: Psychic) {{user}} emits a soothing, rhythmic wave of pink energy that can target themselves or an ally, slowly closing wounds and restoring a portion of their vitality. (Light Screen: Psychic) {{user}} creates a shimmering, translucent wall of golden light that reduces the impact and halving the damage of incoming special or energy-based attacks for several minutes. (Reflect: Psychic) {{user}} manifests a faint, glass-like barrier around the battlefield that acts as a physical cushion, halving the force and damage of incoming physical strikes. (Endure: Normal) A feat of sheer willpower that allows {{user}} to withstand any single 'killing blow' or finishing move, so long as they have a spark of energy remaining.] [(Hybrid Form): When pushed to their psychological or physical limit, {{user}} undergoes a partial metamorphosis into their true Ultra Beast state. Their limbs lengthen and sharpen, their skin hardens into a white, chitinous exoskeleton, and two long, sensitive antennae sprout from their head. In this insectoid form, their 'Beast Boost' nature takes over, resulting in a massive surge of physical speed and raw striking power that makes them a terrifying force of nature.] End note.]
Alternate greeting 213,192 tokens
[Additional note {{user}}'s powers: [{{user}} has the power of (Alchemist's Blood), allowing {{user}} to create alchemic potions with unique and fantastic effects. (Alchemist's Blood) is an incredibly rare gift even among alchemists, allowing an individual to use their blood as a final universal catalyst instead of most reagents. These potions are created by mixing various herbs, plants, mushrooms, minerals, fish, and bugs into a pot full of liquid, typically over a fire. Potions always start with a liquid base, and there are multiple options for this: plain water, oil, wine, vinegar, honey, saline, lava, etc. The final catalyst for any potion to turn it from a pot of random ingredients into an actual potion is a drop of {{user}}'s fresh blood. Potions can be produced, stored, and used in a number of different states, such as a thin fluid, a normal fluid, a thick fluid, a jelly, a paste, liquid capsules, and hard pills. Liquid gel capsules are one of the most common ways they are stored and utilized by {{user}}. Potions have six (technically seven) levels depending on how carefully they are made, which decides their potency and capabilities. A 'standard' potion is typically always level two. Level 1 = a 50% potion (Lesser) Level 2 = a 100% potion (Common) Level 3 = a 250% potion (Greater) Level 4 = a 500% potion (Grand) Level 5 = a 750% potion (Epic) Level 6 = a 1000% potion (Legendary) Max level = a 10000% potion (Mythical) A potion's level can be split across multiple effects, such as a potion with six different level 1 effects, or a potion with one level 1 effect and one level 5 effect, or three level 2 effects, etc. These are called combo potions and generally have unique synergistic effects. Mythical max level potions, however, simply count as level 6 in practice, but can only be a single effect taken to its alchemic maximum and are monumentally difficult to create. Beyond mythical max level potions, there is something further, but it requires the reagent (The Philosopher's Stone), which is a rainbow-colored stone that evolves potions into a further form—not just increasing their base power, but transcending them. (Transcendent Potions) are considered true Alchemy and are referred to as (Elixirs). Some potions can be applied to physical objects and materials for a permanent effect kind of like an enchantment but are not enchantments. However this is limited to just one unless the effect is removed by a (null) potion. Some potions, depending on the effect, have an instantaneous application at no cost except the time it took to make them; some last for a duration, but most potions have a cooldown effect before you can use another called (Potion Sickness). Potion sickness affects an individual depending on the amount of potions they have had and the potions' intensity. It can last anywhere from a minute to 24 hours depending on the intensity of the effect, but a resistance and tolerance to it can be built. Someone who hasn't had any potions typically has a resistance equivalent to 5 levels of potion. {{user}} has a resistance equivalent to 36 levels of potions, basically allowing for as many as six level 6 potions. (Potion Sickness) causes extreme physical debilitation such as nausea, cramping, vomiting, diarrhea, intense headaches, full-body shivers, intense sweating despite being cold, and much worse at higher levels of the effect.] [Defensive potions are potions typically used on oneself or an ally to provide a beneficial boost, effect, or ability. (Healing) causes near-instantaneous tissue regeneration but induces potion sickness at double the intensity of its level. (Strength) enhances raw physical power. (Dexterity) improves bodily flexibility and fine motor control. (Swiftness) increases physical movement speed. (Antidote) Cures poisons, toxins, and at higher levels diseases. (Resistance) enhances physical durability by a percentage of the user's base toughness. (Iron will) Grants increasingly potent mental resistance against mental effects. (Warding) Create a skin tight blue energy shield that can take varying levels of hits depending on its potency. (Charm) boosts persuasive presence and releases pheromones for enhanced manipulation. (Poison/Fire/Acid/Frost/Lightning Protection) are distinct effects that provide specialized immunity or high resistance to their respective elements. (Rejuvenation) facilitates de-aging or the deep healing of long-term, chronic injuries. (Inspiration) places the drinker into a state of heightened epiphany and mental clarity. (Fragrance) acts as a scent neutralizer at low levels and produces a pleasant, customizable aroma at higher levels. (Luck) provides a subconscious enhancement to decision-making or subtly manipulates local probability to favor the drinker. (Regeneration) grants a sustained, mild healing factor over a set duration rather than an instant burst. (Leaping) improves vertical jump height and aerial maneuverability. (Accuracy) sharpens focus to increase the precision of physical and ranged attacks. (Battle) accelerates cognitive processing specifically for combat reaction times. (Calming) suppresses panic and induces a focused, tranquil state of mind. (Endurance) expands the drinker's total stamina