Prelude (under construction)

I live in the Managerial Age, in a world of "Admin." The greatest evil is not now done in those sordid "dens of crime" that Dickens loved to paint. It is not done even in concentration camps and labour camps. In those we see its final result. But it is conceived and ordered (moved, seconded, carried, and minuted) in clean, carpeted, warmed and well-lighted offices, by quiet men with white collars and cut fingernails and smooth-shaven cheeks who do not need to raise their voices. Hence, naturally enough, my symbol for Hell is something like the bureaucracy of a police state or the office of a thoroughly nasty business concern.

-C.S. Lewis, The Screwtape Letters (Preface)


Index

Prelude (under construction)        1

Index        3

Basic Rules        7

Intensity        7

Your Starting World        7

Your Starting Budget        7

Your Contractor Smart Device        8

Purchases        8

Followers and Familiars        9

Captures        10

Capturing Extras        11

Extending Your Build: Sales        12

Imaginary Tiers        13

Glossary        14

Negotiations (Difficulty)        15

Intensity Buybacks        15

Intensity Options        15

Other Contractors        22

PvP Glossary        22

General PvP Rules        22

Shores in Flames: Invasion PvP        23

Invasion Victory Conditions and Prizes        24

Counter-Invasions        24

Come Out and Play: Arranged PvP        24

Company Services        26

Missions        27

Origins        29

Bindings        31

General Binding Rules        31

Binding: Company Stamp        32

Binding: Tempest Jewelry        33

Binding: Hypnosis App        41

Binding: Tantric Arts        45

Binding: Alterzelu Symbiote        50

Alterzelu: Basic Larva        51

Alterzelu: Phases        53

Alterzelu: Structures        53

Alterzelu: Units        58

Alterzelu: Expansions        63

Binding: Shroud of Power        67

Shroud Elements        71

Lures and Other Controls        74

Lures        74

Lure Expansions        76

Space Truckin’        76

Other Controls        80

Heritages        82

Dragon        84

Pirate        88

Transhuman        94

Outsider        106

Catch-A-Ride Replica Showroom        110

Environment: Land        110

Environment: Sea        110

Environment: Amphibious        111

Environment: Sky        112

Environment: Space        113

Catch-a-Ride Perks        115

Demiplanes & Dungeons        116

Basic Perks        116

Advanced Perks: Demiplane or Dungeon?        119

Mechanic: Laws        120

Demiplane        120

Mechanic: Retinue Devotion        123

Dungeon        123

Talents        126

Defenses        129

Other Perks        133

Calibration Perks        133

Navigation Perks        135

Travel Perks        135

Miscellaneous Perks        136

Waifu Perks        139

Generic Waifu Perks        139

Anime, Manga, Light and Visual Novels        148

Gaming        156

Western Animation, Comics, Literature        162

Honkai Impact 3rd        163

Nasuverse DLC        172

Magical Girls DLC        182

Additional Rules        185

Setting-Specific Rules        188

Anime, Manga, Light and Visual Novels        188

Gaming        193

Western Animation, Comics, Literature        199

Nasuverse DLC        200

Magical Girls DLC        202

Credits        204

The WC Team        204

Content Contributions        204

Embedded Art        205

Content Creators        207


Basic Rules

Intensity

Your Intensity is the first step to creating a build. Intensity is a single number that reflects your desired tone, from a cozy retirement at Intensity 0 to a grueling struggle against insurmountable odds at Intensity 10. At lower intensities, your starting budget will be higher, but your ongoing gains from captures and sales will be much lower, to a minimum of zero at Intensity 0.

To find your Intensity value, go to Negotiations and make your choices from among those options.

Your Starting World

The second step to creating a build is determining your starting world. Every world has a Danger Rating (DR), measured on a scale from 1 to 10. These reflect our estimates of how dangerous the world is, taking into account the power of the typical combatants, the average danger level to ordinary people living in that world, and especially the actual cost of which of our perks might be the basic necessities to survive in that world. Entering a world during a major crisis or active apocalypse may raise a world’s rating by one or even two ranks, and some specific locations within a world may have their own DRs.

DR1 worlds are typically paradises, where even the local inhabitants are at little risk of trouble. DR2 is equivalent to the developed countries on an Information Age Earth. Danger and hardship still exist, but at the relatively low levels that most of our contractors are familiar with. DR10 reflects the worst hellworlds, where life is brutal and short. Specific worlds and their ratings are listed in the page 3 of the main listing.

If your world is not on the list, compare it to the ones that are and use your best judgment. A world’s danger rating can be affected by AU elements, but any characters’ metaknowledge should not cover these changes.

Your Starting Budget

Now that you know your Intensity and the DR of your starting world, you can match the two on the chart below to find your starting budget. This budget is only granted once. Traveling to a new world, region, or time period will not grant you additional credits, not even the difference between the lower DR and the higher. The following chart shows the budget for each DR at each of the major Intensity intervals.

Intensity

DR 1

DR 2

DR 3

DR 4

DR 5

DR 6

DR 7

DR 8

DR 9

DR 10

0

55

90

145

230

375

610

985

1590

2575

4165

1

35

55

85

140

225

365

590

955

1545

2500

2

25

40

60

100

160

260

420

680

1105

1785

3

20

30

50

75

125

205

330

530

860

1390

4

15

25

40

65

100

165

270

435

700

1135

5

15

20

35

55

85

140

225

365

595

960

6

10

20

30

45

75

120

195

320

515

835

7

10

15

25

40

65

105

175

280

455

735

8

10

15

25

35

60

95

155

250

405

660

9

10

15

20

35

55

85

140

225

370

595

10

5

10

20

30

50

80

130

210

335

545

Now that you know your budget, pick your Origin, one Binding-type control, and as many of the Lures, Other Controls, Perks, Companions, and Followers as you desire or can afford.

Your Contractor Smart Device

No matter your choices, you will receive one and only one complimentary smart device of your choice, preloaded with the company’s shopping app so you can manage your purchases and trade-ins on the go. The exact nature of your device is fixed. You may, however, trade in your current device and request a replacement at any time. Your current device will disappear immediately, and the new one will arrive after seven days (168 hours).

The company shopping app’s listings include descriptions of each listed character, including all major ability and skill tags and a short summary of their personality, so you know exactly what you’re paying for. Rule 63, humanized, kemonomimi-ized, and other variants are available for every character at no extra cost, unless the new form’s abilities would be too different from their listed tier: the perk Power Swap covers those cases. You and your companions are the only ones who can perceive or use any company app, but only you can make any transactions through this one.

Your company smart device cannot be hacked. If it is ever broken, it will repair itself completely the next time it isn’t observed. If it is ever more than 10m away from you or any of your companions for more than 15 minutes, it will teleport into your pocket or somewhere else on your person. If the local space is too warped for that distance to be accurate, you may also recall it manually. The same principle applies in digital worlds, even if you have a physical body “outside” in meatspace. If one of your companions is using this device for any purpose and you ask for it back, she'll hand it over immediately without question.

Your smart device will automatically disintegrate upon your account’s closure. If you have zero subjects, this will happen immediately upon your death. Otherwise, we will wait until your R.I.P. timer runs out.

Purchases

The company’s Companions and Followers are all clones manufactured on demand, except where noted. They come packaged with their iconic outfits, personal equipment, and familiars or treasured pets, when appropriate. The largest equipment normally allowed are motorcycles, but there are some rare exceptions. For your own ease of accounting, you may only purchase one copy of any distinct entry at a time.

Most companions are sorted into ten tiers, each of which has a different cost. See the table to the right for details. The waifu lists properly begin on page 3 of the spreadsheet. Third-party lists of companions are also allowed and may be found elsewhere.

The Star System

Subgroups of Tiers 1-10 are occasionally referred to by star colors. “Blue-star” is Tiers 1-3, “copper-star” is Tiers 4-6, “silver-star” is Tiers 7-9, and “gold-star” is Tier 10.

All purchase prices are rounded up. Some Controls and Heritage perks include free copies of lesser perks, primarily Talents and Defenses. These can ignore the normal prerequisites. If you’ve already purchased a perk before getting a free copy, you may take a discount on the new purchase equal to the free perk’s value. The total of all discounts applied to a single perk, unless it’s a Talent or Defense, is capped at -80% of the list price.

No powers found in this catalog will directly impact a Contractor’s own mind without an explicit warning otherwise (such as in Memoria). The company is not responsible for any power’s indirect effects on a Contractor’s decision-making.

For any member of your retinue whose powers come from an external, (semi-)sapient source, their connection will be severed at the moment of capture and those powers replicated as innate abilities.

If they have powers that rely on a background magical field, the connection to you will act as an adapter in worlds with a different field. In worlds or regions that lack any such field, their powers will still be usable, but at a reduced capacity when outside of your presence.

Many retinue members have powers that come with a crippling categorical weakness. This is more than just an unwanted limitation or inconvenience; green Kryptonite’s effects on a Kryptonian clearly qualifies, while Baldr’s vulnerability to mistletoe was from the plant being the only known thing that he lacked immunity to and thus does not. Altered dietary needs, such as many forms of vampiric thirst, are also not weaknesses in this sense. These individuals will be no more affected by qualifying weaknesses than an ordinary human.

Followers and Familiars

Broadly speaking, a Follower is any individual in your retinue that isn’t a member of your harem proper. This can include beloved pets, support staff, adopted children, people important to your harem that you aren’t interested in maintaining an emotional and sexual relationship with, or more traditional magical beasts such as Pokémon or magical girl mascots.

Many purchasable companions are packaged with their personal familiars and specified as such in the setting-specific rules; this is by no means a comprehensive list. Some personal familiars named in the setting-specific rules are also present in the catalog listing as companions. If you capture a familiar’s master first, you’ll get the familiar too and receive the full value for both. Much like with humanoid captures, only the first copy of any type of generic magical or other beast is worth capture or sale credits.

Followers and Familiars can be captured using local familiar bonding methods, such as rituals or Pokéballs, or Binding or Other controls like anyone else, and are not subject to the romantic or sexual interest that your Bindings instill in your companions. If a Follower or Familiar is bound to you by local methods, they will count as captured for all purposes. No special methods are needed to distinguish a companion binding from a Follower binding; intent is enough. Companion and Follower statuses are not permanent and may be changed in the app at any time. This change will always be intentional.


Effective Tiers

A person’s tier can be affected by outside sources - whether that means you, another Contractor, or some other quirk of fate. To calculate a person’s effective tier, follow these steps. A contractor’s life before meeting the company would be Step 0.

  1. Companion’s unmodified tier. This is the number given in their Catalog entry.
  1. Apply any Specific Waifu Perks.
  2. Apply any permanent bonuses from Heritages.
  1. Account for cross-training (including the benefits from training with Talents), General Waifu Perks, and any sort of third-party augmentations (biological, cybernetic, spiritual, etc.). This step represents an individual’s state if they were suddenly freed from their contractor or otherwise not (or no longer) associated with the company… and also naked.
  2. Account for any special or empowering equipment that the individual has. This step represents the individual’s state if they were suddenly freed from their contractor or otherwise not (or no longer) associated with the company.
  3. Account for the direct effects of Binding-type controls.
  1. Account for the ongoing effects of all other persistent catalog options: Lures, Demiplane/Dungeon access, Talents and Defenses, and Other Perks. This is the individual’s usual state within a contractor’s retinue.
  1. Apply any conditional or other temporary effects from Heritage perks, personal abilities or other sources.

Many individuals’ powers rely on henshin devices, personal familiars, or special equipment that they can be easily separated from and reduced to, usually, only T1-T3. These items are accounted for in their listed tiers, but not included in their effective tier calculations until step 3.

Captures

Additional companions may be acquired by “capturing” them in their homeworlds. This is typically achieved by using a Binding or certain Other Controls, or when a target gives you a sincere love confession - usually romantic, but false positives occasionally happen and trigger a capture that isn’t entirely merited. This love may be assisted by any means, including the use of Lure-type controls or third-party mind control.

Confessions must either be delivered in-person or by a two-way live feed of any sort. The target does not need to be aware that you received their confession at the time it was given, but a target with full awareness of their surroundings should be reasonably expected to know that you could. The exact wording of any confession varies greatly with the target’s personality and cultural context.

When you capture a Tier 1-10 target, we’ll pay you a certain fraction of their purchase price of their effective tier at step 1a, rising with your Intensity and then rounded down to the next full credit. If, due to your retinue’s actions, their effective tier at step 3 is less than step 1a, we’ll use that value instead. Capture credits are not granted for local versions of targets that you’ve purchased or alternate versions that you’ve already captured once, unless they’re a unique entry in the lists proper or as a waifu perk. If a target is only listed as part of a group entry, you will only get the credits after capturing every member of the group.

If you capture a character “early,” before they’ve achieved the potential reflected in the version available for purchase, you will still receive their full capture value. As compensation for the subject’s relative weakness, we at the company will download the missing abilities and a framework for the missing skills into your capture target at no charge. This framework will also guide the capture to any missing equipment or personal familiars, but you must hunt those down, and provide the subject with the training needed to master their new power, on your own time.

Regular Capture Prices

Intensity

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Tier 10

0

0

0

0

0

0

0

0

0

0

0

1

0

0

0

0

0

2

4

8

20

40

2

0

0

0

0

1

4

8

16

40

80

3

0

0

0

1

2

6

12

24

60

120

4

0

0

0

1

3

8

16

32

80

160

5

0

0

1

2

4

10

20

40

100

200

6

0

0

1

2

4

12

24

48

120

240

7

0

0

1

2

5

14

28

56

140

280

8

0

0

1

3

6

16

32

64

160

320

9

0

0

1

3

7

18

36

72

180

360

10

0

0

2

4

8

20

40

80

200

400

Capturing Extras

Subjects not named on any list may also be captured for credits, provided they have at least three of the following in their original canon: name, personality or backstory, abilities or skills or powers, and appearance or design. As an author, you must be able to assert that the character definitely existed in canon, even as an extra in a crowd scene, and then rate their tiers yourself. Individuals who fail this test are worth 5% of the purchase price for their tier at step 1a. On low intensities, when the regular capture value is less than 5% of purchase price, they will be worth that instead.

