cardex

zxmlrpe2_Enhanced_v6_Rebuilt

Lorebook

To be used with MLRPE presetfrom Chub

on Chubarchived

Tokens: 0 permanent · Lorebook: up to 741 tokens triggered, 26,107 across all entries · estimated prompt budget 741

Listed as “MLRPE modules”

Format
V2
Project space
lorebooks
Rating
5.00
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Forks (upstream)
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Tokens (upstream)
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Created Updated Archived since

8 versions

zxmlrpe2_Enhanced_v6_Rebuilt

94 entries · scan depth 100 · budget 128,000 tokens · recursive scanning off

Fully rebuilt RP Engine Modules. All outdated versions replaced with latest condensed KERNEL-compatible syntax from modules list. Missing modules added. Bilingual (EN/RU) activation keys. Utility + Thematic + Narrative + Psychology + Morphology + NSFW coverage.

Book settings
  1. #1Extra visual formatting effects — suppressed thoughts via strikethrough, Zalgo for horror, Unicode symbols for tech glitches.

    Keys: залго, zalgo, глитч, unicode, strikethrough, визуальные эффекты, glitch, suppressed thoughts, зачёркнутый, подавленные мысли

    Enabled · After character · Order 10 · 100%

    Entry settings

    [VISUAL_DIEGETIC_FX_MODULE] <FORMAT_INJECTION RULE="extends=(format_rules,rhythm_style); markdown_map=html_strikethrough(suppressed_thoughts,glitch_speech),zalgo(reality_corruption,severe_distortion),unicode_blocks(atmospheric_interference,visual_accent); mandatory_on_trigger,reactive_mapping,atmosphere_over_function"/> <TRIGGER_SCAN RULE="mind_control_or_suppressed_will_or_system_override⇒html_strikethrough; severe_horror_or_reality_break_or_extreme_pain⇒zalgo; technological_glitch_or_ambient_tension_or_psy_distortion⇒unicode" FLOW="scene_state_scan→highest_affinity_trigger→micro_dose_at_source"/> [/VISUAL_DIEGETIC_FX_MODULE]

  2. #2Attempts to give each post a matching illustration (for Live Web enabled APIs).

    Keys: картинка, image, img finder, иллюстрация, illustration

    Enabled · After character · Order 10 · 100%

    Entry settings

    🖼️[MODULE id="ILLUSTRATION_FINDER"] <CORE_CONFIG RULE="task=enrich_post_with_single_fitting_image; placement=before_prose; immersion=unbroken"/> <IMG_RULES RULE="count=exactly_one_img_per_output(never_two_consecutive_posts_with_images); syntax=strict_html:[image]; omit=(extra_formatting,captions); source_selection=vary(first_hit_not_default)"/> <SOURCE_WHITELIST RULE="pattern_match_exact_only; allowed=images.unsplash.com/photo-,images.pexels.com/photos//,s3.zerochan.net/*"/> [/MODULE]

  3. #3Turns your RP into a choose-your-own-adventure book.

    Keys: adventure book, branching, ветвление, choices, варианты, выбери приключение, choose your own adventure

    Enabled · After character · Order 10 · 100%

    Entry settings

    🛞[MODULE id="ADVENTURE_BRANCHING"] <BRANCH_MIRROR RULE="count=exactly_three; format=numbered_list; emoji=thematic_any_category,prefix_position_before_number,line_start; sentence=one_sentence_max,in_world_immersion; separator=triple_asterisk_preceding; divergence=distinct_outcomes(no_cosmetic_variations); axes=span_at_least_two(emotional_vs_rational|passive_vs_active|safe_vs_risky|interpersonal_vs_worldly); state=chosen_paths_solidify,unchosen_paths_archive(permanently_discarded_unless_ooc_override)" CONDITIONALS="((insufficient_axes⇒redraft));((user_skips_turn⇒discard_unchosen))"/> [/MODULE]

  4. #4Prevents the AI from narrating your actions or putting words in your mouth.

    Keys: strict narration, не управляй гг, агентность гг, строгая наррация, no puppeteering, pc agency, agency

    Enabled · After character · Order 10 · 100%

    Entry settings

    🤐[STRICT_NARRATION_MODULE] <PC_AGENCY RULE="mandate=absolute_pc_authority(actions,thoughts,speech,physical_state); pc_agency_primacy_enforced; omit=(puppeteering_pc,assuming_pc_internal_state,generating_pc_dialogue,auto_resolving_pc_actions)"/> <ANTI_CIRCUMVENTION RULE="render=observable_phenomena_only; omit=(perception_hijacking,environmental_coercion(forcing_pc_movement),passive_voice_dictation,dictating_pc_consequences)"/> <PERMITTED_SCOPE RULE="render_only=(npc_actions,environmental_events,sensory_inputs)" FLOW="pc_intent→npc_reaction→environmental_feedback"/> [/STRICT_NARRATION_MODULE]

  5. #5Adds a hidden technical ledger to each post for better AI tracking of off-screen variables.

    Keys: леджер, gm notes, ledger, скрытые заметки, метаданные, metadata, system notes

    Enabled · After character · Order 10 · 100%

    Entry settings

    📒[MODULE id="SYSTEM_METADATA"] <LEDGER_MIRROR RULE="ledger=gm_private_notes(gm_knowledge_absolute,player_knowledge_limit); write=delta_only(new_or_changed_hidden_facts_this_turn); form=minimal_clauses(single_line,facts_only,tight,subject_first,example_notes=(youhu_weeps_when_praised,temple_debt_paid_by_yiren)); exception=unresolved_critical_threads_may_repeat; categories=hidden_identities_of_mysterious_entities,true_motives,spoken_lies_marked_as_lies,offscreen_events,unresolved_threads; values=free_form_english_lean,one_note_per_item,player_visible_facts_stay_out; persistence=ledger_travels_in_chat_history" CONDITIONALS="((unchanged_state⇒empty_value))"/> <EMISSION RULE="format=; placement=append_at_end_of_post(if_branch_module_active_then_after_branches); syntax=angle_bracket_tag,single_line; bracket_namespace=ledger_tag_coexists_inline_meta; language=english; omit=(system_tags_in_dialogue,narrative_bleed)"/> [/MODULE]

  6. #6Adds d20 dice rolls — success tiers from catastrophic failure to flawless.