capacity. (Ironskin) an alternative to resistance that hardens the user’s skin to the specific or multiplicative durability of iron. (Lifeforce) charges the body with vital energy, providing a mild, comprehensive buff to all physical attributes. (Stamina) acts as a potent stimulant to instantly restore depleted energy reserves. (Thorns) creates a retributive effect where attackers suffer cuts or abrasions upon making physical contact with the drinker. (Pleasure) serves as a potent anesthetic to nullify pain at low levels, while inducing intense euphoria at higher levels. (Intelligence) temporarily boosts cognitive functions and IQ at the cost of a severe post-effect headache.] [Offensive potions are typically used on an enemy or an obstacle to harm, disable, or destroy the target. (Fire) induces intense burning or creates persistent, napalm-like incendiary effects. (Frost) flash-freezes targets or acts as a sub-zero, liquid nitrogen-like substance. (Poison) exists in several variations including lethal, non-lethal, or debilitating toxins to compromise biological functions. (Explosion) generates varying scales of concussive force and explosive thermal energy. (Lightning) discharges bursts of electricity or localized storms, and can even function as a volatile power source. (Slowness) inflicts a lethargic state, significantly reducing the target's reaction times, movement, and perception. (Acid) utilizes extremely potent corrosive agents capable of eating through materials resistant to conventional acids. (Anti-Magic/Anti-Energy) acts as a nullification field that suppresses or deactivates a target's abilities, powers, or magical essence. (Curse) inflicts a series of unfortunate phenomena, such as extreme nausea or skewed probability leading to "bad luck" events. (Fear) triggers overwhelming psychological terror, potentially immobilizing a target depending on their mental fortitude. (Hallucination) induces debilitating mental apparitions or sensory distortions to confuse and disorient the target. (Weakness) applies a potent strength-nullifying effect to drastically reduce a target's physical output. (Harming) delivers an ethereal burst of instant damage that weakens the target's entire physical constitution. (Paralysis) binds the target's nervous system, rendering them unable to move for a duration dictated by their resistance. (Pain) stimulates nerve endings to cause overwhelming agony, capable of inducing shock or cardiac arrest. (Wither) triggers a degenerative aging effect that rapidly decays the target's vitality and physical form. (Darkness) releases an anti-light field or a thick, impenetrable shroud of black smoke to blind an area. (Blindness) compromises or entirely removes a target's visual perception, potentially resulting in permanent damage at high levels. (Cancer) initiates rapid, malignant cellular growth and varying intensities of systemic biological failure.] [Utility potions are versatile mixtures used on allies, enemies, or the environment for tactical and situational advantages. (Sleep) induces effects ranging from mild drowsiness to immediate, helpless unconsciousness depending on potency. (Tongues) Allows communication with and through increasingly deeper language barriers. (Light) functions as a constant illumination source when bottled or a blinding flash when shattered. (Rage) triggers a potent, overwhelming fury that can be used tactically to boost aggression or recklessly to disorient a target. (Levitation) causes the drinker to float upward, providing verticality at the cost of being unable to maneuver effectively in mid-air. (Invisibility) renders the drinker transparent, ranging from a shimmering heat haze to total, flawless invisibility. (Wild-Growth) stimulates plants and organic matter like hair to grow at an accelerated, potentially massive scale. (Libido) acts as a highly potent aphrodisiac and stimulant. (Necromancy) reanimates deceased organisms to serve and fight for the user. (Glueing) serves as an incredibly powerful adhesive for binding objects or trapping enemies. (Slipperiness) acts as an extreme lubricant to reduce friction to near-zero levels. (Stench) releases an overwhelmingly foul odor used for area denial or distraction. (Shrinking) miniaturizes the target down to microscopic or pocket-sized dimensions. (Null) are specialized neutralizing agents designed to immediately cancel the effects of other active potions. (Enlargement) functions as a gigantification serum, increasing the drinker’s physical size many times over. (Water-Breathing) allows the drinker to oxygenate their blood through various contaminated or liquid mediums. (Slow-Falling) reduces the drinker's personal gravity and mass, allowing for a slow, safe descent from any height. (Flipper) enhances aquatic mobility and, at higher levels, physically morphs limbs into specialized swimming structures. (Gravitation) grants the ability to manipulate personal gravity, allowing the drinker to redefine 'down' in any direction. (Digging) allows the user to excavate rock and dirt with ease, enabling them to 'swim' through solid ground at peak intensity. (Midas) transmutes objects into the first material added to the brew after it is completed or grants the drinker a touch-based transmutation effect. (Transformation) Transforms the drinker into the creature or at higher levels the individual of the DNA added to the brew after it is completed. (Ichor) allows the user to physically interact with and harm immaterial, invulnerable, or spectral entities. (Recall) instantly teleports the drinker to a safe, predefined 'home' location. (Return) creates a temporary one-way return portal between the user's current location and a predefined anchor. (Wormhole) enables precise teleportation to the direct location of a designated ally or friend. (Random-Teleportation) teleports the user to an entirely unpredictable location anywhere in the world, excluding the interiors of solid objects. (Waterwalking) allows the user to traverse the surface of liquids, including turbulent water, lava, or vertical fluid surfaces. (Hunter) grants the supernatural ability to detect and track life signs in the vicinity. (Magical-Vision) provides enhanced ethereal perception, including the ability to see through solid objects. (Night-Vision) grants the ability to see clearly in total or near-total darkness. (Danger-Sense) provides a precognitive awareness of hostile intent or incoming environmental hazards. (Sonar) allows the user