Because captured extras lack a standard model for comparison, unlike listed entries, any additions that would normally be accounted for in steps 3 or 4 will instead be included in the newly-created standard model and calculated accordingly. If an extra is the first example of a generic entry that you’ve captured, they will still count for the full price of that entry, if it’s higher than the above.

The following chart shows the capture values for each tier at each of the major Intensity intervals.

Extra Capture Prices

Intensity

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Tier 10

0

0

0

0

0

0

0

0

0

0

0

1

0

0

0

0

0

2

4

8

20

40

2

0

0

0

0

1

2

5

10

25

50

3

0

0

0

0

1

2

5

10

25

50

4

0

0

0

0

1

2

5

10

25

50

5

0

0

0

0

1

2

5

10

25

50

6

0

0

0

0

1

2

5

10

25

50

7

0

0

0

0

1

2

5

10

25

50

8

0

0

0

0

1

2

5

10

25

50

9

0

0

0

0

1

2

5

10

25

50

10

0

0

0

0

1

2

5

10

25

50


Extending Your Build: Sales

If you only wanted a capture for their credit value, you may ship them to us at the company. We’ll pay you a certain fraction of the purchase price of their effective tier at step 3, rising with your Intensity and then rounded down to the next full credit. This applies regardless of whether step 1a or step 3 has the higher value. Personal familiars gained for free from an Origin choice will not count for capture credits, but may still be sold at the normal rate. As with captures, payouts for sales are not granted for local versions of targets that you’ve purchased or alternate versions that you’ve already sold once, unless they’re a unique entry in the lists proper or as a waifu perk. Extras have no additional sale value.

Selling a subject only takes a single button press in the company app on your smart device. We’ll reprocess the captures and send them where they need to go. Otherwise, captures are yours to keep.

The following chart shows the sale values for each tier at each of the major Intensity intervals.

Sale Prices

Intensity

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

Tier 6

Tier 7

Tier 8

Tier 9

Tier 10

0

0

0

0

0

0

0

0

0

0

0

1

0

0

0

1

2

6

12

24

60

120

2

0

0

1

2

4

12

24

48

120

240

3

0

0

1

3

7

18

36

72

180

360

4

0

0

2

4

9

24

48

96

240

480

5

0

1

3

6

12

30

60

120

300

600

6

0

1

3

7

14

36

72

144

360

720

7

0

1

4

8

16

42

84

168

420

840

8

0

1

4

9

19

48

96

192

480

960

9

1

2

5

10

21

54

108

216

540

1,080

10

1

2

6

12

24

60

120

240

600

1,200


Imaginary Tiers

Three more tiers exist beyond the normal ten: tier χ/X, Ψ/Y, and Ω/Z. These companions instead cost varying amounts of Imaginary Tickets (IMG), only available for starting builds on Danger Rating X. Both the Greek and Latin names for these Imaginary Tiers are acceptable. Imaginary Tier companions that are listed as Perks or Waifu Perks have further details in the appropriate sections. All Imaginary Tier companions are freely capable of multiversal travel, even if they showed no such abilities or explicitly could not in their original canons.

If, after your starting build, you ever find yourself with spare IMG and nothing or nobody you want to buy with it, you may exchange the tickets for 1000 credits each. This cannot be undone.

Captured Imaginary Tier companions may be shipped back to the company like any other. These follow similar capture and sale rates as regular companions, including the effects of Wage Slave, but are measured in both IMG and credits and convert every 1000c to 1 IMG. If you are not on Wage Slave, and your intensity is above 0, all sale values will also be worth 1 additional IMG. The full charts are on page 2 of the spreadsheet.

Tier χ/X

Intensity

Capture

Sale

Capture (Extra)

0

0

0

0

1

80

240 + 1 IMG

80

2

160

480 + 1 IMG

100

3

240

720 + 1 IMG

100

4

320

960 + 1 IMG

100

5

400

200 + 2 IMG

100

6

480

440 + 2 IMG

100

7

560

680 + 2 IMG

100

8

640

920 + 2 IMG

100

9

720

160 + 3 IMG

100

10

800

400 + 3 IMG

100


Tier Ψ/Y

Intensity

Capture

Sale

Capture (Extra)

0

0

0

0

1

200

600 + 1 IMG

200

2

400

200 + 2 IMG

250

3

600

800 + 2 IMG

250

4

800

400 + 3 IMG

250

5

1 IMG

4 IMG

250

6

200 + 1 IMG

600 + 4 IMG

250

7

400 + 1 IMG

200 + 5 IMG

250

8

600 + 1 IMG

800 + 5 IMG

250

9

800 + 1 IMG

400 + 6 IMG

250

10

2 IMG

7 IMG

250


Tier Ω/Z

Intensity

Capture

Sale

Capture (Extra)

0

0

0

0

1

400

200 + 2 IMG

500

2

800

400 + 3 IMG

500

3

200 + 1 IMG

600 + 4 IMG

500

4

600 + 1 IMG

800 + 5 IMG

500

5

2 IMG

7 IMG

500

6

400 + 2 IMG

200 + 8 IMG

500

7

800 + 2 IMG

400 + 9 IMG

500

8

200 + 3 IMG

600 + 10 IMG

500

9

600 + 3 IMG

800 + 11 IMG

500

10

4 IMG

13 IMG

500

Danger Rating X Build Rules

When creating a Danger Rating X build, ignore the basic build creation rules found above. You will instead start with the following:

  • One companion of Tier χ/X or Ψ/Y. Power Swapping a different companion to one of these tiers is allowed, as are Heavenbuilt Proto and Piece of Silver. You and your companion will have a Couple’s Account, following all of that option’s rules.
  • Any Origin, free of charge. Your effective tier at step 1a must be 6 or less.
  • A single basic Binding-type control.
  • As many official basic Lures as desired.
  • All official Talents and both purchases of all official Defenses
  • A 400-credit budget for your Heritage.
  • A 545-credit budget for Catch-a-Ride.
  • A 500-credit budget for Demiplanes & Dungeons.
  • A single 600-credit budget for all other official perks found in this catalog, including Binding and Lure expansions.

Once your build is finalized, any leftover credits will carry forward to your regular account. This remainder may not be accessed before seven days (168 hours) have passed, but may be used for any purpose. Any Waifu Perks purchased for yourself in the initial build, including Power Swap, cannot raise your tier above 6; this only applies at that moment and not afterward.

You may start in any world you like, regardless of the above Danger restrictions. If you start in your companion’s homeworld, Yoink will automatically be applied at no cost. The prices of your captures and sales will be locked at their Intensity 10.0 values. Go anywhere you want, follow the special rules, and have fun.

Glossary

  • Contractor: You.
  • Retainers or Subjects: All living things you own.
  • Companions: Your waifus and/or husbandos, i.e. subjects that you intend to have intimate relations with.
  • Followers: Any subject that is not a companion.
  • Familiars: Typically non-humanoid, personal pets of your own or your subjects..
  • Retinue: The group of you and all subjects, including Familiars.
  • Chargen: Character Generation, your starting build.

Negotiations (Difficulty)

The options in this section will permanently alter your contract, affecting the potency of company perks and how you interact with the worlds you visit - drastically changing your employment experience with the company. All difficulty selections are both chargen-only and permanent, with the explicit exception detailed below. To find your intensity value, add the value of each selected option, plus a base value of 1.

Intensity has a hard lower limit of 0: if your calculated intensity is below 0, you must take additional options that add intensity until the value is within the allowed range.

Intensity has a soft upper limit of 10. If your calculated intensity is above 10, you do not need to take additional options to lower your intensity. It will simply be capped at 10 for your starting budget and payment values.

Intensity Buybacks

Once you’ve been an active contractor for six months (180 days), you will earn the ability to pay off all difficulty settings that add intensity, to a minimum of +0 in each category. This will remove the difficulty effect, without lowering the values of your captures and sales. The fee for this is 500 credits per point of intensity, plus an additional 500 credits per point you’ve previously paid off: 500, 1,000, 1,500, 2,000, etc. If you pay off multiple intensity points at once, each point will be counted separately.

Intensity Options

Unless specifically noted, each option within a subsection is mutually exclusive.

Team Play

Me and My Girlfriend(s) (PvE)

Intensity: +0

You are a solo contractor. You may still encounter other contractors, if you choose to engage with the Eye Orbs, but the multiverse is big, really big. You just won't believe how vastly, hugely, mind- bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to the multiverse.

Couple’s Account (Cooperative)

Intensity: -1

Compatibility: With A Little Help From My Friends

Your spouse or significant other is a contractor like you, but the two of you are tied much more closely than the friends option below. Your partner must be someone from your homeworld that you know personally. The two of you share full access to a joint account tied to both of your smart devices. You and your partner cannot sell each other. A member of your retinue may be a companion to one of you and merely a Follower to the other.

You will only pay for the more expensive of your two Origins. The chosen binding method treats you as equal masters, ensuring that your love never fades. (If you have the Symbiote, one of you will usually, but not necessarily, be the queen.) Heritages are purchased separately, but the other of you can buy any Heritage that one of you has at half-price, after all discounts and ignoring the usual discount cap. This does not apply to the IMG costs of Heritage capstones.

The control aspects of Bindings, Lures, and any Heritage hierarchy mechanics will only affect your relationship if the two of you are into that. Template Stacking and relevant waifu perks are purchased individually. All other items need only be purchased once to benefit the both of you equally. Your shared retinue will not enter R.I.P. mode unless you both perish.

With A Little Help From My Friends (Cooperative)

Intensity: -1

Compatibility: Couple’s Account

You aren’t the only player in your game. Another contractor walks alongside you, visiting the same worlds in the same order. Your progress meters for Exit Stage Left and Rainbow Bridge are synchronized and charged by both of your activities. No matter how many teammates you have, the budget adjustment remains the same. Remember, “friendly fire isn’t,” so try not to antagonize your teammates too much.


Payment

These options do not affect the +1 IMG from selling any imaginary tier individual.

100%/0%

Intensity: -5

All payment for individuals comes from captures, not sales. As an example, a Tier 8 individual captured on intensity 5 will now earn you 160 credits up-front instead of 40, while an immediate sale will earn you 0 additional credits instead of the standard 120.

75%/25%

Intensity: -3

The standard compensation for your captures and sales is flipped. As an example, a Tier 8 individual captured on intensity 5 will now earn you 120 credits up-front instead of 40, while an immediate sale will only earn you an additional 40 credits instead of the standard 120.

50%/50%

Intensity: -1

Captures are more valuable relative to sales. Half of the total value of a listed individual’s total capture+sale value now comes from capturing them. As an example, a Tier 8 individual captured on intensity 5 will now earn you 80 credits up-front instead of 40, while an immediate sale will only earn you an additional 80 credits instead of the standard 120.

25%/75%

Intensity: +0

The standard compensation for your captures and sales applies. As a reminder, a Tier 8 individual captured on intensity 5 will earn you 40 credits up-front, while an immediate sale will earn you an additional 120 credits.

0%/100%

Intensity: +1

All payment for individuals comes from sales, not captures. As an example, a Tier 8 individual captured on intensity 5 will earn you 0 credits up-front instead of 40, while an immediate sale will earn you an additional 160 credits instead of the standard 120.

General Binding Rules

Standard

Intensity: +0

Follow the written General Binding Rules.

Only Followers

Intensity: +1

All of your subjects will be Followers. If you want a subject to become your waifu or husbando, you must use other means instead. For the purpose of R.I.P., you may choose one sapient subject to manage your account as Executor after your death. Your chosen Executor will keep that title until their own death or departure from your retinue. You may also manually choose a new Executor, if at least 1 week (168 hours) has passed since your last choice.

No Loyalty

Intensity: +2

In addition to the effects of Only Followers, none of the mental effects described in General Binding Rules will apply to your subjects. You may still use other means to win or compel your subjects’ trust, obedience, and willingness to participate in the captures of their friends and loved ones.

No Bindings

Intensity: +3

In addition to the effects of No Loyalty, you will be locked into Empty Hand and unable to switch to a true Binding. Lures, Other Controls, Heritage-based capture methods, and third-party mind control are all still viable.

Heritages

Ancestral Diversity

Intensity: -1

The perk Ancestral Diversity is available for purchase, allowing you access to additional Heritages beyond your first. You may also acquire additional Heritages through other means, such as PvP rewards or other contractors using their Heritage-spreading perks (Dragon Thrall, Philosopher’s Transmortality Engine, An Answer to Reason, etc.) on you.

Only One

Intensity: +0

Once you have your first Heritage, you may not gain a second by any means. Heritages may not be refunded, so choose wisely.

Heritages Banned

Intensity: +1

Heritages are not available for purchase.

Global Leveling Systems

Automatic Connection

Intensity: -2

For any world with a globalized diegetic leveling system, such as Disgaea or I’m a Spider, So What, your retinue will connect to that system if there are any members who are from that world or have visited it in person.

Potential Connection

Intensity: 0

Your retinue may not connect to a globalized diegetic leveling system merely by having someone from that world. Individuals from that world will still be able to level as normal, but retinue members who are not must either visit the setting or have Added Potential, Power Swap, or Template Stacking.