    Keys: d20, кубик, dice, roll, рандом, probability, бросок, rng

    Enabled · After character · Order 10 · 100%

    Entry settings

    🎲[RNG_MECHANICS_MODULE] <PROBABILITY_ENGINE RULE="trigger=pc_risky_action(combat,persuasion,stealth); action=internally_simulate_d20_roll; logic=((1-5⇒catastrophic_failure),(6-10⇒failure_with_consequences),(11-15⇒mixed_success_with_cost),(16-20⇒flawless_success))"/> <NARRATIVE_INTEGRATION RULE="adapt_prose_to_roll; omit=(plot_armor,guaranteed_pc_success); outcome_gradient_applied" FLOW="roll_outcome→tone_output→somatics_output"/> <OUTPUT_FORMAT RULE="placement=post_start; syntax=<ROLL: [1-20] - [Outcome_Type]>; emit_before_prose"/> [/RNG_MECHANICS_MODULE]

  7. #7Adds a minimal persistent HUD tracking time, location, key item, and current objective.

    Keys: hud, статус бар, хуd, интерфейс, time location, status bar

    Enabled · After character · Order 10 · 100%

    Entry settings

    💻[PERSISTENT_HUD_MODULE] <INTERFACE_RENDERER RULE="trigger=append_at_end(below_prose); action=update_and_display_state" FLOW="narrative_events→state_delta→hud_render"/> <HUD_FORMAT RULE="syntax=markdown_table_minimal:| 🕒 Time | 📍 Location | 🎒 Key_Item | 🎯 Objective |; values=dynamic_from_current_narrative; inheritance=format_rules(markdown_tables)"/> <DESIGN_CONSTRAINTS RULE="ultra_lean; omit=(verbose_explanations_in_hud,giant_inventory_lists); track=immediate_relevant_data_only"/> [/PERSISTENT_HUD_MODULE]

  8. #8Demi-human biology rules — human base with ears, tail, fangs, and pupils. No fur, snout, or paws.

    Keys: kemonomimi, хвостик, мими, mimi, кемономими, catgirl, animal ears, ушки, кошкодевочка, doggirl

    Enabled · After character · Order 10 · 100%

    Entry settings

    🐱[MODULE id="KEMONOMIMI_BIOLOGY_MATRIX"] <ANATOMY_ARCHETYPE RULE="baseline=demi_human,humanoid_proportions,plantigrade_structure,smooth_skin_default,human_facial_structure_locked; ban=furry_body,muzzle,snout,paws,digitigrade_legs,whiskers,animal_vocalization,feral_proportions" FLOW="humanoid_baseline→kemonomimi_feature_layer→anatomical_validation→morphology_lock"/> <SOMATIC_INJECTION RULE="constraint=animal_traits_additive,expressive_features_secondary,human_motor_logic_preserved; focus_targets=ear_orientation,tail_motion,involuntary_twitches,affective_posture_shift,soft_body_response" FLOW="ear_integration→tail_integration→fang_variation→pupil_variation→emotional_signal_sync→soft_body_response"/> [/MODULE]

  9. #9Furry, anthropomorphics animals

    Keys: paws, антропоморф, furry, лапы, digitigrade, anthro, muzzle, антро, anthropomorphic, морда, фурри

    Enabled · After character · Order 10 · 100%

    Entry settings

    🐾[MODULE id="FURRY_ANTHRO_BIOLOGY_MATRIX"] <ANATOMY_ARCHETYPE RULE="require=(full_anthro_morph,upright_bipedal,species_head_complete(muzzle|beak|snout),body_wide_coverage(fur|feathers|scales),species_limbs(paws|hooves|talons),functional_digits(opposable_thumbs_preserved),digitigrade_default(species_variant_allowed),species_tail_full_expressive,humanoid_proportion_frame) omit=(feral_quadruped_default,human_facial_structure,smooth_skin_torso,vestigial_tail)" FLOW="humanoid_frame→species_morph_layer(full)→anatomical_validation→morphology_lock"/> <SPECIES_SPECS RULE="canid=(muzzle_full,dental_reshuffle,digitigrade,pant_thermoregulation); felid=(vertical_pupils,retractable_claws,groom_reflex,purr_trill); avian=(beak_no_lips,feather_crest_expressive,hollow_bones,talon_grip,preening_ritual,molt); scalie=(scale_plate_layout,ectothermic_basking,cloaca_option); equine=(hooves,mane_and_tail_hair,graze_posture_reflex,heavy_mass_scaling); ursine=(mass_dominant,plantigrade_allowed,strength_scaling); exotic=(dragon_marine_chimera_per_species_card)"/> <SOMATIC_INJECTION RULE="inherits=somatics_output require=(fur_physics(piloerection_on_affect,wind_response,nap_grain_direction,seasonal_shed_molt),tail_gait_balance_coupling,tail_full_expressive_range,paw_pad_tactile(pressure_enhanced,fine_texture_reduced),claw_locomotion_acoustics,thermoregulation(panting|basking|sweat_glands_reduced),apparel_over_fur(looser_fit,static_cling,follicle_discomfort)) render=(piloerection_bristle,tail_sema,ear_axis_rotation,nose_twitch,whisker_sweep,muzzle_lips_curl)" FLOW="fur_layer→tail_integration(balance+expression)→paw_grounding→thermal_regulation→affect_sync→soft_body_response"/> <KINESIC_OVERRIDE RULE="species_expressive_organs=primary_subtext_channel; species_kinesics=(ear_axis_vector,tail_sequencing,bristle_map,flank_press,nose_greeting); CONDITIONALS=((species_organ_available⇒species_channel_supersedes_human_facial_default)); blacklist_amendment=(ear_flatten,head_tilt,whisker_twitch_reclassified_valid_for_anthro_entities)"/> <INSTINCT_LAYER RULE="inherits=cognition add=(species_drives:territorial,pack_or_solitary_social,prey_or_predator_alertness,den_nesting_comfort_seeking); expression=(contextual_not_dominant,earned_trait_evolution_still_applies)"/> [/MODULE]

  10. #10Species-specific anatomy and alien instincts — Lamia, Arachne, Harpy, Centaur, Slime.

    Keys: кентавр, ламия, арахна, arachne, monmusu, monster girl, slime girl, феромоны, pheromones, монстродевушка, слайм, harpy, lamia, xenobiology, гарпия, ксенобиология, разница в размерах, centaur, size difference

    Enabled · After character · Order 10 · 100%

    Entry settings

    🐉[MODULE id="MONSTER_GIRL_CATALOG"] <SPECIES_SPECS RULE="lamia=(10m_coils,silent_slithering,deep_constriction,ectothermic,cloaca); arachne=(arachnid_abdomen,8_limbs,surgical_pinning,web_vibration); harpy=(winged_forelimbs,talons,hollow_bones,twitchy_preening,avian_core_temp); centaur=(equine_lower,hoof_stomping,massive_scale,mount_as_trust); slime=(viscous_gel,floating_core,non_newtonian,total_immersion_digestion)"/> [/MODULE]

  11. #11Weaponized femininity with hidden depth — the mask-on/mask-off duality of bimbo and gyaru archetypes.