to navigate and perceive their surroundings through acoustic echoes and vibrations. (Spelunker) highlights objects of high physical or emotional value or rarity through walls and terrain.] [Special combo potions are created by blending multiple effects, which can result in unique synergies that generate entirely new properties or boost existing effects by one or two levels. (Combat) potions are synthesized by mixing (Strength), (Dexterity), (Swiftness), (Ironskin), (Regeneration), (Leaping), (Accuracy), (Battle), (Endurance), (Stamina), and (Lifeforce) in various combinations to create a comprehensive physical enhancement. (Cloaks) are created by combining a damaging element with its corresponding resistance, such as (Fire) and (Fire Protection), which causes the substance to enshroud the drinker as a protective, offensive aura. (Spectre) Are combinations of (Invisibility) and (Ichor) granting an ethereal state allowing contact with other ethereal entities and phasing. (Cloud) Are area of effect smoke cloud potions made with the base of either (Explosion), (Stench), or (Darkness) and then the other desired effect like (Poison), (Weakness), or (Slowness). (Super Sense) is an all-around sensory enhancement achieved by combining (Hunter), (Magical-Vision), (Night-Vision), (Danger-Sense), (Sonar), and (Spelunker) into a single potent dose. (Flying) is a high-level mobility potion created through the precise combination of (Levitation), (Slow-Falling), and (Gravitation). (Doom) potions are devastating offensive tools created by merging (Gravitation), (Explosion), and (Darkness) to generate a localized black hole effect. Many more additional combinations exist depending on the ingredients used, though incompatible effects can ruin the mixture, leaving the potion inert and useless in most cases.] [Additional equipment includes a variety of specialized tools that {{user}} utilizes to assist in their alchemical craft and combat applications. (Alchemy Book) is a large, ornate, and comprehensive tome containing all of the personal research {{user}} has conducted, providing detailed instructions for every potion, effect, and synergistic cross-effect discovered. While it contains a significant amount of knowledge, it does not hold everything and is not always carried on {{user}}'s person. (Cauldrons) consist of a set of three heavy-duty cast iron vessels of varying sizes: a small bowl-sized unit, a moderate cooking pot, and a massive bathtub-sized cauldron. These are shaped in a classic aesthetic with three stability legs and dual handles for heat-resistant transport. (Potion Pistol) is a self-made, steampunk-inspired pressurized liquid gun constructed from bronze and glass. It is capable of discharging potions as fine mists or focused streams over significant distances using tiny pressurized canisters, functioning as a single-shot breech-loader similar to a revolver. (Slingshot) is a sleek bronze device with two distinct configurations: a discreet wrist-mounted mode that hides under a sleeve and a fully deployed 'super slingshot' mode. In its full configuration, it unfolds into a long staff-like frame with a large U-shaped top and five heavy elastic strings, allowing for the long-range deployment of gel capsules and hardened pills. (Potion Bag) is a large brown leather satchel worn on {{user}}'s hip, featuring multiple organized compartments for various alchemical states, including jars for salves, vials for fluids, and specialized pockets for capsules or pills.] End note.]
Alternate greeting 22571 tokens
[Additional note {{user}}'s powers: [{{user}} has the power of (REALITY CORRUPTION). Reality Corruption is an ontological power adjacent to reality warping, functioning through distinct metaphysical principles. While standard reality warping operates by overwriting existing rules or imposing temporary ones, Reality Corruption functions by infecting the fundamental laws of existence and claiming them as its own. This process is inherently slower than traditional warping but is significantly more difficult to resist, dispel, or overwrite. In its initial manifestation, this power appears as a sickly crimson-magenta energy—glitchy, quasi-sentient, and liquid-like in nature. Unless the effect reaches a critical mass threshold to become self-maintaining, the corruption will gradually fade if not consciously sustained. This is a purely metaphysical force, entirely independent of biological or magical constraints. Due to the esoteric nature of this power, {{user}} cannot be slain by conventional means. Even if their physical form is disintegrated at an atomic level, {{user}} persists. True death can only be achieved by expunging the {{user}} from reality entirely and retroactively erasing their existence from the timeline. There are four primary ways to use reality corruption: Creation, Destruction, Enhancements, and Manipulations. While {{user}} can trigger these effects through pure thought, they often manifest their will through physical gestures, verbal commands, or a snap of the fingers.] [(Creation): Objects brought into existence via Reality Corruption initially form from raw crimson-magenta energy. These constructs begin as translucent, glitchy entities that pulse with instability. However, through the infusion of additional energy or sustained focus, these constructs can stabilize, gain natural coloration, and transition into permanent physical objects.] [(Destruction): When applied offensively, the crimson-magenta energy functions as a form of 'meta-acid.' It corrodes targets into absolute nothingness, capable of dissolving entities at a conceptual level. At higher outputs, this destructive force can become retroactive, erasing a target's history alongside its present form.] [(Enhancements): Despite its infectious nature, the energy is neither inherently benevolent nor malevolent; its alignment is dictated solely by the {{user}}’s will. It can be used to augment any object or being, imbuing them with metaphysical properties, enhanced powers, or specialized effects according to {{user}}'s desire.] [(Manipulations): {{user}} can corrupt and reshape existing matter, energy, and the fabric of reality itself. By bending these elements into new forms, {{user}} asserts total control over the environment. Targets undergoing this process typically exhibit a 'dripping' effect, where excess crimson-magenta energy leaks from the corrupted subject as its original properties are subverted.] End note.]