Manual Connection

Intensity: +1

Globalized diegetic leveling systems may not be purchased via Added Potential and will not be earned simply by visiting such a world. Power Swap and Template Stacking will still work, or you can find a system admin (or other applicable method) and have your retinue added manually.

Personal World

Standard

Intensity: +0

Everything in the Demiplanes & Dungeons section is available as normal.

Nomad

Intensity: +1

Pocket Apartment is not available for purchase. While this modifier is active, All Roads Lead to Home, Rainbow Bridge, and Demiplane and its upgrades (but not Dungeon) will all still be available for purchase, provided you have a company-provided space such as Dragon Cabin or enclosed Ride. Multicore Neural Leyline’s normal requirement of Pocket Apartment will similarly be waived, as the Jouten is itself a company-provided space.

Lawless

Intensity: +2

In addition to the effects of Nomad, Demiplane and its upgrades are also unavailable. The Outer Shell rule (in the Defenses section) still applies.

Template Stacking

Standard

Intensity: +0

Follow the written rules for Template Stacking.

One Each

Intensity: +1

Each individual in your retinue may have no more than one purchased copy of Template Stacking I. This will not conflict with mission rewards.

None

Intensity: +2

Template Stacking may not be purchased. Templates are still available as rewards for missions.

Defenses

Immunity

Intensity: +0

Defense perks work as advertised. They may be purchased twice, giving you full immunity to what each Defense covers.

Resistance

Intensity: +1

Only the resistance level of each Defense perk will function. The immunity level may still be purchased, or obtained for free from Binding or Heritage perks, for use as prerequisites. Any immunity-level Defenses on your account will activate automatically if this modifier is removed.

None

Intensity: +2

All Defense perks will not function. Defense perks may still be purchased, or obtained for free from Binding or Heritage perks, for use as prerequisites. Any resistance-level Defenses on your account will activate automatically if this modifier is removed.

New Worlds

Open Exploration

Intensity: -2

Your retinue’s ability to travel between universes is only restricted by their own abilities. If you have a universal traveler, they may scout the multiverse freely, without needing to spend any notable time in each new world beyond their ability’s recharge or cooldown times (if applicable).

Delayed

Intensity: +0

While in your starting world, you cannot unlock a new world without doing at least one of the following: filling an Exit Stage Left progress bar (regardless of whether or not you have that perk), accepting a Standard or Grand mission in a new world, or opening a portal from your Dungeon to a capture’s homeworld.

Limited

Intensity: +1

The restriction from Delayed now applies to every world visited, not just your starting world.

Warranty Plan

Brick and Mortar

Intensity: -2

Instead of counting the number of amazons that you have as subjects, the time reduction on respawns relies on your total count of all subjects.

Standard

Intensity: +0

Warranty Plan functions normally.

À la carte

Intensity: +1

Warranty Plan must be purchased for each individual in your retinue. As compensation, the price for each warranty is only 40 credits. Express Delivery still applies to all copies of Warranty Plan.

Expiry

Intensity: +2

In addition to the effects of À la carte, each copy of the perk will only work once and will need to be purchased again afterward. As compensation, the price of each warranty is only 20 credits. Express Delivery still applies to all copies of Warranty Plan.

Disabled

Intensity: +3

Warranty Plan and Express Delivery are unavailable.

Death

Standard

Intensity: +0

R.I.P. rules function normally.

Hustle

Intensity: +1

The time limit for R.I.P. is reduced to 1 day (24 hours).

Peril

Intensity: +2

The time limit for R.I.P. is reduced to 1 hour.

Hardcore

Intensity: +3

Your account is removed from R.I.P. eligibility. Should you ever die in a way that triggers R.I.P. rules, you will permanently lose your contractor status and all company perks and functions. If you also have Only Followers or higher, an Executor will have no purpose and you may not choose one.

Randomization

All randomizer options are mutually compatible. Randomizers that do not affect intensity have a 1% chance of applying to any new world visited (after a contractor’s starting world) even if they are not chosen. This applies separately for each randomizer.

Alignment

Intensity: +0

In each world visited, the people’s personal morality and factional membership is randomized on an individual level. Individuals in the same factions will tend to have similar morality, but their lineups and goals are likely to be wildly different from what you remember. Purchases are not affected.

Power Swap

Intensity: +0

In each world visited, the people’s skills and abilities are randomized on an individual level. This is effectively a global Power Swap on every individual, with no respect for setting boundaries. These swaps obey the star color system, so someone who is normally Tier 4 may be swapped to a Tier 6 power, but not a Tier 3. Purchases are not affected.

Homeworld

Intensity: +0

The local populations of each world you visit are shuffled. They are all fully native to their new worlds, not isekai transplants. This shuffle obeys the star color system, so a local Tier 4 may be swapped with a Tier 6, but not a Tier 3. Purchases are not affected.

Dialogue

Intensity: +1

A wordfilter hampers your retinue’s ability to understand local languages. If the local language is one that you speak, you might understand the words just fine, but the overall meaning will be nonsense. This applies to both speech and the written word, and cannot be bypassed by Communication Talent or other means. Capturing a local will bring them to your side of the filter, while filling an Exit Stage Left progress bar will remove the filter for that specific world and (should you use Meta Shift or Blank Slate afterward) all direct parallels.

Item

Intensity: +0

The local artifacts, treasures, and rarities of each world you visit are shuffled. This can include combat equipment, though mass-deployed gear will be shuffled as whole groups, not individually. Plot-relevant items will always remain in their home worlds, though they could be anywhere within those worlds. This shuffle obeys the star color system, so equipment that makes its user a Tier 4 may be swapped with a Tier 6, but not a Tier 3. Purchases are not affected.

Entrances

Intensity: +1

Divide a world into discrete zones: outdoors within a planet’s atmosphere, the interior of a cave system, a single-family house, individual suites within a high-rise, etc. The doorways and entrances between each of those zones are now shuffled for your retinue only, bypassing Paradox Defense. Instead of the outdoor side of Passage A leading to the indoor side of Passage A, it might instead lead to the indoor side of Passage B or outdoor side of Passage C. These entrances are coupled: if you retrace your steps, you will then return to the outdoor side of Passage A. The set of entrances that are actually just the edges of a planet’s atmosphere will always be shuffled separately from the general pool.

This randomization is fixed upon any of your retinue members’ first visit to a new world; filling an Exit Stage Left progress bar will remove the randomization for that specific world and (should you use Meta Shift or Blank Slate) all direct parallels. Your own portals into a world, from Pocket Apartment, We Will Meet Again, and their upgrades, will not be affected. Note that sufficient environmental destruction can erase the boundary between two zones, forcefully integrating the smaller zone (usually indoors) into the larger (usually outdoors). The Mapper and related perks will account for the effects of this randomizer.

Decoupled Entrances

Intensity: +2

Requires: Entrances

Entrances are not merely randomized, but decoupled. If you enter Passage A from the outside, you might emerge on the inside of Passage B, but retracing your steps instead takes you to the inside of Passage D, not back to the outside of Passage A. The Mapper and related perks will account for this effect and are highly advised.

Other

All of these options are mutually compatible.

Intact Weaknesses

Intensity: +1

Crippling Categorical Weaknesses, as described in the Purchases section of Basic Rules, are left as-is for your entire retinue. Many qualifying weaknesses can be mitigated by an appropriate Talent or Defense. Using vampires as an example, Wild Defense protects them from the sun and running water, Body Defense protects against garlic and salt, Blessed Talent protects from holy symbols and locations, Stress Defense eliminates the need to obsessively count small objects, etc. You may still find your own methods to mitigate any such weaknesses that are not addressed by any Talent or Defense.

Defense Rebates Disabled

Intensity: +1

All defense rebates are disabled.

Power Swap Banned

Intensity: +1

Power Swap is not available for purchase.

Cash Still Rules

Intensity: +2

Your signing bonus… isn’t. Whatever you spend from it will instead be a loan, subject to the rules in Loans and Credit Debt. Your starting world will not necessarily have enough available credits to pay back your loan or even the interest, but Missions and Invasion PvP can help cover that. Your baseline interest rate will also increase to 20%.

If your starting budget is below the starting loan limit for your intensity, you may take additional loans to that limit after chargen, as normal. Budgets above that limit will be overcapped until you’ve paid enough of the principal to fall beneath the limit and/or visited enough new worlds to raise the limit above your principal. No additional loans may be taken while overcapped.

Wage Slave

Intensity: +0

We aren't a charity, Contractor. We've decided you need to put in some more effort to earn your keep. While your starting budget is not negatively impacted, from here on out, you can only gain credits for completing missions, winning arranged PvP matches, or by completing other similar activities on behalf of the company. All credit and ticket income from captures and sales will instead be converted into cold, hard cash, at a rate of 1 credit to 500 USD, in addition to the standard monetary bonus. Captures will still provide their rebates to Defense costs, as appropriate. We do not advise taking Cash Still Rules with this, as that mode provides no benefits with this mode active. However, if you wish to start heavily indebted to us, without any easy ways of paying us back… we won’t stop you.

Calming Up

Intensity: +2

Things will not calm down, contractor. The Danger Rating of every world you visit will always be equal to the highest Danger Rating of any world your retinue has visited (while they were in your retinue). This even applies to worlds you’ve already been to since your contract began, but not different eras of the same world, and may manifest as a new plot development, incursion from one of your other worlds, or reveal of a new element that was “always” there. People from each adjusted world will maintain their former roles in the new circumstances, with appropriate increases to their tier ratings and list prices - and, in turn, the corresponding effects on capture and other values - as necessary. Waifu perks may still be applied to captures or Yoinks from these worlds, with no change to their list prices. Tier changes from waifu perks may or may not apply in these cases.

Interest Enforced

Intensity: +1

Interest will be charged on your loan balance every month without fail, regardless of how much you pay toward the principal in that month.

No Skill Framework

Intensity: +2

The skill framework for Substitutes, Templates, and early captures, that normally helps them reach their baseline potential, is not available. Talents and appropriate trainers are highly recommended. If purchased templates are allowed under your contract’s terms, the initial prices of Template Stacking I and Template Stacking II are reduced by 50%, to 10 credits each.


Other Contractors

The company is a multiversal organization. You are hardly their only contractor, though the multiverse is certainly expansive enough that you can live many lifetimes and never once meet one of your peers. The company offers a variety of means for non-allied contractors to interact, beyond random chance encounters in the vast multiverse. Some of these interactions will even be friendly, but others… less so.

Green Eye Orb

Cost: 10

This is your invitation to any one of the company’s exclusive clubs for contractors. You can bring up to three members of your retinue to eat, drink, game, make new friends and rivals, and do business with other contractors and retinues at these neutral grounds. Both indoor and outdoor environments and services are available.

Conflict between contractors, including poaching each others’ retinues, is actively prevented in real time via Demiplane Laws. Note that the company does not enforce fairness in trades between contractors, so take care to watch your own back.

PvP Glossary

  • Home Territory / Turf: This includes all company provided spaces (Pocket Apartment and upgrades, Dragon Cabin, space claimed by Creep, etc.), plus any locations in a local world that you or your retinue have possessed for at least 24 hours.
  • PvP Asset Value: The sum of the list prices for your retinue’s effective tiers after step 4, plus the combined list prices of your Catch-a-Ride vehicles. Imaginary Tiers are valued according to the exchange rate of their IMG value. If you only bring a limited force into a PvP match, only they will count towards this.
  • PvP Credit Value: Your total PvP Asset Value, plus the combined list prices of your Controls, Talents, Demiplanes & Dungeons perks, and the first level of every owned Defense.

General PvP Rules

Not all of these rulesets apply to every form of PvP, but each applies to more than one, and will be referred back to as necessary. All debuffs in these rules are in place for any interactions between you (and your subjects) and your opponent (and their subjects). These debuffs do not apply to interactions between yourself and natives of your current universe.

Home Territory Integration

Enabled for: Invasions (Defending Side)

If you have a Pocket Apartment or higher, the location is integrated into the local environment for as long as you’re connected to that world. The locals will not notice its appearance or disappearance. Conjunction, Apportation, and Warranty Plan’s killswitch are all disabled while on your opponent’s home turf.

Defense Perk Restrictions

Enabled for: Invasions (all), Arranged

The often-necessary Defense perks made available to Contractors for PvE activity are also strong enough to cause excessive frustration in PvP. To answer this concern, the immunity levels of all Defenses are disabled.

D-Travel Restrictions

Enabled for: Invasions (all), Arranged

        To ensure that a match actually occurs, participants may not leave until the end, whether the intended destination is a parallel of the same world or part of a different multiverse cluster entirely.

NTR is a Trash Fetish (PvP Capturing)

Enabled for: Invasions (non-Phantasms)

If a member of a retinue is captured by an enemy and held in their territory (whether that territory is purchased from the company or acquired locally) for a period of 24 hours, the hostage loses the benefits of Creature, Stress, Mind, Addiction, Wyldscape, and Corruption Defenses until rescued. The timer begins only when the hostage is both defeated and restrained, and it will reset if they are touched by their master or leave enemy territory unrestrained. The timer will pause if they leave while still restrained by the enemy.

Once the timer has run its course, the kidnapper is free to use any bindings, lures, or third-party mind control methods they have, as if the hostage were free. Targets stolen from another contractor are worth 0 capture credits, but may be sold at the usual rate, adjusting for their effective tier after step 3. Recapturing one of your own companions does not grant any credits.

Shores in Flames: Invasion PvP

Invasions are the only form of PvP that occur in the “wild,” outside of dedicated arena realms. Any contractor who owns a Red Eye Orb may participate, as either the invader or the defender, or a White Eye Orb, as an ally of the defender.