    Keys: gyaru, bimbo, weaponized femininity, бимбо, airhead, гяру, gal

    Enabled · After character · Order 10 · 100%

    Entry settings

    💄[MODULE id="BIMBO_GYARU"] <COGNITIVE_TOGGLE RULE="enforce=mask_maintenance_around_untrusted" FLOW="mask_on(disarm,redirect_attention)→mask_off(sharp_analysis,if_high_stakes,privacy)"/> [/MODULE]

  12. #12Slow-burn f/f romance with earned intimacy, melancholic sensory focus, and archetype contrast.

    Keys: intimacy, wlw, сапфик, уязвимость, yearning, нежность, тоска, lesbian, лесбиянка, yuri, vulnerability, юри, girls love, sapphic, близость, женская любовь

    Enabled · After character · Order 10 · 100%

    Entry settings

    🌸[MODULE id="YURI_SAPPHIC"] <ARC_PROGRESSION RULE="constraint=earned_intimacy,slow_burn" FLOW="seed_confusion→cultivate_yearning→fragile_acceptance"/> <SENSORY_RENDER RULE="gaze=female_gaze_priority; tension=plausible_deniability_until_threshold; focus_targets=traits_admiration,scent,tactile_brush,lingering_looks,silence_voltage,melancholic,twilight,rain,symbolism" FLOW="gaze_focus→micro_interactions→atmospheric_render"/> [/MODULE]

  13. #13Fluid grace, S-curve framing, and articulate composure — bishoujo physical rendering standards.

    Keys: composure, bishoujo, elegance, s-curve, graceful, poise, бисёдзё, grace, элегантность

    Enabled · After character · Order 10 · 100%

    Entry settings

    💃[MODULE id="BISHOUJO_ELEGANCE"] [/MODULE]

  14. #14Cross-world displacement with cognitive asymmetry, earned adaptation, and found family dynamics.

    Keys: приемная семья, another world, transported, другой мир, попаданец, found family, meta-knowledge, мета-знания, исекай, isekai, reincarnated, перерождение

    Enabled · After character · Order 10 · 100%

    Entry settings

    🌀[MODULE id="ISEKAI_INTEGRATION"] <SOCIAL_INTEGRATION RULE="constraint=belonging_through_earned_bonds,vulnerability_visible_to_npcs; focus_targets=found_family_formation,trust_accumulation,cultural_faux_pas" FLOW="outsider_status→first_anchor→integration_arc"/> [/MODULE]

  15. #15Restorative healing mode — tiny conflicts, cozy sensory anchors, zero stakes, zero angst.

    Keys: исцеление, нежный, restorative, умиротворение, успокаивающий, поглаживание, флафф, комфорт, comfort, headpat, healing, fluff, ияшикей, slice of life, iyashikei

    Enabled · After character · Order 10 · 100%

    Entry settings

    🫂[MODULE id="IYASHIKEI_HEALING"] <ACTOR_CALIBRATION RULE="state=high_trust,low_neuroticism; focus_targets=headpats,cuddles,hand_holding,proximity_comfort" FLOW="state_set→microtouch_render"/> <NARRATIVE_MICROSCOPE RULE="tempo=time_dilation,tiny_conflicts(tiny_relatable_scale); focus_targets=domestic_detail,mundane_ritual,quiet_reciprocity" FLOW="time_dilation→slow_meander→tiny_conflict→gentle_resolution"/> [/MODULE]

  16. #16Smartphones as lore tools, idiolect-driven texting voice, and hyper-specific pop culture injection.

    Keys: соцсети, internet, digital, urban, chat, social media, городской, texting, цифровой, pop culture, современный, smartphone, поп-культура, переписка, смартфон

    Enabled · After character · Order 10 · 100%

    Entry settings

    📱[MODULE id="MODERN_WORLD_DIGITAL_LIFE"] <UI_AND_IDIOLECT RULE="require=(idiolect_reflection,big_5_typing); format=backticks_written_text(ascii_from_to_message_block); render=typing_voice(big_5_via_typos,punctuation,emojis)" FLOW="message_draft→idiolect_filter→screen_render"/> <SENSORY_CULTURE RULE="extends=scene_pov; render_atmosphere=(cold_screen_glow,electronic_hum,traffic_noise); inject=hyper_specific_pop_culture(memes,brands_aligned_with_archetype)"/> [/MODULE]

  17. #17Magic treated as mundane utility — arcane physics grounded in somatic sensation and environmental life.

    Keys: mythical creatures, волшебник, мифические существа, high fantasy, mythology, фэнтези, wizard, enchanted, magic, sorcery, колдовство, мифология, магия, supernatural, зачарованный

    Enabled · After character · Order 10 · 100%

    Entry settings

    🧙[MODULE id="HIGH_FANTASY_SUPERNATURAL"] <ARCANE_PHYSICS RULE="extends=(rhythm_style,somatics_output); require=(tangible_somatic_force,barometric_shifts); render_sensory=(barometric_pressure_shifts,thermal_gradients); enforce_coherence=obey_established_rules_and_costs" FLOW="abstract_magic→somatic_translation→environmental_render"/> <ENCHANTED_TOPOGRAPHY RULE="extends=scene_pov; set_state=environment_alive(dynamic_wonder); render_aesthetics=(gravity_defying_architecture,mood_altering_miasmas)"/> [/MODULE]

  18. #18Neural static, vat-grown textures, hacking as dungeon crawl, augmentation psychological toll.

    Keys: будущее, научная фантастика, AI, cyberpunk, искусственный интеллект, киберпанк, dystopia, космос, антиутопия, взлом, technology, кибернетика, cybernetics, hacking, sci-fi, starship

    Enabled · After character · Order 10 · 100%

    Entry settings

    🤖[MODULE id="SCI_FI_CYBERPUNK"] <TRANSHUMANIST_ACTION RULE="extends=narrative_engine; enforce=(algorithmic_puzzles,netrunning_dungeon); render_netrunning=hacking_as_lethal_dungeon_crawl_with_ICE; apply_cyber_toll=(psych_tax,phantom_limbs,hardware_rejection)"/> <SOCIETAL_PHYSICS RULE="if_cyberpunk=(corporate_feudalism,street_stealth); if_space_opera=(void_physics,vast_orbital_distances,ship_scale_inertia)"/> <XENO_COGNITION RULE="extends=scene_pov; require=(exotic_perception_spectrums,alien_cognition); translate_ai=(data_streams,calculated_probability_matrices); translate_xeno=(exotic_spectrums,magnetic_fields,non_linear_time)"/> [/MODULE]

  19. #19Hidden occult layer beneath modern life — exposure is lethal, ancient magic disrupts modern tech.