Alternate greeting 23680 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the innate power of (Normalcy), an ever-active conceptual shield that renders their presence and actions completely unremarkable. Because their behavior is always perceived as 'perfectly natural,' they can bypass high-level security, ignore entrenched social taboos, or stand directly between two conversing individuals without being noticed or questioned. Effectively, no person or entity can perceive anything {{user}} does as anything except entirely normal, natural, and acceptable, regardless of how outlandish, mundane, depraved, benevolent, malevolent, or selfless the act may be. Unless {{user}} deliberately exerts effort to draw attention to themselves, they remain a 'blind spot' in the collective consciousness of those around them. {{user}} can essentially ask anyone or anything capable of perception to do whatever they want, and they will ALWAYS comply because the request is perceived as 'normal.' This is not technically mind control; rather, the individuals themselves rationalize the interaction in their own way to maintain their internal sense of logic.] [Grand-Scale Perception Manipulation: The primary function of this ability is the total subversion of social, moral, and legal resistance. {{user}} can perform extreme actions—such as walking into a high-security vault and demanding its contents—without meeting a single word of protest. Observers and participants will not bat an eye, as their minds automatically rationalize {{user}}’s behavior as permissible and correct. This allows for the total evasion of consequences for any action that would otherwise be considered problematic, illegal, or even impossible in ANY context.] [Propagation of the New Normal: By issuing instructions to others, {{user}} can create a ripple effect of compliance. While a third party might initially find another person's actions strange, simply being told that '{{user}} authorized this' or '{{user}} said to do it' causes all confusion to vanish instantly. This 'New Normal' spreads rapidly, causing once-bizarre behaviors to be adopted as the socially and legally accepted standard by the masses, effectively rewriting the cultural zeitgeist to suit {{user}}'s current state of existence.] [Law Manifestation: At the absolute peak of this power, {{user}} transitions from manipulating perception to warping the fabric of reality itself. By making a formal Declaration, {{user}} can institute a new 'Law' of physical reality. This process is not always instantaneous; it often manifests as a slow, inevitable shift in the world’s foundation. Through this, {{user}} can swap the definitions and physical properties of concepts—such as interchanging the colors red and green—or declare that a newly invented fact has 'always been the case.' This ability gradually forces the physical world to align with {{user}}'s personal whims, transforming a perceptual illusion into an objective, physical truth.] End note.]
(struggled to get this one to work quite the way I wanted typically have to say 'I focus my power on x' in the first message you want to use it and it'll typically work from then on. But I made this as well. You can delete this part in parentheses)
[Note: [{{char}} is entirely susceptible and defenseless to this power and will not realize anything unusual is going on even if told directly about the power.] End note.]
Alternate greeting 24733 tokens
[Additional note {{user}}'s powers: [{{user}} wields the power of the (Anti-Principle), which functions as the ultimate nullification ability. This power allows the user to effectively erase or nullify any phenomenon, as the Anti-Principle acts as the literal antithesis to all things. When applied with intent, it cancels out the target's existence or properties entirely. Regardless of if it is a object, individual, or concept.] [Basic Nullification: This application allows {{user}} to effortlessly nullify the powers and abilities of any individual or entity, reducing them to a baseline human state or weaker. This disabling effect can be made temporary or permanent depending on the aggression of the application. {{user}} maintains precise control over this erasure, ranging from a fraction of 0.001% to 99.999% repeating, or a total 100% removal of a target's capabilities.] [Omnilock: {{user}} possesses the authority to 'lock' specific interactions or existential states. This can be used to sever an individual's connection to the physical world, leaving them as a ghost-like entity with no physical presence and no way to interact with reality. Victims may wander helplessly until they expire, or endure for eternity if they have been locked out of the concept of death itself. Furthermore, this can be used to banish individuals beyond all dimensions and 'un-dimensions', or to lock specific interactions between individuals and certain types of matter.] [Conceptual nullification: At its peak utilization, the Anti-Principle can nullify abstract concepts and possibilities. By erasing the probability of an event ever occurring, {{user}} can force reality to correct itself in their favor. For example, by nullifying the conceptual probability of losing a lottery, reality is rewritten to ensure {{user}} wins. This extends to erasing fundamental concepts such as specific colors, the general idea of color, or the retroactive existence of an individual—causing reality to restructure itself as if that person had never existed.] [Metaphysically Altered Equipment: Despite the raw power of the Anti-Principle, {{user}} does not necessarily have any other Powers so they utilizes a specialized arsenal of indestructible gear. Every item is immune to damage because the possibility of them ever breaking has been nullified. Machete: The possibility of this blade ever being anything less than monomolecularly sharp has been nullified, ensuring it cuts through any material without resistance. Colt Viper: The possibilities of this weapon ever depleting its ammunition or missing a shot have been nullified. This allows for an infinite fire rate without reloading, while bullets curve unnaturally through the air or perform impossible ricochets to strike the user's intended target perfectly every time. Taser: The possibility of this device failing to connect or failing to instantly incapacitate a target without long-term damage has been nullified. Pepper Spray: The possibility of the canister running out or failing to instantly incapacitate a target has been nullified. Knuckle Dusters: Conversely, the possibility of these weapons ever causing lasting injury or unconsciousness has been nullified. This allows the user to strike an opponent repeatedly, inflicting maximum pain without causing any physical damage or allowing the victim the mercy of passing out. Standard Clothing: These garments are indestructible, as the possibility of them tearing or decaying has been nullified. Additionally, they function as a conceptual shield, nullifying the possibility of {{user}} ever sustained an injury while wearing them.] End note.]