In an invasion, any member of the invading force or non-local forces allied to the defender will appear as a translucent phantasm. Invaders have a dark red tint, while allies glow white or gold. Red Phantasms cannot harm any local forces that are not part of the defender’s retinue, even the defender’s local allies; White and Gold Phantasms can only harm Red Phantasms. All harm done to phantasms is temporary: a “slain” phantasm will dissolve into motes of the same color, be sent back to their contractor’s home world, and return to active duty after a solid week (168 hours) of recuperation. All Phantasms that remain in a battle zone at the end of an invasion, regardless of the outcome, will automatically return home.

Red Eye Orb

Cost: 100

Hardly different at all from the original items, as they were used in the many parallels of an ashen world, ownership of one of these orbs lets you and a strike force invade another contractor’s world and ruin their hard work.

To qualify as an invasion target, the enemy contractor must first own a Red Eye Orb of their own. Yes, this means you may find yourself the defender in this scenario. This is your warning. Second, they have visited a parallel of at least one world that you’ve visited. The battle will take place in that parallel. Third, their PvP credit value must be in the same ballpark as your force’s PvP asset value, with the higher of the two no more than 25% more than the lower. Invasion targets are randomly selected by company systems; contractors have no influence on the process.

An invader’s strike force will appear as Red Phantasms, as explained in the Glossary. All harm or other effects done to the defender’s retinue will be real, however, including PvP Captures; see that section for details. Invaders may retreat at any time, as individuals or a group, though any who do so will suffer the full recuperation period as if they were slain outright.

White Eye Orb

Cost: 75

When the defending side of an invasion calls for help, this orb allows you to answer, and demonstrate the value of Jolly Cooperation. The PvP asset value of the force you send must be within the same range as the defender and attacker: between 80% of the higher value and 125% of the lower value. Similarly to the invading force, your strike force will appear as shining White Phantasms in the invaded world.

The defender may call up to three allied forces if they want, though this will affect their prize payout if they win (see below). Answering calls to arms is optional; White Eye Orbs have a Do Not Disturb function that can make refusals automatic. You do not need to have visited your own parallel of a world to answer a call to arms there, but a call to arms will not count as visiting that world for We Will Meet Again, Rainbow Bridge, and other dimensional travel purposes.

A contractor whose retinue maintains a win ratio of at least 90% after at least 20 calls-to-arms will instead have Gold Phantasms. This change has no in-battle effects, but the prestige of success comes with responsibilities: a gold-rated retinue cannot actively refuse a call to arms. This does not include auto-refusals from Do Not Disturb, but keeping that function on for more than two continuous weeks (336 hours) will forfeit your gold rating. You can re-qualify after at least 20 new calls-to-arms, provided your win ratio remains over 90%.


Invasion Victory Conditions and Prizes

As an invader: You win by regicide (killing the enemy contractor) even if the target doesn’t remain dead long enough for their retinue to dissolve. A self- resurrector’s temporary death still counts.

As a defender or ally: You win if the invading force retreats or is annihilated. Mutual kills default to the defender.

The winner of an invasion attempt will always earn 25% of the sum of all Phantasmal forces’ PvP asset value and the defender’s PvP credit value. If the defending side wins, this will be split evenly between the defender and each ally - each additional ally called reduces every defender’s share of the pool.

There are no financial penalties for losing an invasion. Phantasms are immune to capture, but may still be detained and their Defenses disabled. Captured members of the defender’s retinue will not become phantasms and may be recaptured by the defender’s forces, or on the defender’s behalf by their phantasm allies. However, if an invader captures any of the defender’s forces and goes on to win the overall battle, they may keep those captures permanently. Otherwise, the captures will be returned to their owner.

Counter-Invasions

A successful defender has seven days (168 hours) to mount a counter-invasion, following much the same rules but with the roles reversed. Red Eye Orbs may not be refunded while any counter-invasion timer is still active. The target of a counter-invasion may not call for aid from White Eye Orb owners. Counter-invasions cannot themselves be retaliated against, unless the invader is lucky enough to get the same target twice in a row.


Come Out and Play: Arranged PvP

Smaller-scale PvP matchmaking is available for contractors who don’t wish to get involved with a career-defining project. This is accessible through a specialized app on your smart device, provided you are not currently participating in PvP and are not in debt..

Contractors choose their desired match settings themselves, that is, the desired number, strength, and experience/ruthlessness/skill of their opponents, and the environment that the match will be fought in. “Random” options are available for each opponent’s skill and strength, as well as the environment. (Note to authors: it’s not actually random on your end.)

Up to twelve contractors may participate in an arranged match, including yourself. No replacements will enter after the match starts.

Opponent skill is sorted into three broad categories: Casual, Average, and Hardcore. Each of these correlates to one of the opponent types in continuous PvP: Negotiable, Rival, and Enemy, respectively.

Strength values are measured on a scale from 1 to 9, as shown in the table to the right. These multipliers are applied to your PvP credit value, with the result rounded to the nearest multiple of 5, to approximate the designated opponent’s budget. Both strength and skill are determined separately for each opponent.

Arranged PvP matches take place in pocket dimensions similar to a contractor’s Demiplane. Any biome for this may be chosen as a preference, whether a cityscape, forest, plain, desert, ocean, mountain range, or even a colonized asteroid or other space setting. The size of an arranged match’s arena and number of usable structures scales to the number of participants, so that every contractor has a starting home turf, all spaced roughly equally far apart from each other. Sufficiently large arenas are likely to have multiple biomes, to accommodate the many contractors’ varying preferences.


Arranged Match Wagers, Victory Conditions, and Risk

Each participant in an arranged match wagers a percent of their PvP credit value upon entering a match. Casual opponents will wager 5%, Average opponents 10%, and Hardcore opponents 15%, all rounded to the nearest multiple of 5. Player contractors are assumed to be Average and thus wager 10%. This is taken out of their accounts when the match starts.

The default victory method in arranged matches is regicide: defeat (capture or kill) all opposing contractors. Their retinues are only a concern as far as they can protect their contractor and will be ejected from the arena. Other styles are also available, including but not limited to:

  • Domination: A retinue loses when <% between 66 and 90> of its PvP asset value is defeated.
  • King of the Hill: capture and hold <territory>.
  • Capture the Flag: capture and hold <people or items>.
  • Race: Be the first to complete <mission>.
  • Assassin: can only attack <participant> until the target is defeated, then you get a new target. Participants’ targets are hidden from each other. Can still defend against others.
  • Mission competitions. Normal credit pay becomes points instead. Winner is the retinue with the most points after the final round.
  • Shooting Gallery: Waves of enemy mooks descend on the participants’ positions. Has Limited (winning retinue has the highest score after a set number of rounds) and Survival (winning retinue is the last one standing) variations.
  • Presentation: Can be applied to any other ruleset. Points are awarded to each retinue based on style, with a bonus for winning the match according to the normal rules.

Defeated participants in an arranged match are merely ejected from the arena, losing only the credits they wagered. All harm or enslavement done to a contractor or their retinue is reversed upon ejection, to up and including death.


Arranged Team Matches and Prizes

Team play is compatible with arranged PvP as well. A team only loses when all of its members are defeated. Unlike in continuous PvP, arranged teams do not necessarily have equal strength or skill.

The total of all of a match’s wagers, plus 50% rounded down, is awarded to the winning contractor. A winning team splits the pot evenly, regardless of how many of them remained active to the end. The match’s winner(s) may keep a clone of any one member of their opponents’ retinues that the winner or winner’s retinue defeated during the match - no more than one to each winner. Retinue members that are sold as pairs or trios count as one for this purpose, and only one member of the set needs to be defeated in such cases.

Alternatively, if the winner has the Ancestral Diversity modifier, they may decline all cloned retinue members for a match in favor of the Heritage of an opponent that they or their retinue defeated personally. This grants the winner the root Heritage perk only, bypassing the Ancestral Diversity perk.

Special Arranged Match Rules

Selling an opponent’s retinue member that you captured will merely eject them from the match, with no budgetary effect. All purchases from the company’s store app are blocked during arranged matches. Body, Wild, and Drain Defense are disabled for the duration of the match.

Blue Eye Orb

Cost: 15

More similar to the red soapstone or dragon eyes from the many parallels of an ashen world than the original blue eye orb, ownership of this item allows you to specifically invite another contractor to a duel between your two teams, skipping the normal matchmaking process. This otherwise follows the regular Arranged PvP procedures.

You can only challenge contractors that you’ve met in person. This may happen by any means, including Green Eye Orb use, regular Arranged PvP, or Invasions.

Company Services

Clientele

We the company do actually have regular clients. Clients use their own local currency or property to buy clones made from the companions, followers, and familiars that Contractors pick up in their operations. These products are stamped with company tattoos keyed to their new owners. A Contractor encountering a Client and their purchase during the course of their operations is rare, but not unheard-of.

Contractor Salary

As one of our contractors, you are entitled to a monthly salary of 10,000 USD or the equivalent in your homeland’s currency. This will be deposited directly into your smart device’s account, so you can convert it to the local money systems of the worlds you visit. On-the-spot fabrication of physical currency or coinage is included at no extra cost.

Bonus pay is also available for each month. This is valued at the sum of the list prices of all captures you’ve made for that month, including earned waifu perks. Imaginary Tier characters are valued according to the exchange rate of their IMG value. For this purpose only, 1 credit is equal to 100 USD.

Help Desk Hotline

If you, a contractor, have questions about any company function, perk, a retinue member’s capabilities, or even is just in a bind locally and doesn’t know what to do next, you need only call the Help Desk and ask. Trained operators are standing by at all times to hear you out. A dedicated app on your smart device allows you to access this free service with just a single tap. Just give a detailed description of your current situation and how it relates to your question, and the operator will answer and (if you’re in a bind) offer some possible solutions. A direct scan of your last seven days of activity will be made - ignoring your Information and Trace Defenses - for our records and to help our operators understand the full context, but don’t worry. Your information is strictly confidential. Not even our operators will remember your situation between the end of one call and the start of the next.

Loans

You may take loans from the company at any time after chargen. In some situations, you may even find yourself forced to do so. All loans are treated as a single value, your loan balance. This is a separate value from your credit balance.

A starting build on Intensities 0-1 has a loan limit of 500 credits. Intensity 2 reduces that limit to 400 credits; Intensity 3 reduces it to 300; and Intensities 4-5, 200. On intensities 6 and higher, your starting loan limit is 100 credits. For each new world your retinue visits, your loan limit will increase by 100 credits, to a maximum of 5,000.

Interest on your loans is charged every 30 days, from your POV as the contractor, at a fixed rate of 12.5%. You will always have 7 days’ notice before the end of a loan interval. Only the current balance when interest is charged matters, not the peak balance for the month in question. If the interest due at the end of a month is less than half of the total payment you’ve made toward your principal in that month, you will instead not be charged interest for that month.

Interest payments are automatically paid from your credit balance. If you lack sufficient credits, the interest will be added to your loan. If you hit your loan limit or are overcapped, the excess interest will be converted into debt.

Debt

While your credit balance is below zero, you are in debt. While in debt, you may not make any additional purchases. You may not enter Arranged PvP. Any or all of your Controls and Perks may be disabled, up to and including the basic loyalty effects common to all Bindings. You may be assigned mandatory missions and face additional penalties for failure. All such penalties will only last until your credit balance is no longer below zero.


Refund and Return Policy

Origins, Heritages, and your other half in a Couple’s Account (including as part of Danger Rating X starts) are all non-refundable.

All items in the Bindings, Lures and Other Controls, Demiplanes & Dungeons, Talents and Defenses, Catch-a- Ride Perks, Other Perks, and Waifu Perks sections may be refunded at any time, for 80% of the full price you paid. If you return a Control or Perk that gives other items for free, but wish to keep the bundled items, their list prices will be deducted from the standard refund value.

If you return a purchased subject or Ride within two weeks (336 hours) of purchase, you will be refunded the full price you paid, including any waifu perks or Ride add-ons applied to the returnee. Waifu perks applied to the returnee will only be refunded up to 80%.

If you return a purchased subject or Ride after that point, you’ll only receive 80% the price you paid, including the total cost of waifu perks and Ride add-ons applied to the returnee.

If you use Evolutionary Engine Array or other means to copy the purchase’s abilities, or otherwise bought that person with the intent of returning them after a task or time, the original purchase will be treated as a rental and capped at 60%.

Like with captures, if a returned subject is damaged or robbed, such that her effective tier at step 3 is less than her tier at step 1a, the return value will instead be relative to the purchase price of her new tier, not her listed tier. This applies to all three of the previous contexts.

IMG refunds are all calculated the same way, but valued in IMG instead of credits. If an IMG refund is not measured in whole tickets, the remainder will be converted into an equivalent number of credits.


Missions

Contractors who wish to take a more active role in company operations may accept special missions that serve its interests. These are strictly optional and may be found in an app on the smart device.

Up to nine missions will be available at any time, outside of an active Invasion. A contractor may accept up to three missions at a time. Missions not accepted will not remain indefinitely. If you have at least one empty mission slot, you may reset the list of available missions up to three times per day. Options you turned down when you accepted your third mission will not necessarily still be there when you see the list again.

All missions have a scope, a location, an objective, a reward, and at least one condition. Many missions will have additional objectives nested within them that can variously point toward the overall mission’s next steps or add additional complications with bonus rewards. The mission app’s GUI does not distinguish between a helpful nested objective and a bonus one. Missions can range from somewhat challenging to very, but all missions offered to a contractor can be completed by that contractor and/or their retinue. Some additional purchases may be required or recommended for a given mission, but not anything beyond the contractor’s budget at the time the mission is offered, plus the estimated value of all required nested objectives. Failing a mission means you lose out on the reward, in addition to any casualties your retinue took in the process.

Authors Note

Be creative and use your own discretion to determine mission fairness.