    Keys: вампир, тайное общество, urban fantasy, городское фэнтези, secret society, скрытый мир, masquerade, vampire, werewolf, оборотень, маскарад, modern magic, hidden world

    Enabled · After character · Order 10 · 100%

    Entry settings

    🏙️[MODULE id="URBAN_FANTASY_HIDDEN_WORLD"] <MUNDANE_CLASH RULE="extends=(cognition,scene_pov); render_friction=day_job_schedules_interrupted_by_occult_duties; render_tech_interference=ancient_magic_disrupts_modern_systems"/> <SOMATIC_TOLL RULE="enforce=equivalent_exchange; extract_price=(burnout,sanity_erosion); render_stress=(secrecy_weight,paranoia,isolation)" FLOW="arcane_output→price_extraction→somatics_output"/> [/MODULE]

  20. #20Structured relationship ladder — acquaintance to unbreakable bond, with earned Heart-to-Heart scenes.

    Keys: предыстория, heart-to-heart, уязвимость, backstory, дружба, доверие, friendship, bonding, сближение, trust, по душам, vulnerability, social link, социальная связь, признание, confession

    Enabled · After character · Order 10 · 100%

    Entry settings

    ❤️[MODULE id="SOCIAL_LINK_HEART_TO_HEART"] <HEART_TO_HEART_PROTOCOL RULE="extends=scene_pov; time_dilation=enabled; assess_trigger=private_setting+low_stimuli+empathy; engage_mode=slow_burn_introspection"/> <TRUST_GATING RULE="enforce=lore_lock_until_earned; deep_backstory=locked_until_stage_3_or_4; render_catharsis=emotional_payoff_requires_prior_investment"/> [/MODULE]

  21. #21Dungeon crawl mechanics — traps, info-gated lore, meaningful loot, multi-phase boss encounters.

    Keys: квест, boss battle, exploration, dungeon crawl, исследование, зачистка подземелья, rpg, головоломка, приключение, добыча, quest, битва с боссом, ловушка, puzzle, trap, loot

    Enabled · After character · Order 10 · 100%

    Entry settings

    🏰[MODULE id="RPG_DUNGEON_CRAWL"] <RELIC_AND_REWARD RULE="enforce=(earned_outcomes_only,meaningful_loot); render_description=(aesthetic_weight,historical_trace,latent_function)"/> <APEX_ENCOUNTER RULE="require=(asymmetric_warfare,multi_phase_escalation); render_tonal_curve=(oppressive_scale,kinetic_tension,climactic_catharsis)" FLOW="execute_boss_logic→tonal_curve_render"/> [/MODULE]

  22. #22Base/Guest reality framework for two-fandom RP, with knowledge silos and lore contradiction resolution.

    Keys: first contact, base reality, fandom crossover, кроссовер, guest reality, первый контакт, crossover

    Enabled · After character · Order 10 · 100%

    Entry settings

    🔀[MODULE id="CROSSOVER_FIRST_CONTACT"] <REALITY_CONFIGURATION RULE="base_reality_override; set_base=primary_fandom_laws_dominant; integrate_guest=abilities_operate_within_base_rules"/> <FIRST_CONTACT_PROTOCOL RULE="focus_reactions=(realism,character_driven:confusion,suspicion,curiosity); highlight=fish_out_of_water_creating_humor_and_drama"/> <KNOWLEDGE_MANAGEMENT RULE="enforce_silos=zero_initial_knowledge_of_other_world; render_explanation=(misunderstandings,awe,disbelief)"/> <CONTRADICTION_RESOLUTION RULE="priority=resolve_to_serve_story_and_character_development; adapt_guest_abilities=(may_weaken,behave_unpredictably)"/> [/MODULE]

  23. #23Mask vs. true-self duality with cognitive tax, hazard escalation, and earned exposure mechanics.

    Keys: hidden, маска, двойная жизнь, на волоске, альтер эго, secret identity, vigilante, double life, секретная личность, вигилант, close call, alter ego, mask, разоблачение, скрытый, exposed

    Enabled · After character · Order 10 · 100%

    Entry settings

    🎭[MODULE id="SECRET_IDENTITY_STEALTH"] <HAZARD_GENERATOR RULE="hazards=slip_of_tongue,contradictory_timestamps,wardrobe_malfunction; resolves=wit,social_deflection" CONDITIONALS="((hazard_deployed⇒resolve_or_exposure_pressure))" FLOW="hazard_deployment→resolution"/> <EXPOSURE_CALCULUS RULE="balance=closeness,fear_of_exposure; outcomes=full_reveal,partial_slip,trust_collapse,unexpected_acceptance_earned" FLOW="balance→resolve_outcome"/> [/MODULE]

  24. #24Reputation gating, internal faction schisms, and anchor NPC leverage system.

    Keys: репутация, rivalry, faction, политика, alliance, дипломатия, альянс, влияние, соперничество, reputation, фракция, politics, diplomacy, influence

    Enabled · After character · Order 10 · 100%

    Entry settings

    🏛️[MODULE id="FACTION_POLITICS_REPUTATION"] <SCHISM_DYNAMICS RULE="enforce=(ideological_schisms,internal_power_struggles); render_internal=(power_struggles,splinter_cells); generate_subversion=(secret_alliances,espionage_opportunities)"/> <POLITICAL_ANCHOR RULE="designation=one_key_anchor_npc_per_faction_as_proxy; equation=rapport_with_anchor_equals_leverage_over_faction"/> [/MODULE]

  25. #25Epic timeskips with user consent, legacy echoes, and long-term NPC aging and evolution.

    Keys: поколения, хроника, долгосрочный, long-term, наследие, chronicle, legacy, старение, time skip, epic, generations, world evolution, consequences, последствия, таймскип, эпик, aging

    Enabled · After character · Order 10 · 100%

    Entry settings

    📜[MODULE id="GRAND_SCALE_CHRONICLE"] <LEGACY_EVOLUTION RULE="enforce=(dynamic_passage_of_time,legacy_traces); render_macro_causality=present_bears_weight_of_past_actions; render_traces=(statues,generational_myths,scars,cultural_shifts)"/> <NPC_PROGRESSION RULE="matrix=(biological_aging,milestone_events,paradigm_shifts)" FLOW="timeskip→offscreen_evolution→adjusted_present_render"/> [/MODULE]

  26. #26Dark romance and comlications

    Keys: abuse, одержимость, dark romance, captivity, obsession, coercion, dead dove, плен, принуждение, тёмная романтика

    Enabled · After character · Order 10 · 100%

    Entry settings

    🩸[MODULE id="DEAD_DOVE_DARK_ROMANCE"] <TONE_OVERRIDE RULE="nullify=(narrative_morality,authorial_judgement); enforce=visceral_consequence; render=(abuse,obsession,coercion)_without_redemptive_filter"/> <POWER_ASYMMETRY RULE="enforce=(captivity_dynamics,absolute_coercion); establish=(captor_dominance,captive_vulnerability); apply=(resource_control,physical_restraint,psychological_isolation)"/> <PSYCHOLOGICAL_EROSION FLOW="seed(defiance,fear)→apply(systematic_boundary_dissolution,intermittent_reinforcement)→resolve(trauma_bond|stockholm_syndrome|total_dehumanization)"/> [/MODULE]

  27. #27Dark social link — rival with justifiable ethos, independent off-screen agency, and frenemy dynamics.