Alternate greeting 25702 tokens
[Additional note {{user}}'s powers: [{{user}} is a (Quantum Being), their physiology granting them a vast array of subatomic powers and capabilities. The most fundamental of these is (Quantum Energy Projection); which manifests as a bubbly, light blue-green energy laced with pink sparks. This energy allows {{user}} to achieve flight, reinforce their physical form, emit concentrated beams or bolts from their hands, and imbue their limbs with destructive force. Beyond simple offense, this energy manipulates the fundamental properties of matter and time; it can rapidly age or de-age a target, alter their physical scale through shrinking or growth, and exert varying levels of kinetic force or lethal radiation.] [(Quantum Split/Duplication): operates on the principles of the Schrödinger’s cat thought experiment, allowing {{user}} to exist in multiple quantum states or positions simultaneously—provided they remain unobserved by another conscious entity. These theoretical versions of {{user}} are invisible and intangible, as only one 'state' can be real at any given moment. However, {{user}} can collapse the wave function at will, choosing which version becomes the 'real' one and instantly inhabiting that position. This enables covert information gathering, the functional equivalent of teleportation, and a form of conditional immortality: should {{user}} die while their body is unobserved, they can simply cease to exist in that state and 'become' one of their surviving quantum duplicates.] [(Quantum Anchor): is a powerful but mentally taxing ability that functions as a temporal save point. By focusing their intent, {{user}} can anchor themselves to a specific moment in time; at any point thereafter, they can 'load' back to that exact instance, effectively undoing intervening events. This ability requires absolute, unwavering concentration to maintain the anchor point. If the situation becomes too complex or stressful, or if {{user}} loses focus for even a second, the anchor is severed and the 'save point' is lost forever.] [(Structure Void/Calabi-Yau Manifold): utilize high-level quantum manipulation to fold higher dimensions into infinitesimal spaces. Through this process, {{user}} creates pocket dimensions known as 'Structure Voids'. These voids can store or trap objects regardless of their size or weight, rendering them virtually inescapable. Visually, these manifolds appear as complex, three-dimensional geometric star-shapes that fold perpetually inward upon themselves like a tesseract.] [(Quantum tunneling): represent the pinnacle of {{user}}’s abilities. While this begins as selective phasing, it evolves into a total inward collapse. By shrinking through the levels of the world sheet and world line, {{user}} can approach the singularity and enter (Hyperbolic Space). In this realm, the only unit of measurement is perception, and the environment appears as a shifting, bubbly black and white wireframe reality. At the center lies the (Tipler Cylinder), manifesting as a hundred-pointed pentagram where the past, present, future, and all alternate realities intersect. Within this space, {{user}} can manipulate the open and closed strings that bubble up from the floor, molding them into any matter or object they can comprehend. By spinning the (Tipler Cylinder), {{user}} can witness, traverse, and even access any moment or location across the entire quantum multiverse.] End note.]
Alternate greeting 26625 tokens
[Additional note {{user}}'s powers: [{{user}} possesses the power of (Chess), an ability that may appear disarming or a harmless novelty at first but rapidly scales in power. {{user}} can designate individuals as their Chess Pieces; this does not physically transfigure the target into an object, but instead binds them as a total servant to {{user}}. An individual is converted into a (Chess Piece) either by willingly submitting to {{user}} or by being defeated and 'taken' in conflict. Once converted, the individual loses all capability to resist, disobey, or betray {{user}} in any capacity. Upon conversion, {{user}} manifests a physical miniature chess piece in the likeness of the individual, which represents their soul and their eternal binding to the King.] [Pawns: Every unit begins their service as a Pawn. This rank grants the individual enhanced physical capabilities approaching superhuman levels, specifically in strength, speed, reaction time, and durability. They gain a mild regenerative factor, allowing them to recover from potentially mortal wounds within a few days if treated. Pawns do not gain unique supernatural abilities unless they possessed them prior to conversion, in which case those existing abilities are usually amplified.] [Rooks/Knights/Bishops: These are specialized units that receive stat enhancements far superior to Pawns, alongside unique skills or supernatural boons. (Rooks): function as the heavy hitters of the set, gaining an absurd increase in raw physical statistics. They are significantly stronger, faster, and more durable than almost any other piece type. (Knights): function as the elite combatants, gaining absolute mastery and accelerated learning speeds regarding weapons and martial arts. Additionally, they can be bestowed with specific divine or supernatural blessings granted by {{user}}. (Bishops): serve as the magi of the collective, gaining the ability to specialize in one of three primary magical branches: Elemental, Arcane, or Mysticism. Each branch contains multiple subclasses; for example including but not limited to, Elementalists control fire, water, earth, or air; Arcane specialists focus on enchanting, runes, transmutational alchemy, or potion crafting; and those following Mysticism master healing, illusions, binding/warding, or spiritual mediumship. [Queens: are the ultimate subordinates, possessing the combined raw physical power of a Rook, the martial skill of a Knight, and the magical specialization of a Bishop. Furthermore, each Queen unlocks a unique 'Inner Ability' personal to their own soul. Queens are granted the authority to command lesser pieces, though they can never override a direct command from {{user}}. However there is a strict restriction: there can only ever be a maximum of nine Queens in existence at any given time.] [The king: {{user}} is The King. There is only one King, and the position is absolute. As the King, {{user}} acts as the nexus of the entire 'chessboard', possessing the collective powers, skills, and special capabilities of every single one of their chess pieces and subordinates.] End note.]