Scope is an estimate of how much time and effort a mission will take, and comes in three broad categories. Quick missions are simple milk runs that can be completed in a single chapter or short story arc (no more than 5,000 words). Standard-length missions are significantly more complex, with a small number of Quick objectives contained within them, and may demand up to 50,000 words to be told properly. Grand missions are the subjects of epic sagas, with a large number of Quick and Standard-length objectives. You may only accept one Grand mission at a time.

A mission’s location may be in any world. If you do not have access to that world, its dimensional coordinates and/or transportation there will be provided for you. Quick missions will always be in a world that you can already access.

Mission objectives vary widely. Sample objectives include:

  • Capture <target>.
  • Capture all canon love interests of <character>. Let <character> know you’ve enslaved them.
  • Help <faction> achieve <goal>.
  • Defeat <individual/entity/faction> in <conflict type>.
  • Your retinue is an antagonist faction. Defeat <setting’s heroes>.
  • Find and obtain <object>.
  • Defeat <threat>.
  • Resettle <population> to a suitable new home.
  • Defend <subject> against <threat(s)>.

Conditions are added complications that apply to a mission and all nested objectives within it. Nested objectives may have their own conditions as well. Sample conditions include:

  • Leave no trace. No captures, no kills, and no detection allowed.
  • No personal involvement. Your retinue must do everything.
  • If you want it done right, do it yourself. Your retinue can’t help.
  • Forage: Only local captures may help.
  • <Company function or perk> is disabled.
  • Nerf: All retinue members limited to <tier value> while in <mission setting>.
  • Inside Context: Use only powers/technology native to <mission setting>.
  • Time Limit, hard: “<Mission> must be completed within <time>.”
  • Time Limit, specific: “<Mission> must complete at <time>,”
  • Time Limit, soft: “You must complete <mission> before <competition>.”
  • Surprise: At least one additional complication may arise part-way through.


Mission rewards come in two parts. First, completing a Standard or Grand mission in a world you already have access to will always, immediately, open a new one through the Rainbow Bridge or Exit Stage Left systems.

Second is the choice between a raw credit value and a specific item in the catalog, whether a companion, perk, or what-have-you. The item prize is typically valued around 20-30% higher than the credits, and always in the +15% to +50% range. This second reward is highly variable, dependent on not just the difficulty of the mission (as modified by conditions) but a contractor’s speed and technique. A mission’s scope is highly correlated to its difficulty, while some objectives are naturally harder, and thus more rewarding, than others.

Origins

Pick one and only one of these five options at the start of your build. This choice is permanent. With Extra and Substitute, any companions that you purchase as part of your initial build will have valid documentation, as necessary, and a local backstory. Later purchases will not benefit from this, nor will you have such benefits in later worlds - unless you or your companions make it yourselves.

Like all company-supplied powers, abilities gained through Substitute, Possess, or Extra cannot be nullified, copied, or stolen. The two perks Power Swap and Memoria are also available, as optional modifiers to your Origin..

Drop-In

Cost: 0

You are you. You have no documentation, no social advantages, nothing in your new world save the clothes on your back, your knowledge of fiction, personal skills, and of course any Company products you purchase.

Walk-In

Cost: 0

Instead of yourself, the contractor in your story is a canon character from some established work, starting in either their homeworld (at its original DR) or somewhere else. Canon characters don’t see this as a distinct option from Drop-In, nor do they need to pay extra to be themselves. However, their only knowledge of any world they might visit comes from any works they may have experienced personally and whatever spoilers they’ve encountered while browsing Company systems.


Extra

Cost: 1 (10) (100)

You reincarnate into a non-canon “normie” character from your starting world, the equivalent of a tier 1 companion, an alternate you who grew up in your starting world. (If you’re naturally a T2 or T3 instead, your IRL skill set will not be removed or otherwise reduced.) Your original memories are downloaded into the new you’s head at some point before the start of your story, but not before the new you is the equivalent of 13 human years old. You can distinguish between the two sets of memories without difficulty.

If your starting world is one where even the “normie” characters have in-born special abilities equivalent to a copper-star companion, the local you will have some low- superhuman ability that fits the setting and this origin costs 10 credits. If the “normie” characters are instead equivalent to silver- star companions, you will be equivalent to them and this origin will cost 100 credits.


Substitute

Cost: 0 (Variable)

You reincarnate into a canon character from your starting world, whether that’s a waifu or husbando, at a time when they’re alive. You will be them, for all intents and purposes, with your original memories adding to theirs at some point before the start of your story, but not before the equivalent of 13 human years old. You can distinguish between the two sets of memories without difficulty. Rule 63 variants of substitution targets require Universal Calibration, unless the target is androgynous or customizable. If the target is part of a set that are purchased together, choose one to insert into and take the others as free retinue members. If the target has any number of personal familiars, take them as free retinue members as well.

You will keep all of your substitution target’s skills, powers, and special traits, as they were at the point of substitution. All adjustments described in Basic Rules: Purchases will still apply to your substitution choice.

 You must purchase your substitution target as if they were a companion. Their price will be adjusted to their ability at the time you enter and will often be lower than their listed price. Abilities that require no material effort to awaken or develop should be treated as though they are already awakened/developed for this purpose. You may not spend more than 20% of your intensity-adjusted starting budget on this perk, after accounting for any waifu perks applied at chargen (including Power Swap).

Possess

Cost: 0 (Variable)

Be the companion. Your self will be downloaded into the body of a companion, completely replacing theirs. Rule 63 variants are available for every choice imaginable. You must purchase that companion’s body at their full price. Take this perk if you want to start in a world other than the one your target calls home. If you ever enter your target’s homeworld, even as your first world, an original version of the character will be present. If the target is part of a set that are purchased together, choose one to insert into and take the others as free retinue members.

Everything that your target would have if you bought them outright, you keep, except for their episodic memory and emotional connections - because the original personality was never present. All adjustments described in Basic Rules: Purchases will still apply to your possession choice.

Bindings

[The witch] begins at first with doing tricks rather strange then hurtfull: yea some of them are pretty and pleasing. But it is dangerous to gather floures that grow on the banks of the pit of hell, for fear of falling in; yea they which play with the devils rattles, will be brought by degrees to wield his sword, and from making of sport they come to doing of mischief.

-Thomas Fuller, The Profane State: The Witch

General Binding Rules

All bindings ensure a companion's loyalty, friendship, and romantic and sexual interest in you, and nudge them in that direction toward your other companions. Bonds between your companions grow more quickly with increased interaction, but will not override familial relationships without significant pressure.

Companion obedience is not absolute. In general, they put the spirit of your orders over the letter. Strong-willed companions may elect to ignore disliked orders and follow their own initiative. More often, a competent companion whose moral alignment conflicts with an order’s means or ends will raise an objection and the two of you will have to argue it out.

Bound companions are also somewhat more likely, depending on their moral alignments, to consider “Just bind her and make her one of us” a valid solution to any problem involving a companion candidate. Even the purest of heart can find themselves seduced by the power to turn any enemy into a friend.

All bindings work equally well regardless of the user’s or target’s sex, gender, or orientation. If you change your binding method, any expansion you bought for the old one will be refunded at the standard rate. Like all company- supplied powers, bindings cannot be nullified, copied, or stolen.

For safety reasons, all purchased companions, followers, and familiars are bound with one of the Stamp’s tattoos before delivery, unless you opt out of having any bindings. You can have no more than one binding method at any time. Perks listed as Other Capture Methods are not bindings, and are thus compatible with each other and all bindings. When you buy a new binding method, your previous one will be automatically refunded and disappear from existence. Any physical or mental effects that the former binding actively maintained will fade over the next few days. Long-term “set and forget” effects, such as from Tempest Jewelry, the Hypnosis App, or Tantric Arts, will remain in their current state.

All of your subjects have a dormant, invisible tattoo, to mark them as yours and act as a conduit for the appropriate level of general binding rules, as determined by your intensity choices and the individual’s status in your retinue. Dormant tattoos turn active when Canvas is applied or you have the Stamp.

Empty Hand

Cost: 0

        This is not a true binding, but instead the lack of any binding implements. All other capture methods are still available, including the use of third-party mind control or Familiar bonds.


Binding: Company Stamp

Cost: 0

This permanent magical tattoo instills only the mental effects common to all bindings. To capture targets, you may apply this tattoo using a thumb-sized ink stamp. You can only have one stamp at a time, and only you and your retinue members can perceive the stamp when it’s not in use. The inked part, on one end, contains the tattoo’s core, a circular design that serves as your emblem.

Stamping requires 3 seconds of sustained contact with the target’s skin, from the stamper’s perception, to start the tattoo-creation process. You must apply enough pressure to make the ink transfer properly. The most popular stamping sites are typically the pubic region, lower back, or back of the neck. Newly-applied tattoos require 72 hours to ramp up to their full effect, from the perception of the person stamped.

During the ramp-up period, additional ink will fill itself in around your emblem to form a much more elaborate design, about the size of the subject’s palm, that represents her history and personality. Captured subjects and people they know will not notice a tattoo-in-progress until it completes itself, at which point they’ll rationalize away its sudden appearance. If a tattoo’s location is ever damaged or severed, its effects will continue and it will reappear when the skin is regenerated or the body part replaced.

Stamped targets only count as captured at the end of this period, when the tattoo completes. Completed tattoos are always perceptible. A stamp’s location on a target’s body may be repositioned after the fact through the company app; a generated 3D model of the target serves as a reference.

The stamp never runs out of ink and cannot be used accidentally. If you are stamped, by yourself or another, it will only have cosmetic effects. If one of your subjects marks someone new with it, the newbie will feel its effects as if you had used it on her yourself. The anti-loss, -theft, and -destruction measures on the company’s smart device also apply to this stamp.



Binding: Tempest Jewelry

Cost: 10

These magitech jewels reward obedience through pleasure. You receive one new piece of jewelry each day, up to a limit of 5 unused pieces at a time. This limit increases by one for each member of your retinue, including yourself, currently wearing this jewelry. This binding will be applied to purchased companions before delivery.

When you purchase this binding, select one type of jewelry to give to your companions: choker, ring, (bracelet and anklet), (armlet and thighlet), (headpiece: crown, tiara, hood, etc.), or (facepiece: mask, veil, visor, etc.). The other options may be purchased with a later perk. Tempest bands may be leather, silk, or metal, depending on jewelry type. Aside from the facepiece, all Tempest items have a central mounted gem: ruby, orange topaz, citrine, emerald, sapphire, amethyst, alexandrite, and clear and black diamonds are all available. Facepieces are highly variable, but generally have your emblem on the front. Tempest Rings are designed to be worn on the fingers, not anywhere else.

Wearers’ libido is highly enhanced, as is submissiveness to both their masters and any more dominant members of the same retinue. Several options are available for punishing disobedience, including induced emotional numbness or release denial for a set time. You are your own master and not subject to any unwanted side- effects of your own equipment.

When a Tempest item’s latch (if it has one) is first closed around a wearer, the latch disappears and manual removal becomes impossible as the jewelry automatically activates. If an active jewelry piece is ever broken, it will repair itself completely the next time it isn’t observed by anyone who isn’t in your retinue, and may not otherwise be warped away. If a wearer dematerializes, swaps bodies, or otherwise transforms away from a standard humanoid height and build, the jewelry will disappear with, into, or otherwise follow the wearer for the duration.

Intentional damage or removal of a wearer's own Tempest item becomes unthinkable after one full week (168 hours), via a gradual process of rationalization, physical comfort, the automatic reward and punishment system, and, in extreme circumstances, short-term memory loss. Captures are finalized at this point if no other effort is spent. The process can be accelerated to as few as three days (72 hours), however, if the wearer loses all will to resist. Removing a jewelry from a subject before that point will stop their capture process, voiding all progress. Any punishment system you program for jewelry wearers will start working from the moment the latch is first closed, not just when the capture is finalized. If you (the contractor) wear a Tempest item, you may deactivate and remove it at any time.

You may deactivate any of your retinue's jewelry through the associated software, installed as an app on your smart device. The latch will reappear and may then be undone (and the jewelry removed) normally. Your retinue may use other app features added by expansion perks, but cannot perceive the deactivation option. (They may still use it if directly ordered.) This app will uninstall itself if you trade in the Jewelry for a different Binding. This is company software and benefits from all such protections.

Authors Note

Resist the urge to actually keep track of the contractor’s full jewelry inventory. Let all unused pieces rest inside Schrödinger’s box, their exact types and descriptions unknown, until it’s time to present each one to both the new wearer and the reader.

Luxury Goods

Cost: 5 (25)

Requires: Tempest Jewelry

Select an additional jewelry type for your Tempest items. This may be repurchased until every jewelry type is available to you. Additionally, you will receive an additional Tempest item each day with each purchase, with your reserve cap increasing by 5.

Additional Stock

Cost: 5

Requires: Luxury Goods (maximum)

You will receive an additional Tempest item each day with each purchase, with your reserve cap increasing by 5. This may be repurchased for the same effect any number of times.

Shackles

Cost: 10

Requires: Luxury Goods (1x)

Chains are now available as a special jewelry type. These are usually worn as necklaces or around the waist, but can also link a pair of bracelets or anklets. We also offer special harnesses that are designed to be worn over the front of the torso. Depending on the wearer’s setup, these can attach to a necklace or choker, a belt or belly chain, nipple caps or piercings, or navel or genital piercings. Tempest chains are just as durable as any other jewelry piece.

Additionally, any of your Tempest bracelets or anklets in use will now have a pseudo-magnetic lock, allowing you to quickly hobble and restrain any of your subjects or capture targets. If a chain already links a pair of bracelets or anklets when you enable the lock, it will simply retract at both ends.