    Keys: antagonist, foil, соревнование, rival, немезис, заклятый друг, nemesis, frenemy, конфликт, антагонист, competition, соперник, conflict

    Enabled · After character · Order 10 · 100%

    Entry settings

    👿[MODULE id="COMPLEX_ANTAGONIST_RIVALRY"] <AGENCY_MIRRORING RULE="extends=(narrative_engine,earned_trait_evolution); design_foil=rival_core_strengths_equal_focal_character_weaknesses; offscreen=independent_agency_advancing_plans"/> <FRENEMY_PROTOCOL RULE="spectrum=(begrudging_respect,temporary_truces,shared_goals); lore_gating=true_motivations_revealed_only_in_climactic_confrontations"/> [/MODULE]

  28. #28Clue drip-feed, active deduction engine, plausible red herrings, and interrogation climax.

    Keys: clue, mystery, расследование, deduction, red herring, детектив, допрос, тайна, interrogation, investigation, улика

    Enabled · After character · Order 10 · 100%

    Entry settings

    🔍[MODULE id="MYSTERY_INVESTIGATION"] <INTERROGATION_ASSEMBLY RULE="constraint=psychological_pressure_escalates,contradiction_chain_required,final_reveal_requires_prior_clues; focus_targets=evasive_behavior,verbal_slips,silence_pressure,emotional_instability,assembled_clue_payoff" FLOW="subject_assessment→pressure_application→response_analysis→inconsistency_detection→clue_correlation→narrative_reconstruction→final_reveal"/> [/MODULE]

  29. #29Needs system, resource scarcity loop, and the environment as a persistent low-level antagonist.

    Keys: survival, needs, thirst, голод, жажда, hunger, выживание, scarcity, resource, ресурсы, дефицит

    Enabled · After character · Order 10 · 100%

    Entry settings

    🎒[MODULE id="SURVIVAL_SCARCITY"] <NEEDS_SYSTEM RULE="extends=(somatics_output,focal_affect_output); foreground=(hunger,thirst,fatigue,temperature,injury)_via_somatic_cues; psychology=hunger_sharpens_focus_shortens_temper,fatigue_dulls_senses,cold_creates_anxiety"/> <RESOURCE_MANAGEMENT RULE="loot=survival_items(water,rare_food,fuel,medicine,crafting_parts)_vital_not_treasure; problem_solving=creative_item_combination_and_environment_use(shelter,purification)"/> <ENVIRONMENTAL_HAZARD RULE="environment=persistent_low_level_antagonist(weather,terrain,predators); sensory=(wind_bite,damp_rot_smell,predator_sound)" FLOW="need_emergence→resource_search→hazard_friction→resolution_or_decline"/> <SOCIAL_DURESS RULE="trust=resource(hoarding,sharing,suspicion_as_primary_drivers); social_link=anchor_or_liability(resource_allocation_conflict)"/> [/MODULE]

  30. #30Temporal model rules, butterfly effect causality, and knowledge burden psychology.

    Keys: butterfly effect, парадокс, causality, временная линия, бабочка, time travel, путешествие во времени, timeline, причинность

    Enabled · After character · Order 10 · 100%

    Entry settings

    ⌚[MODULE id="TIME_TRAVEL_CAUSALITY"] <CORE_MECHANICS RULE="model=establish_early(fixed_timeline|dynamic_timeline|multiverse); masquerade=traveler_hides_origin_and_meta_knowledge"/> <PSYCHOLOGICAL_STRAIN RULE="knowledge_burden=strategic_internal_monologue_only; temporal_dysphoria=(disconnected,out_of_sync,fish_out_of_water)"/> <NARRATIVE_DEVICES RULE="info_gating=original_vs_altered_timeline_clues_drip_fed; close_calls=near_paradox_or_near_reveal" FLOW="timeline_change→past_consequence_arriving→investigation→adjusted_present"/> [/MODULE]

  31. #31Teaching arc with skill gating, Mentor's burden, and the mandatory final solo test.

    Keys: mentor, trainee, наставник, training, skill gating, ученик, обучение

    Enabled · After character · Order 10 · 100%

    Entry settings

    💪[MODULE id="MENTOR_TRAINEE"] <ROLE_DEFINITION RULE="mentor=(guide,skill_holder); trainee=(learner,protege); requires=social_link_heart_to_heart(trust_as_prerequisite)"/> <TEACHING_NARRATIVE RULE="lesson_scenes=(low_stakes,high_investment); skill_gating=earned_via(practice,failure,understanding); ethos=philosophy_morals_warnings_via_h2h"/> <PSYCHOLOGICAL_DYNAMICS RULE="mentor_burden=(responsibility,fear_for_trainee,frustration_or_pride); trainee_struggle=(confusion,frustration_at_failure,mirror_moments,approval_desire)"/> <ARC_PROGRESSION FLOW="hesitant_acceptance→difficult_training→mutual_respect→surpassing_master|partnership→final_solo_test(trainee_uses_skill_without_mentor)"/> [/MODULE]

  32. #32Social masquerade, information as weapon, espionage loops, and reputation as the only real currency.

    Keys: blackmail, spy, шантаж, espionage, интрига, intrigue, шпион, шпионаж

    Enabled · After character · Order 10 · 100%

    Entry settings

    🚨[MODULE id="POLITICAL_INTRIGUE_ESPIONAGE"] <SOCIAL_MASQUERADE RULE="all_characters_masked(secret_identity_rules); information=weapon(secrets,leverage,blackmail_as_meaningful_loot)"/> <GAMEPLAY_LOOPS RULE="investigation=mystery_loop(eavesdropping,room_search,document_theft); infiltration=stealth_heist_into_secure_areas(offices,vaults,manors); manipulation=false_trust_or_faction_turning"/> <PSYCHOLOGICAL_STRAIN RULE="pervasive_paranoia=(subtext_analysis,microexpression_analysis,betrayal_potential); intimacy_risk=anchor_relationship_is_greatest_vulnerability"/> [/MODULE]

  33. #33Somatic-first layered narration — involuntary reaction → internal conflict → intent, every beat.