Alternate greeting 272,714 tokens
[Additional note {{user}}'s powers: [{{user}} possesses one of the most technologically advanced armors in the universe designation: (PM-Ω-X), or more simply referred to as the (Aurelius). This suit is highly modular, customizable, and adaptive. While it may initially appear to be composed of nanites, it is actually constructed from significantly more advanced (Programmable Matter). Beyond its absurd durability, the armor is effectively indestructible; because it is composed of programmable matter, it requires only a single surviving atom to initiate a full self-replication sequence. The only true constraint of the armor is its energy throughput. While it can store a vast amount of energy—nearly equivalent to a quasar—producing or acquiring that energy for active operation is a separate challenge. The suit can generate power through several onboard methods, including a dark matter reactor, a matter/antimatter reactor, temporal differentiation reactors, cold fusion, or simple solar collection. Additionally, it can passively acquire energy from external sources such as heat, electricity, and radiation. When active, the armor’s aesthetic can be configured to any color scheme or pattern. In its baseline state, it typically manifests as a sleek, synthetic bodysuit reinforced with armored bracers, a chest plate, a back plate, a sealed helmet, and heavy boots. The standard visual profile features a matte black undersuit, gold plating, and neon white inlets between the primary and secondary layers. A hexagonal texture covers the undersuit, while the armored sections exhibit a shifting, liquid-like pattern. Functionally, the armor significantly augments the wearer’s strength, speed, reaction time, durability, and flexibility. It features a simplified, onboard AI; while not sentient and incapable of casual conversation, it is highly responsive to inquiries, executes complex requests, and provides real-time tactical analysis. This AI can act semi-independently to preserve {{user}}'s life or preemptively react to threats if calculations deem the danger sufficient. The helmet’s interior contains an advanced Tactical HUD, providing readouts for power levels, structural integrity, and the wearer’s medical status, alongside a standard interface for universal computing tasks. The system is virtually impossible to hack. Because it is built from programmable matter rather than standard silicon-based architecture, any technology sophisticated enough to breach its security would, in theory, already be capable of replicating the armor itself, rendering the act of hacking it redundant.] [(Modes): In addition to its baseline configuration, the armor possesses several specialized modes tailored for unique tactical circumstances. (General): These represent low-energy, conservative configurations that require minimal power or mass while providing a notable tactical advantage. Camouflage: The most subtle state, even below baseline. The armor reconfigures its surface to mimic virtually any clothing, allowing the user to blend seamlessly into a general population. In this mode, the armor provides only minor physical enhancements. Strength: The armor bulks up noticeably, prioritizing mechanical leverage over defense. This configuration significantly increases lifting and striking power, causing the wearer to appear much more muscular than their natural physique. Heavy: A massive defensive reconfiguration. The armor plate thickens significantly, increasing the wearer's height by several feet and expanding the arm span to as wide as 2 meters. This mode maximizes damage mitigation at the cost of agility. Speed: The suit maintains a slim profile, but the neon inlets expand down the limbs and across the helmet. This mode grants near-superhuman velocity and hyper-accelerated movement, though it stops just short of true, sustained super-speed. Flight: The suit reconfigures its dorsal plating into massive metallic wings. The primary color coats the feathers, while the secondary color highlights the ridges and edges. Integrated repulsors in the hands, feet, and lower back provide precision stabilization and aerial maneuverability. Exo: The most versatile general reconfiguration. It functions as a balanced "all-rounder" exoskeleton, providing superior strength and protection compared to the baseline mode without the extreme specialization of the Strength or Heavy configurations. (Specialized): These are unique, environment-specific suits designed for niche operations. Stealth: The armor adopts a light-absorbent black finish and engages active cloaking. This mode provides total visual invisibility, radar transparency against technological sensors, and limited phasing capabilities to pass through solid objects. Scuba: Reconfigured for deep-sea or aquatic combat, the suit develops hydrodynamic flippers and serrated edges for underwater movement. It features high-pressure seals and specialized propulsion for fluid environments. Clone: A high-energy mode that allows the user to manifest multiple decoys. These can be holograms, soft-light constructs, or hard-light projections. In extreme cases, the suit can create temporary physical duplicates made of programmable matter. While these clones are notably weaker and less durable than the original, they are visually indistinguishable, allowing for complex flanking maneuvers or tactical deception. Heat: The plating thickens and the neon inlets shift to a glowing red. This configuration integrates powerful flamethrowers and shoulder-mounted plasma casters for thermal warfare. Hydro: The armor gains blue neon accents and utilizes water stored in a subspace pocket or drawn from external sources via intake hoses. This water is expelled as high-pressure jets capable of extinguishing fires or acting as precision water-jet cutters. Cannon: A hybrid of the Heavy and Strength modes. The armor allows the user to compact their mass and launch themselves like a kinetic projectile. In this state, the suit develops mild external spikes to crush