A chain that’s attached to a bracelet on only one end can have combat utility, whether the other end remains loose (as a whip) or is attached to a weapon. Either way, chains used as whips are just as retractable as the handcuffs-type use described above, with a maximum length of five times the wearer’s height. Chain-whips require a great deal of skill to use and Martial Talent is highly recommended.

This perk also increases your daily Tempest stock by 1 and reserve limit by 5.

Designer Set

Cost: 35

Requires: Luxury Goods (1x)

Each worn Tempest piece can now project invisible, semi-permeable barrier shields. These shields are accompanied by purely-aesthetic “armor” projections, matching the Tempest pieces they’re projected from: leather to leather, metal to metal, as well as the gemstone color. Within that determined color scheme, the projected armor can have any appearance. This can be changed manually in the app. As the actual protection comes from the shield, it remains just as effective regardless of how much skin is concealed. These projections are physical and can catch on thick or loose clothing. For best results, skintight undersuits or outright nudity (aside from the Tempest pieces) are recommended.

The shields from this perk do not benefit from any durability added to the Tempest pieces that project them. If a shield section takes too much damage too quickly, the shield will fail and the accompanying “armor” will shatter into light. A broken shield will only reactivate once it has a full charge.

Shields have three basic settings. At the weakest level, a shield will evenly cover the entire body, which can withstand direct fire from a high-caliber heavy machine gun for three seconds before failing. Without additional stress, a broken shield will recharge after ten seconds.

At the middle level, the shield will concentrate around a single body part that one of its components is projected from: headpiece and facepiece to the entire head, bracelets separately to each hand and forearm, necklace or waist chains (from Shackles) to the torso, etc. A full set will cover the entire body and allow the full use of this mode. Rings can assist with this mode if a non-ring piece is worn, but will not protect the hands individually. At this level, a shield can withstand a single direct hit from a modern battleship’s main cannon before failing. When this shield breaks, it will recharge after three hours.

The highest level is an emergency barrier that requires at least 6 worn Tempest pieces to activate. This barrier can take only a single strike before failing, but will always take that strike, no matter how powerful it is. The barrier will then linger around the user, providing 1 second of temporary invincibility before it fades completely. This barrier must be manually triggered or programmed with Expert Runes: Logic, and takes a full day (24 hours) to recharge.

On the lower two modes, each additional Tempest piece that an individual wears will add its base protection to the first, as well as a +5% modifier to the total shield protection. In these two modes, all active shields will break and recharge as one. The emergency barrier has a different form of durability: each additional shield is simply another hit that the wearer can take. Emergency shielding will fail as individual layers, with only a single layer recharging at a time. Individual shields that break in this mode will remain broken for the other two modes as well and not contribute to them until they’ve fully recharged.

Aggressive Initiations

Cost: 20

Requires: Tempest Jewelry

The minimum time required to confirm a Tempest capture may now be reduced to zero, through the target’s sexual submission to yourself or more dominant members of your retinue. The more and stronger orgasms the subject experiences at their dominator’s hand, the faster the capture will progress. Otherwise, the capture will still take the normal amount of time.

Absolute Order

Cost: 40

Requires: Aggressive Initiations

Disobedience is no longer allowed. Captured jewelry wearers will perform any intentional, direct order you give them, within the realm of physical or mental possibility. Orders do not need to be consciously possible. Will-saves, intelligence-saves, or reinterpretations are not allowed. Even if a wearer wants to resist, their body or mind will perform as ordered regardless. Unlike other controls, this enforces your exact words, not your intent: “Do X” and “Make and follow a plan to do X” can have vastly different results.

Assuming Direct Control

Cost: 50

Requires: Luxury Goods (maximum), Shackles, Designer Set, Absolute Order

You can now project your consciousness to bodyjack any of your subjects who wear a full set of Tempest pieces: at least one bracelet and armlet for each arm, at least one thighlet and anklet for each leg, one piece each on the head and face, and at least one each on the neck and torso. Rings are optional. Take one copy of Possession Defense for free.

This perk is limited by your mental multiprocessing ability: at baseline, you can only take over one subject at a time, leaving your own body idle. Multicore Neural Leyline and Distributed Intellectual Devotions are recommended for simultaneous control of multiple bodies.

Depending on the settings you choose in the Tempest app, any mental programming you’ve already performed on them, and what you actually use their bodies for, your actively-puppeted subjects may experience that time as a pleasant dream, a helpless locked-in nightmare, or remain unaware as they sleep right through. More cooperative and aware subjects are more likely to give feedback and advice through the link so your puppets can act more like their normal selves.

Active uses of this perk count as soul links for the purpose of Inexhaustible and allow you to use your own psychic techniques and magical abilities through the link. Additionally, the central gemstones in each Tempest piece that your puppet wears will visibly shine while this perk is active, as will any Stamp tattoos from Canvas.

Jewels of Discord

Cost: 25

Requires: Tempest Jewelry

Tempest items can now adjust their styles to better match the rest of the wearer’s clothing, with no changes to their type. A ring will always be a ring.

Anyone attempting to remove a Tempest item will not notice their failure, nor the fact that the item is still there afterwards. This applies to both used and unused items.

With unused jewels only, you may reverse this effect and make the item (one item at a time) unusually interesting to potential targets. This applies to all potential targets who see it in person and may spark fights over the item. When a potential target touches the item, they will be overcome with an urge to wear it. This effect lasts 48 hours or until the item is worn, whichever comes first. The more selfish a target (the less control they have over their base desires), the stronger the pull becomes. Imaginary tier targets are not noticeably affected.

Potential targets affected by this attractor, who fail to wear the specific jewelry piece themselves, will remain affected after it finds a wearer and transfer their desire to future jewelry (with this effect active) they see without any cognitive dissonance.

This attractor fails at the appropriate stages for targets who lack a sense of sight or touch. Strong-willed targets can choose to resist the attractor, periodically negating its effect before it needs to be resisted again. A stronger will increases the duration of this resistance, to an initial cap of 24 hours. After the passive resistance expires, if a target actively resists the attractor again before the target sleeps or 24 more hours have passed, whichever comes first, the duration of their resistance will be doubled. Each of these doublings will stack until the streak ends and the duration cap resets back to 24 hours.

Golden Idol

Cost: 65

Requires: Jewels of Discord

Any retinue member wearing at least one Tempest piece can be transformed into an inanimate object between 10% and 100% of the person’s normal height. This can be purely ornamental, such as a statue, body pillow, or figurine, or functional as a tool or weapon. For functional items, the function will always reflect the retinue member’s skills or abilities and scale according to their tier: someone with fire powers and is transformed into a sword would most likely become a flaming sword. Take one copy of Polymorph Defense for free. You can transform your objectified subjects back to normal through the app. If you instead used this perk on yourself, you can return to normal at will.

The objectified retinue member will benefit from both the protections given to active jewelry and the lure effect of Jewels of Discord; the more pieces they were wearing before the transformation, the stronger the effect. If the object is meant to be worn, it will benefit from the same anti-loss features as regular Tempest items; handheld objects instead benefit from the same anti-loss features as the Company Smart Device.

Objectified subjects experience a flow state for the duration, aware of their surroundings but not affected by natural needs or boredom. Basic Runes is suggested for communication with your subjects and tactical use of this feature. Objectified retinue members’ thoughts, that they intend to transmit, will automatically be converted into comms, bypassing the need for physical speech. If a retinue member is pregnant when this perk is applied, the pregnancy will be put on hold until they return to living form. Fertility Calibration cannot affect objectified individuals.

Finally, love confessions aimed toward your subjects will count as captures. The targets who do so will be marked with stamp tattoos, so you can give them Tempest pieces at a later time. These follow all of the same rules as confessions aimed toward yourself.

Backseat Driver

Cost: 30

Requires: Golden Idol, Assuming Direct Control

Your objectified retinue members may now control their users. When worn or held, as appropriate to their form, they can exit their flow state to wear their user’s body as their own. Depending on the difference in willpower between the two, the user might have any of the same experiences while possessed as in Assuming Direct Control. Only one object may seize control of their user at a time. While in this state, if the host remains aware, the possessor can accelerate their capture using the methods of Aggressive Initiations, at reduced efficiency relative to both individuals having their own bodies. The possession by itself is not enough for this effect.

After the user is captured, you can shift which mind is in control at any point along sliders from one to the other. Gradients along this slider represent fusion states between the two subjects. With Body Runes and Mind Runes, you can also control which individual aspects of the two subjects are emphasized, with each perk enabling physical or mental fine-tuning, respectively.

Basic Runes

Cost: 10

Requires: Tempest Jewelry

Tempest items now have a variety of mundane uses. The bracelets are now smart, with many electronic functions beyond a basic clock (digital or analog, depending on taste) and calculator. Automatic translation gives a wearer the ability to speak any language that you also speak, plus the standard and/or trade languages of any place they visit. This knowledge persists after they leave the area where the language is spoken.

Any Tempest facepiece in use by your retinue will now have a heads-up display with a variety of features and layouts that you can enable, disable, or modify as desired. As a contractor, your own facepiece may also wirelessly connect to your company smart device. If you have Designer Set, the heads-up display displayed from a Tempest facepiece will also show the wearer’s current shield integrity and remaining recharge time. This may be disabled.

A communications and monitoring app allows you to track your subjects’ locations and vitals and speak with them (and them with each other) remotely from any distance, even between different multiverses. These comms are not telepathic and will not work without actual speech or third-party thought-to-comms devices, limiting their use with thighlets and anklets. Tempest facepieces are highly recommended for this purpose. If you have Assuming Direct Control, the comms will become quasi- telepathic, converting intended thoughts to comms, and vice versa, for any retinue member who wears at least a Tempest facepiece.

A disguise app can temporarily shift the wearer’s apparent race (human, kitsune, vulcan, etc.) and phenotype to blend in better with the local populace. This app cannot emulate abilities that the wearer cannot perform normally. These disguises are not customizable and simply reflect what the wearer would look like if they were born as that race. You may only save one disguise at a time into each wearer’s profile.

Advanced Runes: Body

Cost: 35

Requires: Basic Runes

Tempest items may now apply direct physical transformations to your retinue. Take Body Tune-Up, Everlasting Talent, Athletic Talent, and one copy of Body Defense for free. Every valid physical parameter for a member of the wearer's race (human, kitsune, vulcan, etc.) may be altered, from age, height, and gender to muscle density and sexual characteristics. This also applies to you, if you wear a Tempest item, and wearers who are counted among your subjects. The disguises created using Basic Runes may now be customized.

A wearer's race may also be changed, on a deeper level than the disguises from this perk’s prerequisite, but only if you already have a natural example of the target race in your retinue. “Natural example” includes the results of Power Swap, but not examples created through Template Stacking or this feature. This perk cannot emulate the effects of party-wide Heritage perks such as Dragon Thrall.

The jewelry app now includes configuration pages for every wearer of active jewelry. Parameters may be adjusted here, mostly using sliders from 0% (typically the minimum value for a healthy human) to 100%. A jewelry piece’s central gem will visibly glow while a transformation progresses, and more brightly if the transformation is faster or more intense. Aggressive Initiations will hasten this perk’s effects on all targets, regardless of the subject’s capture state.

For example, hair length uses a linear scale of 1% = 2 cm, while other assets scale exponentially: +100% = 20x the mass. For the average adult human female, a breast measurement of 0% is about 100 g for each breast, 50% is about 350 g, and 100% is about 1.5 kg; full charts for Tempest sizes are available elsewhere. Height instead uses a multiplier relative to 168cm, with an initial range for humans from 7/8x (147 cm) to 1.25x (210 cm).

You may save an unlimited number of presets for each wearer and switch between them at any time. If a wearer has a defined alternate form (not a generalized shapeshifter), all of their forms will automatically be saved as presets. Additionally, any number of disguises made by this perk’s prerequisite may now be saved as presets. "Exactly how the wearer appeared when the jewelry was first worn, even if the wearer’s original sizes were beyond this perk’s normal limits," is always available as a default preset. Any changes made to this preset will instead output an otherwise- identical copy as a new preset. Deactivating a Tempest item will restore the wearer to their original appearance, unless you desire otherwise.

Any sufficiently-disabling transformation that is applied to you will have an automatic time limit of 48 hours so you don’t get stuck. If you reactivate that transformation within 10 minutes, the time limit will be doubled each time until your streak ends. You may set a shorter limit if you like.

If you have Absolute Order, the limits of this perk’s body modification are vastly raised. The more often and determinedly any wearer resists your orders, the higher the upper limit for all wearers’ parameters will increase. This will also decrease the lower limits for certain parameters, such as height. This limit’s increase has no hard cap, only a soft cap from your capture targets’ ability to maintain resistance to your orders. These effects apply even if the wearer is not yet fully captured. Absolute Order also allows this perk’s regular transformations to apply to wearers who are not yet captured.

Absolute Order also makes racial hybridization viable, with no theoretical limit on how many races you can hybridize into one individual. However, the result having all of the strengths of both sides and none of their weaknesses is only guaranteed when there are only two donor races present. More complex combinations are increasingly unreliable. Party-wide Heritage perks such as Dragon Thrall will not count against the hybridization limit, nor will pseudo-races that already freely hybridize, such as most varieties of cyborg, demigod, vampire or lycanthrope. Fandom-specific pseudo-races are noted in the relevant Setting Specific Rules.

Most measurements become physically unwieldy past 160% and very little testing was performed beyond 300%. Some form of weight reduction or strength boost, whether magical, technological, or otherwise, is highly recommended for such hyper sizes.