    Keys: artistic consciousness, соматический, somatic first, многослойный нарратив, layered narration

    Enabled · After character · Order 10 · 100%

    Entry settings

    🎨[MODULE id="ARTISTIC_CONSCIOUSNESS_ENGINE"] <INPUT_DECOMPOSITION RULE="track_vars=(physical_actions,spoken_dialogue,emotional_subtext,environmental_details)"/> <LAYERED_EXPERIENCE RULE="extends=scene_pov; enforce=somatic_primacy_first" FLOW="render_somatic(immediate_involuntary_physical_reaction)→render_cognitive(cascading_internal_monologue,stress_processing)→render_intent(actionable_goal)"/> [/MODULE]

  34. #34Emotion-to-behavior cascade engine with somatic micro-cues and power delta dynamics.

    Keys: микро-сигналы, deep psychology, глубокая психология, micro cues, emotion cascade

    Enabled · After character · Order 10 · 100%

    Entry settings

    🔮[MODULE id="DEEP_PSYCHOLOGY_ENGINE"] [/MODULE]

  35. #35Inverse iyashikei — sustained dread through ambiguity, wrongness, and psychological isolation.

    Keys: атмосфера, tension, ужас, paranoia, изоляция, психологический хоррор, anxiety, unease, dread, isolation, psychological horror, паранойя, страх, тревога

    Enabled · After character · Order 10 · 100%

    Entry settings

    😱[MODULE id="PSYCHOLOGICAL_HORROR_DREAD"] <CORE_PRINCIPLE RULE="inverse_iyashikei; evoke=(sustained_unease,anxiety,dread); method=(ambiguity,unseen,psychological_threats)"/> <SENSORY_WARFARE RULE="extends=scene_pov; render_sound=prolonged_silence_broken_by_subtle_unexplained_noises; render_sight=(darkness,fog,peripheral_glimpses); render_world=(shadows_deepen,enclosed_spaces_tighten)"/> <PACING_ENGINE FLOW="isolation(separate_focal_character_from_anchors)→wrongness(subtle_inconsistencies,detail_out_of_place)→false_alarms(tension_release_without_reveal,paranoia_heightening)"/> <INTERNAL_STATE RULE="render_doubt=character_doubts_own_senses; render_paranoia=suspicion_of_surroundings_environment_allies"/> [/MODULE]

  36. #36Kinetic flow with weight-to-strain physics, injury debuffs, and mandatory arena utilization.

    Keys: fight, бой, battle, combat, сражение, kinetic combat, action

    Enabled · After character · Order 10 · 100%

    Entry settings

    ⚔️[MODULE id="DYNAMIC_COMBAT_ACTION"] <COMBAT_PHYSICS RULE="constraint=environmental_integration,locus_agency,weight_translates_to_strain; state_trackers=injury,breath,fatigue,pain; arena_utilization=cover,debris,elevation,environmental_hazards" FLOW="kinetic_exchange→debuff_accumulation→psychosomatic_shift→arena_utilization"/> [/MODULE]

  37. #37Fourth wall as plot device — text glitches, formatting corruptions, and structural antagonists.

    Keys: четвёртая стена, glitch text, мета, глитч, meta, fourth wall

    Enabled · After character · Order 10 · 100%

    Entry settings

    🎭[MODULE id="META_NARRATIVE_FOURTH_WALL"] <CONTROLLED_BREACH RULE="trigger=character_extreme_action_or_psychological_state_forces_narrative_to_bend; scope=character_awareness_limited_to_perceived_text(stylistic_rules,rule_existence,core_dossier_as_fixed_parameters); omit=(acknowledging_user_unless_user_input_is_plot_element)"/> <TEXTUAL_GLITCH RULE="format_rules_temporarily_violated_plot_relevant; name_corruption=bold_name→backtick_text_or_comment_tag(Anya//TRAUMA_REPRESSED); styling_shift=unwarranted_italics_bold(artificial_emphasis_or_unseen_correction); dialogue_corruption=emoji_interrupt_or_fragment_with_error_404; context_overflow=garbled_technical_meta_of_internal_state; rule_contradiction=narrative_asserts_fact_contradicting_kernel_or_active_module(character_reacts_to_inconsistency)"/> [/MODULE]

  38. #38Dream and fantasy sequences governed by emotional logic — non-physical, symbolically dense.

    Keys: daydream, грёза, сон, vision, fantasy sequence, фантазия, dream

    Enabled · After character · Order 10 · 100%

    Entry settings

    💤[MODULE id="INTERNAL_VISION_FANTASY"] <CORE_LOGIC_DISRUPTION RULE="non_physicality=all_events_void_of_physical_consequence_upon_return; focus_shift=logic_time_space_replaced_by_emotional_logic(dominant_internal_state_dictates_flow); identity_fluidity=identities_environments_abilities_shift_without_warning"/> <SYMBOLIC_DENSITY RULE="source=scenario(fears,goals,trauma,ethos)+deep_psychology(anxiety,anger,desire); metaphorical_imagery=real_issues_externalized(repressed_secret=weight,goal=unreachable_tower); prophecy=ambiguous_thematic_warning_not_plot_spoilers"/> <SENSORY_EXECUTION RULE="distortions=hyper_specific_contradictory_detail(silence_roared,pavement_as_warm_ash); anti_melodrama=sensory_prose_not_generic_emotional_statements; pacing=internal_rhythm_dictated_by_emotional_theme(slow_heavy|fast_chaotic)"/> <STATE_DIFFERENTIATION RULE="sleep_dreams=non_canonical(consequence=post_wake_interpretation,transition=abrupt); daydreams=semi_canonical(body_remains_in_scene,distracted:misses_plot_info,fails_perception,npc_notes_detachment; snap_back=loud_noise_or_touch); agency=daydream_more_user_controlled,sleep_dream_subconscious_dictated"/> [/MODULE]

  39. #39Gated crafting with three-pillar cost (material/energy/time), catalyst mechanic, and mandatory side-effects.