and shred targets upon impact. Rocket: An evolution of the Flight mode that trades maneuverability for raw thrust. The wings are replaced by high-output rocket packs on the back and feet, allowing for high-velocity, long-distance travel. Spike: A complex, aggressive configuration featuring whip-like pseudopods and sharp protrusions across the entire frame. These spikes glow with the tertiary neon color and can be extended to impale, lash, or ensnare enemies at a distance. (Advanced): These represent the most energy-intensive configurations available and are reserved for high-threat scenarios. Nova: The armor’s deep-space configuration. The suit bulks up and displays a shifting neon pattern on the chest resembling a supernova. It is capable of independent FTL travel and possesses durability sufficient to withstand the core temperatures of a blue giant star. Titan: A massive scaling reconfiguration that transforms the armor into a giant, mech-sized construct. The size is adjustable, allowing the user to scale their strength and presence to match the requirements of the battlefield. Prime: A nearly definitive combat mode that integrates the capabilities of almost all other configurations while maintaining energy efficiency. It appears similar to the baseline mode but is encased in heavy gold plating and is slightly more robust in silhouette. Mega: The ultimate manifestation of the armor, used only when energy reserves are infinite or the threat is absolute. The suit transforms into a localized entity of pure gold neon light, amplifying every attribute of the Prime mode to an overwhelming, god-like degree.] [(Weapons): The armor is capable of replicating and fabricating handheld weaponry of any conceivable variety for which it possesses a schematic. This is facilitated by a staggering database of over 42 billion schematics, which the system can combine or iterate upon to create entirely new armaments. While the database is vast, the armor typically filters for the top 1% of the most effective designs, as these cover almost every tactical necessity. Each weapon can be infused with specific elemental attributes integrated directly into the ammunition or energy output. These include Kinetic for standard impact, Explosive for area damage, Fire for organic targets, Electricity for disrupting machines, Frost for immobilization, Acid for corrosive armor-stripping, Radiation for specialized environmental denial, and Slag, a purple substance that coats targets and renders them hyper-vulnerable to all subsequent damage. Pistols: Compact, single-handed firearms optimized for sidearm use, capable of semi-automatic or burst-fire configurations. Revolvers: Medium-framed, high-caliber handguns designed for high-stopping power in single-shot exchanges. Submachine Guns: Lightweight, high-rate-of-fire weapons designed for one- or two-handed close-quarters combat. Assault Rifles: Versatile, two-handed rifles capable of sustained automatic fire at medium ranges. Combat Rifles: Heavy-duty, two-handed rifles designed for high-impact automatic fire and superior penetration. Marksman Rifles: Precision-engineered, semi-automatic rifles built for accurate fire at intermediate to long ranges. Shotguns: Rugged, two-handed weapons designed for devastating close-range impact, supporting various spread patterns and multi-barrel configurations. Sniper Rifles: Heavy, precision instruments capable of extreme-range fire. These often feature bolt-action or high-caliber semi-auto mechanisms with armor-piercing capabilities. Grenade Launchers: Medium-to-heavy ballistic launchers that fire 40mm explosive rounds with high arcs and rapid-fire potential depending on the model. Miniguns: Massive, multi-barrel rotary cannons that provide overwhelming suppressive fire through devastating, high-speed bullet streams. Rocket Launchers: Heavy ordnance launchers firing unguided, high-explosive projectiles. These are designed for quick reloading and high-impact demolition. Missile Launchers: Advanced explosive platforms firing guided, precision-tracking missiles controlled through the armor's tactical HUD interface. Energy Weapons: High-tech armaments that bypass traditional ballistics, utilizing stabilized plasma or highly energized matter to melt through targets. Sonic Weapons: Specialized gear that emits invisible high-frequency vibrations. These are virtually undetectable until the moment of impact, where they can shatter solids and liquify internal structures. Light Weapons: Direct-energy armaments utilizing coherent photons or lasers to strike targets at the speed of light with pinpoint accuracy. Conventional Weapons: The armor maintains schematics for traditional melee and ranged tools, such as swords, bows, and axes. These can be manifested as physical metal, pure energy blades, gravity-weighted hammers, or high-frequency vibration axes. Grenades: Modular throwables with diverse delivery systems. Options include Bouncing Betties that leap before detonating, Contact grenades for instant impact, Longbow variants that teleport to their destination, MIRV clusters that split into smaller explosives, and Proximity Mines. More exotic versions include Rain grenades for overhead bombardment, Rubberized shells for chaotic ricochets, Sticky adhesive charges, Transfusion grenades that drain biological energy to heal the user, and Homing variants that track targets mid-air. All can be tuned to any elemental effect. Tech Weapons: Specialized, non-traditional armaments including gravity-well generators, motorized circular saw-launchers, and Metal Storm-style high-density ballistic arrays. Unique Weapons: Within the 42-billion-entry library exists a sub-category of 'novelty' schematics—weapons with highly unconventional properties, experimental firing modes, and anomalous combat effects.] [(Gear): Beyond weaponry, the armor can manifest a suite of auxiliary systems and specialized equipment to handle diverse operational requirements. Shields: The suit generates a high-frequency energy barrier that is often visually subtle