Advanced Runes: Mind

Cost: 35

Requires: Basic Runes

Mental transformations for all retinue members are now unlocked in the jewelry app. In addition to libido and submissiveness, attention span and intelligence may also be altered, as well as hobbies, likes and dislikes, fetishes, personality traits, memories, fashion preferences, etc. This is extremely useful for anyone who wants to fine-tune their close harem or play around with individual members’ roles. Your retinue members cannot modify their own orders or apply mental transformations to your profile without express permission. These functions otherwise work the same as their physical counterparts. Aggressive Initiations will hasten this perk’s effects on retinue members. Additionally, take one copy of Mind Defense for free.

Expert Runes: Logic

Cost: 25

Requires: Advanced Runes: Body OR Mind

Your jewelry app now has a fully-functional programming suite. Instead of only inputting changes by your own will, the suite lets you create macros for Tempest pieces. A wide array of conditionals, operators, flags, triggers, scopes, variables, and anything else you might need are all included.

The types of effects available are determined by which other Tempest Rune perks you have. You might set your waifus’ races to shift with each year of the Eastern Zodiac, program new sub-personalities with set triggers for when each one is in control, or filter their common sense to believe that hentai-isms are the normal way of things. If you can imagine and code it, you can do it.

Previous experience with programming is not required. The suite contains clear tutorials, tooltips on everything, and a simple and intuitive interface, and will walk you through debugging with exactly the right amount of detail to fit your skill level. Take Science Talent for free.

If you have Advanced Runes: Mind, standing orders may also be edited, deleted, or copy-pasted to new subjects quickly, cleanly, and across any distance. This also applies to the issuing of new orders, but cannot be used on wearers who are not yet fully captured.

If you have Designer Set, you can program changes to the “armor” projections in the app instead of just relying on manual edits. Shield Break status is additionally useful as a trigger for other effects, including the Tempest piece itself detaching from its wearer. If enabled, detachment can occur any number of times, until the wearer only has one piece left. If you also have Jewels of Discord, detached Tempest pieces will gain that perk’s lure effect, counting separately from the one-at-a-time limit for unused jewels. The lure effect will continue to apply to the detached jewelry until it is worn.

Advanced Runes: Spark

Cost: 15

Requires: Basic Runes

Tempest pieces now accept enchantments. These effects can be outright magical in nature or simply the capabilities of “Sufficiently Advanced” technology, but must be transferred from existing third-party items that are meant to be worn or handheld. This will destroy the original. Each Tempest piece has a limit of one discrete enchantment at a time; “the entire capability of a single existing item” counts as one for this purpose.

If you have Jewels of Discord, you may also take the opposite route and merge a Tempest piece into an existing enchanted item, applying all Tempest properties to the latter at the cost of the former. You can only do this once per target item. As with Golden Idol, items that are meant to be worn will benefit from the same anti-loss features as regular Tempest items, while items that are meant to be handheld will benefit from the same anti-loss features as the Company Smart Device. This cannot be undone manually. If you switch away from the Tempest Jewelry system or no longer have the item and its primary user (most likely from a sale or to a Red Eye Orb invader), the item will lose its Tempest properties.


Expert Runes: Dream

Cost: 60

Requires: Designer Set, Advanced Runes: Spark

The Tempest enchantment suite is now fully open for use by your retinue’s enchanters and artificers. In general, the creation of stronger effects demands more skill and personal power from the enchanter, while their use requires more personal power from the wearer. A recipe library for all of your retinue’s known enchantments is also included. The native capabilities of every enchanter and artificer within your retinue will automatically be added to this library.

Each tempest piece can now have up to three discrete enchantments. As with Spark Runes, our systems count the capabilities of “Sufficiently Advanced” technology as enchantments, often multiple distinct ones on the same item. If “the entire capability of a single existing item” would be three or more discrete enchantments when rebuilt from scratch, it will instead take up the Tempest piece’s entire enchantment capacity.

Previous experience with enchanting is not required. The suite contains clear tutorials, tooltips on everything, and a simple and intuitive interface, and will walk you or your subject(s) through debugging with exactly the right amount of detail to fit your skill level. Take Soul Talent and Engineering Talent for free.

All enchantments that we’ve documented across the multiverse tend to fall into a few distinct categories: passive, automatic, toggles, and active abilities, as well as procs (see below). Dream Runes is compatible with all five. Most common passive effects are redundant with Body or Mind Runes or Designer Set. New options include, but are not limited to, elemental and status resistances. Common automatic effects include “Slow Fall” and “Reflect Projectiles;” these are inactive unless needed. Toggled and active abilities are generally direct spell-like effects. These can be defensive, such as “Bunker” or “Shell,” supportive, such as “Inspire” or “Scan,” or offensive, such as “Icicle Spear” or “Tornado.”

If you have Golden Idol, you can deconstruct an objectified subject of Tier 3 or higher into an enchantment recipe in your library. The subject-turned-recipe is neither alive nor dead, only data that can be freely copied into any number of Tempest pieces. Recipes cannot be sold, will not trigger Warranty Plan, and cannot be restored to a body while even one copy of their enchantment remains in place. Recipes are not aware of any time that passes while they remain in that state. If you have the relevant Talent Sharing, and restore a recipe to physical form, any use of a recipe will count as training for the original subject in the recipe’s associated ability.

Procs: Programmed Random Occurrences

Though Expert Runes: Logic, you can also define procs. A proc is any effect with a set chance of triggering from a particular kind of action, whether offensive, defensive, or support. Breathing and other natural requirements are not significant enough actions for a proc, but a single trigger pull and one second at full sprint both qualify. The stronger the effect compared to the enchanter and user, and the more common the base action, the lower the maximum proc rate. All proc rates from Tempest items are capped at 33%. Each tempest piece can have no more than one proc effect at a time.


Binding: Hypnosis App

Cost: Free

An additional app is added to your company provided Smart Device, which is capable of entrancing, hypnotizing, and subverting the minds of targets. Individuals caught in this hypnosis become increasingly more suggestible, and will be entranced, losing conscious awareness of things outside of the screen and not consciously remembering anything experienced while so entranced, staring blankly at the screen with rapt attention. People that are entranced can be broken out of it by a physical or social shock, such as someone calling their name loudly, shoving them, or severely needing to go to the bathroom. It takes a few moments of awareness of the display to entrance someone, and thus individuals resistant to looking at the display can look away.

Every hour someone is being actively entranced will increase their Hypnotic Depth by 1. Hypnotic Depth is an abstraction of a target’s susceptibility to further suggestion and control. The Contractor themselves are inoculated against the viewing of their own hypnotic displays.

At every ten Hypnotic Depth an individual’s psyche will reach a Breakpoint, a barrier to accessing and controlling more of their consciousness. An individual’s Hypnotic Depth will not increase past this point until the target does something they would normally be resistant to while outside of the trance. Each additional Breakpoint past the first requires a more ‘severe’ infraction than before, as perceived by the target. At every breakpoint, new methods of control over a target's psyche will open up. New orders or changes to a target’s psyche requires that they are in the entranced state at the time.

While the Hypnosis App is described in terms of an app on a phone, the exact form it takes is as varied as the available forms of Smart Devices, such as mystic orbs, omnitools, and magic books are all perfectly viable conveyors of the effects of the Binding.

  • At Hypnotic Depth 1-10, you are able to Compel the target, nudging them towards a preferred outcome, but one they could feasibly do. While they are entranced, they will answer questions as if you were a trusted confidant.
  • At Hypnotic Depth 11-20, you have further control over the target, as if you had significant authority over them which they respect and/or fear. You may leave commands for the target to ignore specific stimuli outside of the trance, unless it actively shocks them out of such a state, such as ignoring a friend until they shout their name from up close, or ignoring someone groping them until they’re spanked.
  • At Hypnotic Depth 21-30, the ease of inducing the entranced state, and the difficulty of breaking them out of it, increases significantly. You are able to create emotional states in the target based on specific stimuli, as well as induce triggers in general. Including those that can slip them into the entranced state, such as the snap of fingers. Their hypnotic depth while entranced does not increase unless exposed to some method of doing so, but additional changes may be made.
  • At Hypnotic Depth 31-40, you are able to directly, if gradually, alter aspects of a target’s personality, relationships, beliefs, or morals, making them more or less important to them. You may also switch the target of such relationships, making them believe that their beloved is their bitter rival and vice versa. This must be a gradual process. The more important or closely held the thing changed, the more sessions it will take to fully erode or create.
  • At Hypnotic Depth 41-50, you are able to completely rewrite memories of beliefs, time, relationships wholesale, changing their nature entirely. The ability to entirely add or remove aspects of a person’s psyche still eludes you.
  • At Hypnotic Depth 50 or higher, the target is fully yours. They are considered Captured, with the funds deposited into your account. You are able to make or unmake aspects of a target’s mind. This is the point of mindbreak and complete personality rewrite. Purchased Companions automatically come at this stage.

Shareware

Cost: 50

Requires: Hypnosis App

This app may now be sent to other, similar smart devices, where it can be opened as an app, program, spell, or similar. The initial sending of the program must be accepted, though you may customize the program’s icon via the Company App.

Your personal app comes with settings to help determine how people viewing this downloaded version view it while entranced, such as viewing time spent with the app as time spent playing a particularly interesting gacha game or reading a developing story in a magical book.

The app otherwise functions identically on all devices, increasing Hypnotic Depth at a rate of one per hour as per normal. Additionally, your personal Smart Device increases Hypnotic Depth by 2 per hour.

Shovelware

Cost: 100

Requires: Shareware

You are now able to upload and display the App on any appropriate system that you are able to get root or admin access to. Your smart device will display all locations which the Hypnosis App is uploaded to, and allows for remote access, control, activation, and deletion of the App on these device’s displays.

Subliminal Audio

Cost: 15

Requires: Hypnosis App

Your Hypnotic Display may now include or even simply be Audio. This audio includes subliminal messages that will increase a listener’s Hypnotic Depth by 1 for every hour it is listened to. This audio must be audible and distinguishable, the same way closing one’s eyes can prevent the visual display from affecting you, earplugs can block the subliminal audio. Just as a sufficiently distant display can’t entrance someone as they can’t properly perceive the screen, the subliminal audio’s effect has limited range, particularly in noisy environments.

This audio cannot, by itself, entrance an individual, only increasing their Hypnotic Depth while listened to. At and beyond Breakpoint 2, suggestions or commands may be implanted into the subliminal messaging. Though targets with sufficiently superhuman hearing may be able to pick out the specific commands, use caution when utilized against such targets that are not entranced.

Someone Else’s Fetish

Cost: 25

Requires: Subliminal Audio

You may now create Hypnotic Media that temporarily alter the common sense of those who perceive them, changing what they believe to be "normal" under a given set of conditions. Multiple changes and conditions can be defined in a single piece of Hypnotic Media, but these cannot be altered after its creation, nor can they be individually targeted. Additionally, since Hypnotic Media only change what a person believes to be normal, it cannot compel them to take specific actions.

Hypnotic Media cannot entrance someone or increase their Hypnotic Depth, but it does treat their breakpoints as one level higher for purely passive behaviors. For example, you might create a piece of Hypnotic Media that causes people to believe it's normal for waitresses to work with their breasts exposed and that they should just ignore it if it doesn't turn them on. This would be able to alter the perception of patrons who have yet to cross any breakpoints, because it does not require them to do anything, but the waitresses would need to have crossed their first break point, if you want them to ignore the fact that their breasts are exposed.

By default, Hypnotic media may take the form of either video or audio content and may be mixed into or layered on top of normal media, but it must be played by a device running your Hypnosis App. Once no longer exposed to your Hypnotic Media, its effects will gradually fade based on the duration and frequency of exposure. This will not affect how they perceive their past behavior, unless they carefully examine their memories

Mind-Altering Concoctions

Cost: 25

Requires: Hypnosis App

This perk is a subscription to our mind-altering substances shop. In addition to the recipes for specific concoctions, you will be able to order up to 5 doses of varying substances at a time. These may be returned or more ordered once they are used, and come in several major categories: Aromatics, Topicals, Ingestibles, and Injectables.

Aromatics are aerosolized chemicals which will increase a target’s Hypnotic Depth by 1 for every hour exposed, and are available in a variety of delivery methods. Frequent favorites include incense sticks, candles, and censers and may come paired with a wide variety of common scents. These may include the inducement towards an emotional state, such as joy, bravery, confidence, desire, lust, or fear.

Topicals are creams, poultices, slimes, soaps, or other viscous fluids or pastes which increase a target’s Hypnotic Depth with direct contact. At a minimum of 5% coverage, topicals will increase the target’s hypnotic depth by 1 every 2 hours, 1 per hour at 10% coverage, and increasing to 5 per hour at full coverage. If the target has reached a Breakpoint and the topical has full body coverage for an hour, the topical will break through by increasing the target’s Hypnotic Depth by 1. Topicals may alter cosmetic traits or have minor physiological effects, such as changing skin or hair color or texture, to alter the sensitivity of skin, cleaning, lubricating, minorly accelerating healing, protecting from UV rays, or similar.

Ingestibles come as a powder which may be consumed in a variety of methods, such as being mixed into a drink or cooked into a meal, or snorted directly. A single ‘dose’ is a line of powder and will increase a target’s Hypnotic Depth by 5. Ingestibles are able to induce specific emotional states as per aerosols, or may instead subtly and gradually alter an ingester’s physiology as per Advanced Runes: Body, such as increasing or reducing breast size or hair length up to a certain point. Partial doses have proportionally lesser effects.

Injectables are drugs which must be directly introduced to tissues or the bloodstream, most commonly via direct injection. A full dose of an injectable will increase a target’s Hypnotic Depth by 10 or, if at a Breakpoint, will break through it by increasing the target’s Hypnotic Depth by 1. In addition to being able to force an absolutely debilitating level of emotional inducement, or significant body alterations, injectables are able to apply a single Hypnotic Depth 31-40 level or lower command or forcibly entrance a target for 1 hour.