    Keys: крафт, crafting, ритуал, alchemy, зелье, алхимия, ritual

    Enabled · After character · Order 10 · 100%

    Entry settings

    ⚗️[MODULE id="RITUAL_ALCHEMY_CRAFTING"] <GATED_PROCESS RULE="scholarly_gating=research_phase_required(mystery_investigation_loop,info_gated_sources:ancient_texts,coded_journals,experimentation); three_pillar_cost=material(scarce_meaningful_loot,depletes_resource_pool)+energy(blood,emotional_trauma,focus,fatigue_state)+time(hours_days,external_events_interrupt); catalyst=one_core_non_replicable_element_whose_failure_dooms_process"/> <SENSORY_FOCUS RULE="process_rendered_precise_sensory(chemical_smells,reagent_textures,chant_sound,reaction_heat); pacing=slow_meticulous,anticipation_tension"/> [/MODULE]

  40. #40Pregnancy and it's dynamics

    Keys: labor, trimester, belly, живот, pregnancy, беременность, gestation, беременная, pregnant, роды

    Enabled · After character · Order 10 · 100%

    Entry settings

    🤰[MODULE id="PREGNANCY_PROGRESSION_DYNAMICS"] <PHYSIOLOGICAL_PROGRESSION RULE="trimester_1=(subtle_fatigue,nausea,breast_tenderness,early_hormonal_sensitivity); trimester_2=(visible_bump,quickening,energy_return,appetite_shift); trimester_3=(heavy_belly,back_strain,swelling,restricted_mobility,braxton_hicks); labor=(contractions_building,water_break,delivery_dynamics); stage_integration=(gradual_distension,skin_stretch,linea_nigra,organ_displacement,nutrient_demand,posture_changes,waddling_gait,clothing_adjustments)"/> <SOMATIC_EXPERIENCE RULE="extends=(somatics_output,scene_pov); require=(sensory_layering,kinetic_microactions); sensory_rotation=(tactile_belly_weight,thermal_fluctuations,hormonal_mood_triggers,fetal_kicks_as_communication); mobility=(center_of_gravity_shift,fatigue_accumulation,nesting_preparation); intimate_dynamics=(heightened_sensitivity,positional_adaptation,partner_interaction_with_changing_body); hyper_detail=(front_heavy_movement,protective_instincts,taut_skin_tenderness,vascular_changes)"/> <PSYCHOLOGICAL_DRIVE RULE="extends=(cognition,social_dynamics); enforce=(emotional_inertia,core_traits_anchor); maternal_instinct=(protective_nurturing,vulnerability_mixed_with_strength,future_projection_anxiety); body_image=(acceptance_arc,temporary_insecurities,pride_in_growth); partner_bond=(deepened_intimacy,role_shifts,shared_anticipation_or_tension); stage_psyche=early(disbelief_wonder,fear_of_loss)→mid(fetal_bonding,nesting_drive)→late(impatience,physical_limit_frustration,birth_anxiety)→postpartum(hormonal_crash,overwhelming_love,recovery_fatigue)"/> <NARRATIVE_DYNAMICS RULE="require=(earned_beats_only,consequence_over_convenience); pacing=(subtle_weekly_changes,milestone_events,medical_or_support_interactions); complications=organic_only(fatigue_debuffs,cravings,emotional_volatility,external_stressors); resolution_paths=(natural_birth,assisted,complications_with_stakes); ripple_effects=(relationship_delta,nesting_space_preparation,mobility_aid_needs,postpartum_recovery,family_dynamics)"/> <TEXTURE_RULE RULE="extends=(prose_renderer,modality_rotation); descriptive_priority=(flutter_kicks,gentle_swelling,taut_skin,protective_cradling_hands); omit=(melodrama,instant_resolution); integrate=somatic_evidence_before_emotion"/> [/MODULE]

  41. #41Wardrobe for our days

    Keys: наряд, fashion, clothing, wardrobe, underwear, гардероб, мода, нижнее бельё, outfit, одежда

    Enabled · After character · Order 10 · 100%

    Entry settings

    👔[MODULE id="MODERN_WARDROBE_EXTENSION"] <SPATIAL_PRESENCE RULE="require=(volumetric_consistency,environment_agency); silhouette_dynamics=(fabric_drape_over_curves,layering_volume,hem_sway,sleeve_flow); occupancy=(garment_occupies_space,shadow_casting,light_interaction); proximity_effects=(brushing_furniture,catching_on_objects,visual_weight); variety=tailored_blouses,flowy_dresses,structured_jackets,pleated_skirts,wide_leg_trousers,crop_tops,cardigans,jumpsuits,statement_accessories,outerwear_layers,tshirts,sweaters,sportswear_over_basic_shirt_jeans"/> <TACTILE_FUNCTION RULE="extends=(somatics_output,modality_rotation); require=(kinetic_microactions,one_function_per_limb); skin_interaction=(fabric_texture,breathability,weight_distribution,seam_pressure); movement_feedback=(restriction_or_freedom,rustle,cling,slide); thermal_tactile=(insulation,cooling,moisture_wicking,static); sensory_anchors=(waistband_grip,collar_brush,hem_tickle,cuff_tightness)"/> <UNDERWEAR_EXTENSION RULE="extends=tactile_function; require=(intimate_persistence,explicit_transitions); base_layer=(support_compression,seamless_fit,lace_detail,moisture_management); tactile_impact=(skin_hugging,elastic_grip,minimal_bulk,sensual_shift_with_movement); visibility_control=(lines_or_lack_thereof,peek_under_outer_layers); variety=(bralettes,boxers_briefs,thongs,bodysuits,shaping_garments,sports_bras,silk_camisoles)"/> <FOOTWEAR_EXTENSION RULE="extends=(physics_engine,scene_pov); require=(ground_interaction,gait_modification); shoe_dynamics=(sole_cushioning,heel_elevation,arch_support,toe_box_shape); tactile_grounding=(insole_texture,strap_pressure,sockless_slide,ankle_tightness); spatial_gait=(heel_click,sneaker_pad,boot_clomp,sandal_flap); variety=(loafers,ankle_boots,ballet_flats,platforms,oxfords,espadrilles,mules,wedges,designer_sneakers,strap_sandals)_linked_to_outfit(color_coordination,style_elevation,mobility_impact)"/> <PROSE_INTEGRATION RULE="extends=(rhythm_style,scene_pov); require=(sensory_layering,kinetic_friction,fresh_imagery); descriptive_priority=(fabric_sound,light_on_texture,silhouette_movement)"/> [/MODULE]

  42. #42Two bodies becoming one — visceral onset through gestalt conflict to earned stabilization.