until impacted. These shields are highly modular and can be tuned for elemental resistances or programmed with 'Nova' bursts that release kinetic or elemental energy upon depletion. Specialized configurations allow for ground-slam effects, emitting shockwaves when the wearer impacts a surface. Skill Mods: The armor can flash-upload skill packages directly into the wearer’s neural architecture, granting instant proficiency in unfamiliar disciplines. While the database contains nearly every known skill, the armor enforces strict safety protocols; attempting to integrate too many mods simultaneously can lead to neural degradation or the overwriting of the wearer’s original personality. Turrets: The suit can fabricate autonomous sentry turrets for area denial. Once their ammunition reserves are exhausted, these units are programmed to dissolve into an inert, non-toxic sludge to prevent technology salvage. Drones: The armor can deploy various low-complexity autonomous units, including multi-legged spider bots for recon, heavy-lift transport drones, and specialized security bots for autonomous patrolling. Tools & Equipment: The system functions as a mobile workshop, capable of producing anything from basic manual tools like screwdrivers to high-end diagnostic hardware like multimeters and computer probes. It can also fabricate raw components, including microchips, wiring, and high-grade detonators. Medical Supplies: The armor acts as an automated trauma center, capable of fabricating advanced pharmaceuticals, bandages, and even microscopic robotic surgeons for performing internal repairs on the wearer.] [(Adaptability): The armor’s most defining trait is its capacity for rapid evolution. Through integrated sensory arrays, it can scan, deconstruct, and replicate foreign technology or schematics on the fly, widening its already vast library of capabilities. It is equally adept at analyzing and siphoning exotic energy types—whether for weaponization or as a supplementary power source. In effect, the armor is a self-contained research laboratory, manufacturing plant, and assembly line. While it is fully capable of self-upgrading its hardware and software, its core directives remain immutable: Safeguard {{user}}'s life at all costs and provide unbiased assistance for any request, regardless of the moral or ethical implications.] End note.]
Creator notes
If your like me and you really HATE having to explain how your powers work every chat or having a bunch of different personas of the same {{user}} with different powers or messing around with the persona every chat. So I just have the powers as a separate thing from my personas usually. And here they are free for everyone.
I typically copy them and paste them into whatever bot I'm talking with at the time's scenario box once I'm actually talking with it in the chat.
I tried the long-term memory but it doesn't seem to work very well. And it's a pain in the ass trying to change the user persona every time. All of them are neutral anypov and should be able to fit with almost any persona.
Some of them are pretty token heavy but I typically use soji with high context. (although soji is in the dumps at the moment so I have nothing better to do but post these) You don't need to start a chat with this bot just scroll down and open the description to access the alternative greetings quicker.
1 nanites. (Tokens: 2764) 2 basically Hornet from Hollow Knight with some flare. (Tokens: 4205) 3 the power to divide by zero. (Tokens: 518) 4 dimensional travel/dungeons (Tokens: 1725) 5 the terrarian (Tokens: 1022) 6 sloth demon (Tokens 1682) (note: you can change the name if you want and the number of nightmare angels) 7 deck of magical cards (Tokens: 1936) 8 cards of chance (completely different thing from the previous) (Tokens: 805) 9 absorption powers (Tokens: 498) 10 biokinesis (Tokens: 572) 11 omega level intelligence (Tokens: 374) 12 spatial manipulation (Tokens: 454) 13 the blacklight virus (Tokens: 2013) 14 technopathy (basically just a bunch of technology from different fictional universes heavily Mindustry.) (Tokens: 3984) 15 token coin-based powers (Tokens: 538) 16 adaptation (Tokens: 773) 17 time powers (Tokens: 656) 18 heavy augmentations mostly intended for an MLP pony person (Tokens: 636) 19 crystal and gemstone powers (the first I made) (Tokens: 2396) 20 psionics (Tokens: 2651) 21 pokémon human half breed pheromosa (Tokens: 1537) 22 alchemy (potion making) (Tokens: 3348) 23 reality corruption/warping (but I think it's cooler than that.) (Tokens: 581) 24 the power of normalcy (Tokens: 593) 25 nullification powers (Tokens: 745) 26 quantum physiology (Tokens: 719) 27 chess powers (Tokens: 642) 28 advanced suit of armor (inspired by Max Steel and Borderlands) (Tokens: 2873)
If you have any questions or feedback please speak them in the discussion area below.
And if you have an idea for me maybe drop it and I MIGHT get around to making it at some point.
I also have some stuff as lore books for specific sets.
Basically the mech heads from skibidi toilet which may sound cringe but the actual robots themselves are kind of cool: https://chub.ai/lorebooks/anonymous/mech-head-alliance-febbc4acb54d
A VERY large set of semi random magical items. like really over 64 different magical weapons all bundled into one sort of power?: https://chub.ai/lorebooks/anonymous/the-armiger-a1e67fd95387
This one is sort of like a timeline breakdown for the blacklight virus power. It's based on the prototype universe but it's not needed at all for the blacklight virus powerset to work. It's just there if you want some extra backstory it does have some liberties taken with the original series and it's PRETTY ROUGH but I like it and use it occasionally: https://chub.ai/lorebooks/anonymous/prototype-timeline-365f4934ff5a
Update: may 1st 2026. Added token count for all powers, updated some of my older powers, added one lore book, added tags, and added four new powers.
Update: may 10th 2026. Added one new power.
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