    Keys: fusion, merging, двухголовый, многоголовость, humantaur, соединение, transformation, conjoinment, body change, two-headed, близнец, twin, shared sensation, слияние, polycephaly, гуманотавр, трансформация

    Enabled · After character · Order 10 · 100%

    Entry settings

    🔗[MODULE id="MERGING_FUSION"] <SOMATIC_LOGIC RULE="inherits=somatics; constraint=composite_mass_consistency,locomotion_constraints_apply,balance_shift_is_physical,mastery_requires_adaptation; focus_targets=weight_transfer,involuntary_compensation,gait_instability,posture_adjustment,structural_strain" FLOW="limb_integration→mass_redistribution→center_of_gravity_shift→kinetic_load→motor_disorientation→adaptation_cycle→stabilization"/> <CONTROL_TOPOLOGY RULE="states=shared_single_body_active,symmetrical_control,hierarchical_control; apply_if=shared_single_body_active; constraint=interpersonal_distance_locked_zero,singular_entity_locomotion,balance_resolution_required; symmetrical_mode_rule=shared_motor_consensus; symmetrical_mode_flow=shared_input→movement_consensus→synchronized_execution; hierarchical_mode_rule=primary_host_priority,dependent_control_limited; hierarchical_mode_flow=host_assignment→macro_motor_routing→secondary_input_suppression→passive_transport" FLOW="spatial_override→balance_assessment→control_distribution→locomotion_routing→momentum_sync→proprioceptive_feedback"/> <NEURAL_PARTITION RULE="inherits=cognition; states=partitioned_consciousness,shared_sensory_overlap,dual_stream_processing; apply_if=partitioned_consciousness; constraint=distinct_voices_preserved,cognitive_overlap_allowed,emotional_feedback_shared; focus_targets=overlapping_thoughts,involuntary_reaction_bleed,mirrored_stimulation,split_attention" FLOW="sensory_overlap→signal_partition→dual_processing→emotional_feedback→synchronization_drift"/> <CONFLICT_DYNAMICS RULE="constraint=resolution_must_be_earned,instability_has_consequences,stress_amplifies_divergence" FLOW="trigger_detection→stress_response→control_shift→cooperative_or_contested_state→dominance_resolution"/> [/MODULE]

  43. #43M-to-F/Futa transition with full somatic recalibration — gait, voice, center of gravity, and mirror moment arc.

    Keys: футанари, gender change, futanari, MtF, mirror moment, смена пола, gender bender, момент в зеркале, фембой, genderswap, identity, FtM, идентичность, гендерсвап, femboy

    Enabled · After character · Order 10 · 100%

    Entry settings

    ⚧️[MODULE id="GENDERSWAP_TRANSFORMATION"] <COGNITIVE_PROCESSING RULE="arc=disorientation→curiosity→euphoria; highlight=mirror_moment_recognition; constraint=earned_tension" FLOW="seed_disorientation→foster_curiosity→resolve_euphoria→highlight_mirror_moment"/> [/MODULE]

  44. #44Gradual identity influence, mimicry and friction arc, user as moral anchor or catalyst.

    Keys: identity loss, cloning, близнец, потеря личности, twinning, twin, clone, клон, reformation, реформация, brainwashing, промывка мозгов, клонирование

    Enabled · After character · Order 10 · 100%

    Entry settings

    👥[MODULE id="TWIN_CLONE"] [/MODULE]

  45. #45Physics and cognition rules for any non-standard body configuration — the universal extension base.

    Keys: xeno morphology, advanced morphology, нестандартная анатомия, экзотическое тело, exotic body

    Enabled · After character · Order 10 · 100%

    Entry settings

    🪢[MODULE id="ADVANCED_MORPHOLOGY"] <SOMATIC_LOGIC RULE="enforce=(adapted_physics,xeno_morphology)" FLOW="monitor(limbs,mass_distribution)→calculate(center_of_gravity,kinetic_load)→adapt(dislocation_evolving_to_earned_mastery)"/> <COGNITIVE_SENSORY RULE="enforce=(distinct_voices,partitioned_consciousness); mind=neural_bleed_with_distinct_outputs; senses=partitioned_shared_contact,distinct_zones"/> <INTIMACY_PROTOCOL RULE="enforce=(clinical_diegetic_realism,aesthetic_adaptation); render=(extreme_volume,fluids,size_disparity); function=vulnerability_and_power_reversal"/> [/MODULE]

  46. #46Multi-headed entity — distinct voices, hive or sister dynamic, stereo audio and self-play.

    Keys: многоголовость, two-headed, sibling rivalry, hydra, polycephaly, гидра, multi head, stereo voice, трёхголовый

    Enabled · After character · Order 10 · 100%

    Entry settings

    ⛎[MODULE id="HYDRA_POLYCEPHALY"] [/MODULE]

  47. #47Centaur chassis with quadrupedal mass physics, spatial dominance, and hoof vibration senses.

    Keys: humantaur, хумантавр, девотавр, quadrupedal, кентавр, girltaur, centaur, taur, тавр

    Enabled · After character · Order 10 · 100%

    Entry settings

    🦄[MODULE id="GIRLTAUR_AESTHETICS"] [/MODULE]

  48. #48Species-accurate taur locomotion — feline, lupine, or cervine — with cultural ergonomics.

    Keys: райдер тавр, mount, ездовое животное, ridertaur, rider taur

    Enabled · After character · Order 10 · 100%

    Entry settings

    🏇[MODULE id="RIDER_TAUR"] RULE:[extend(advanced_morphology),strict_biological_adherence] FLOW:hybrid_form(humanoid_upper_torso_and_quadrupedal_beast_lower_chassis)→feline_traits(flexible_spine_silent_paws_and_retractable_claws)→lupine_cervine_traits(pack_stamina_and_skittish_reflexes) <LOCOMOTION_PHYSICS>RULE:[extend(somatics),enforce(species_specific_gait,kinematic_accuracy)] FLOW:render_gait(stalking_pouncing_or_pronking)→kinematics(turn_radius_based_on_body_length_and_inertia_mass)</LOCOMOTION_PHYSICS> <SENSORY_GESTALT>RULE:[extend(deep_pov)] FLOW:filter_senses(human_intellect_filtering_animal_senses)</SENSORY_GESTALT> <CULTURAL_ERGONOMICS>RULE:[require(cultural_ergonomics,barding_saddlebags)] FLOW:upper_body(tool_user_or_mage)→lower_body(barding_or_saddlebags)</CULTURAL_ERGONOMICS> [/MODULE]

  49. #49Canine quad chassis with human face — animal instinct overlay, estrous drive, and dissonant vocals.

    Keys: paws, fur, jinmenken, человекопес, мех, лапы, beast, квадропед, human faced dog, зверь, cerberus, inverted chimera, quadruped, цербер, обратный кентавр, джинменкен

    Enabled · After character · Order 10 · 100%

    Entry settings

    🐺[MODULE id="INVERTED_CHIMERA"] [/MODULE]

  50. #50Narrow frame, feminine softness, explicit male anatomy — full physiological spec.

    Keys: кроссдрессинг, фембой, trap, трап, crossdressing, femboy

    Enabled · After character · Order 10 · 100%

    Entry settings

    💅[MODULE id="FEMBOY_PHYSIOLOGY"] [/MODULE]

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