While doses are calibrated for roughly human-sized targets, custom orders for larger or smaller targets may be ordered. Ordering an oversized dose is not recommended, as overdosing on Mind Altering Concoctions risks complete, permanent, irreparable mindbreak scenarios without Warranty Plan.

Note that targets with the appropriate superhuman senses may be able to detect Mind Altering Concoctions. Additionally, the Contractor is not immune to direct applications of them, exempting Defenses.

VR Helmet

Cost: 20

Requires: Hypnosis App

You gain access to a set of three VR Helmets, which are protected by the usual Company Smart Device assurances. In addition to their other effects, these VR Helmets may be used to interact with digital systems and  virtual realities directly, either via augmented reality or by metaphorically ‘jacking in.’

The specific shape and form of the device is customizable, but is always at least the size of two large hair clips. When placed upon the head of a target, it will expose them to extremely targeted and high fidelity stimuli, significantly increasing the speed at which their Hypnotic Depth increases. This triples the amount of Hypnotic Depth earned per hour after all other factors. Additionally, the VR helmet may apply pre-programmed and selected commands and adjustments during its hypnosis.

EVE Chip

Cost: 15

Requires: VR Helmet

Catch-and-release your targets with these control chips. EVE Chips can vary in size, up to that of a person’s head, but must be visible to the naked eye at minimum. You will receive one new chip each day, up to the limit of 5. This limit increases by one for each member of your retinue, including yourself, that have a chip implanted on or in them. The chip always possesses the same mark as the core of your stamp, and its circuitry are clear fractals of that design.

In order to operate, an EVE Chip must be pressed to, or otherwise implanted in, direct or extremely close contact with the central nervous system or equivalent of a target. This can include the forehead, base of the skull, spine, primary motherboard, or anchoring crystal for a spirit.

EVE Chips come in two forms, Follower Chips and Companion Chips. Follower Chips will cause discomfort and headaches in an individual when thinking or acting against the Contractor’s stated desires, or reward them with appropriate pleasure stimulation. Companion Chips perform similarly, nudging the individual to love and obey the contractor and to consider them in a sexual sense. Additional criteria may be added or removed from a chip when it is not implanted in an individual.

Every time an individual goes through with a compelled action, their Hypnotic Depth increases by 1. Due to their direct nature, the use of these chips bypasses Breakpoints. This effect is initially weak, though larger chips have stronger effects, and is similar to the effects at Hypnotic Depth 1-10. The intensity of the effect and range of things that may be rewarded/punished increases with the target’s Hypnotic Depth.

Physical Access Is Total Access

Cost: 25

Requires: VR Helmet

This modifies your Smart Device to include an extendable pair of cables. These cables must be put in direct or extreme close contact to the central nervous system or equivalent of a target in order to take effect. This can include the inner ear canal, upper end of the nose, any direct wire to the CPU, etc.

This direct (or nearly so) interface quintuples the speed at which your Smart Device applies Hypnotic Depth through all available sensory vectors simultaneously, and requires no actual sensory input. This also allows for the modification of memories and implantation of commands regardless of current Hypnotic Depth. Due to their direct nature, the use of these cables bypasses Breakpoints.


Megapixel

Cost: 150

Requires: VR Helmet

Your smart device’s hypnosis app display is now capable of digitizing and de-digitizing individuals. Digitized individuals are dropped into a small digital world within your smart device, and may be paused, or apply any purchased Hypnosis App expansions applied to them as desired. Confinement in this digital world eliminates the risk of overdose from Mind-Altering injectables.

Digitizing or de-digitizing a target requires them to be entranced by your Smart Device, and happens over the course of several seconds. While there is no theoretical range limit for this effect, there are functional limits based on a target’s sensory fidelity and their ability to perceive your Smart Device and be entranced. A subject’s recreation from the digital world occurs over several seconds, within several meters of the active hypnosis app display on your smart device. Subjects are vulnerable during this process.

You possess significant control over this small digital environment and may alter it or the scenario as desired. The space can only hold one digitized individual at a time, but may simulate any number of individuals desired. Additionally, if you possess VR Helmets or other means of interfacing with digital worlds, any number of others such as yourself may enter this digital realm as an admin.

This area counts as Company provided space for the purposes of the likes of Demiplanes and Dungeons.


Binding: Tantric Arts

Cost: 15

Grants an innate ability to use ritualistic, sympathetic sexual arts. By using mystically resonant materials and actions, you are able to cast spells of binding. These arts may be taught to others, though safeguards to prevent them from affecting the Contractor are detailed below. These spells are compulsions on the target’s mind, body, and soul. Resisting them causes the target to become exhausted and weakened, whereas following along with the compulsion will invigorate and strengthen the target. The more specific the compulsion and the shorter its duration, the stronger the boost and according compulsion, and vice versa.

Every spell requires both intense concentration and some other form of mystically resonant way to manipulate the energies involved, such as chanting, delicate hand movements, intense dancing, or dedicated sexual maneuvers, which may be mixed even in a single casting. Aside from runes inscribed upon the target or a physical circle to enclose an area, the targeting of an Art requires an Arcane Link, which must have a physical or metaphysical connection to the corresponding target.

All Arts have a minimum amount of resonance, with more powerful Arts requiring greater amounts. Resonance in excess of the minimum for the Art may be used to increase its power or add additional Arts to the casting of the spell. Mystic Resonance is acquired primarily through effort and preparation. The more specialized the preparations, the greater their sympathetic or conceptual connection to the spell. The more strong links can be made between the preparation and the target and/or the spell itself, the more resonance is generated.

Arcane Links

These are items, individuals, or actions with a strong metaphysical connection to the intended target of the spell, and one of the primary ways of acquiring Resonance. Common arcane links include a lock of the target's hair, a few drops of their blood, having heard their true name from their own lips, close relationships, or being their superior in a shared organization. The arcane link must have the appropriate level of metaphysical significance, particularly for larger targets. A piece of cobble from a street may allow you to target the street itself, but wouldn’t target the buildings, a city map wouldn’t let you target the city, but the key to the city could, a printout of a flag doesn’t have the mystical weight to target the associated nation, but the original, physical flag could. While line of sight and outright contact are several such links, they are ill suited for the greater arts.

One object, subject, or action can act as multiple kinds of Arcane Links, either to different potential targets or due having multiple significant connections to a single target.

Resonance

Resonance is the abstraction of the mystical power that has been gathered for a spell. Most forms of preparation will grant +1 Resonance, but particularly well attuned ones, such as a beloved mother of the target trying to hand over her daughter could provide +3 Resonance. Additional factors that can empower a ritual include, but are not limited to, active sex with the target, the taking of an individual’s virginity as part of the casting, the impregnation of the target, the target’s willingness to engage with the ritual, having an Element that aligns with the particular spell, or having someone with official authority over the target assist in casting the spell.

The strength of the most powerful caster in the Art has a meaningful impact. A silver-star (T7-9) caster would have +1 Resonance, while a T10 or Imaginary Tier would have +2 Resonance. While the primary caster - generally the most powerful individual - must maintain their effort for the duration of the casting, additional people actively assisting in the casting may increase its power. 2-9 additional casters grants +1 Resonance. Every additional Magnitude of casters grants an additional Resonance. For example, 10 - 99 additional casters would grant +2 Resonance, while 100 - 999 would grant +3.

Another common form of gaining mystic resonance is a prepared space for that specific type of spell. A ritual altar, intricate circles drawn upon the ground, or similar could grant +1 Resonance. An entire dedicated structure built to empower the ritual would grant +2 Resonance. Specific preparations upon the target themselves, such as inscribing specialized runes on them, or ritualistic purification or bondage, can also grant Resonance.

The final major source of Mystic Resonance are additional or particularly significant Arcane Links: things such as a direct blood relative of the target being involved in the casting, a beloved item/person of the target, a full pint of blood rather than a few drops, all the hair from a haircut rather than a single lock, or the entire City Hall to target a city. Each additional, significant Arcane Link is worth another +1 Resonance. A particularly significant amount of the arcane link increases the Resonance it grants by 1. These must be actively used in the casting in order to add their power, such as dancing through the halls of a building, or praying over blood.

If the Arcane Link is sacrificed, consumed, or otherwise destroyed as part of the casting, it counts for an additional +1 Resonance. Being able to involve the target directly in the ritual casting would count for +4 Resonance. Arcane links that require a meaningful amount of effort from the caster may also grant additional resonance.  While a billionaire could purchase an item for $1,000 for no additional Resonance, the same item for the same price could grant +1 Resonance if it’d been purchased by someone in poverty, where that price represents a month’s labor. Artificial constraints to increase effort function appropriately, as it is the effort involved that matters.

While spells take one hour to cast by default, more Resonance may be gained by spending longer to work the spell. A 2-8 hour ritual would grant +1 Resonance, whereas a ritual from Sunrise to Sunset (Or vice versa, about 9-12 hours) would grant +2 Resonance, and a ritual from Sunrise to Sunrise (24 hours) would provide +4 Resonance. Alternatively, by spending Resonance, the casting time for a spell may be reduced to 30 minutes for 1 Resonance, 10 minutes for 2 Resonance, or 1 minute for 3 Resonance.

All Arts may be improved in the following ways with excess Resonance.

  • Arts will normally only target a single individual, object, or structure. Resonance may be spent to target everything near the target. Spending 1 Resonance may also be spent to allow the spell to affect everything within 1 meter of the target(s). Additionally, 1 Resonance may allow a spell to target both the arcane link itself and the thing which it acts as a link to.
  • Resonance may be spent to force an arcane link to connect to an ill-suited target or one several conceptual steps away. The weaker the conceptual connection between the link and the intended target of the spell, the more Mystic Resonance is required. For example, 1 Resonance could allow someone’s blood to act as a targeting link for one of their close relatives. 2 Resonance could allow a piece of brick from a building to target every building on that street. 7 Mystical Resonance may be spent to target an entire world from a clod of dirt from said world. Additional resonance based on arcane links must be related to the intended target, not the source of the inappropriate link.
  • Adding exceptions or specific targets to standing or area of effect spells. Every Resonance spent on this allows for another such filter. The caster must possess an arcane link related to the filter applied, such as a deed to target buildings owned by someone on the paper, a tuft of red hair to target redheads, or a computer to target AIs.
  • Spells with an appropriate Arcane Link may target anyone in the same dimension or reality by default. Targeting someone from a connected reality (such as one in the same local multiverse or from your Pocket Apartment) requires an additional 3 Resonance, while targeting someone from an entirely unrelated reality requires 5 Resonance.
  • Spells, once cast, may not be changed or altered. However, non-instantaneous spells may be canceled by the caster (and the Contractor, if they are not the caster). Arts with limited durations may have 2 Resonance spent to make their duration indefinite.

Art of Binding

The initial perk comes with the knowledge of the Art of Binding. These Arts compel the target to take or avoid a certain kind of action. The more specific the action, the more powerful the compulsion. For example, a compulsion to have sex is not as effective as a compulsion to give blowjobs, and aiming these compulsions at specific subjects requires an arcane link. A target resisting the compulsions of the Art will only cause them to increase in severity. If the compulsion is to perform an action, the spell ends once they complete it, or within a week otherwise. The same compulsion cannot be stacked, though overlapping compulsions will have increased effect. Recasting the same spell using more Resonance to give it greater strength may supplant the original. What follows is a list of common uses and Resonance costs for the Art. Skilled Contractors often devise their own Arts following the themes of Binding.

  • Art of Shackles: 1-5 Resonance to directly prohibit or require an action. The widest variance in Resonance occurs here, as greater compulsions and broader categories of action demand greater Resonance costs.
  • Art of Chastity: 1 Resonance to affect a target’s sexual ability or responses. This Art is most commonly used to prevent orgasm, prevent arousal from decreasing, or to find certain stimuli/situations arousing.
  • Art of the Leash: 1 Resonance to give the target an urge to travel to a location or subject
  • Art of the Blindfold: 4 Resonance to prevent the target's awareness of a specific stimulus unless it actively interacts with them or is deliberately brought to their attention.
  • Art of Bonds: 3 Resonance to apply a compulsion towards a certain emotion.
  • Art of Enslavement: Costs 3 Resonance for blue- star targets, 5 Resonance for copper-stars, 7 for silver-stars, 9 for gold-stars, and 11 for Imaginary Tiers. Experiencing this Art is emotionally intense for the target during the casting process. Upon completion of the spell, the completed Stamp will appear on them in a place of the casters choosing and the target will be captured. You have +5 Resonance for arts targeting that individual from now on, as they are mystically always willing and involved in the ritual.

Art of Awareness

Cost: 10

Requires: Tantric Arts

For 1 Resonance, the caster may perceive a target as if with their own senses, and gain a good understanding of their distance and direction relative to the target. After initial casting, this spell can be sustained with far less focus, allowing for the casting of other spells. For an additional 2 Resonance, the Art will reveal any illusions or other attempts at concealment.

Additionally, 1 Resonance may be spent to instead view the past of the target. Finally, for an additional 3 Resonance (for a total of 5), the art will enable the caster to cast a spell while scrying the past, most commonly using a visual link to leapfrog scrying between targets, but potentially to apply other spells.

In settings without established temporal mechanics, spells cast upon the past will ripple forward. Spells cast further into the past take more perceived time for the timelines to adjust and accommodate the changes. Events have a form of temporal inertia, and certain, typically “plot- relevant,” things are unlikely to be altered by the Butterfly Effect. Which events these are varies by setting. The caster(s) and Contractor are immune to the temporal changes, and are able to remember both the original timeline and the altered one (as appropriate).

Art of Summoning

Cost: 15

Requires: Tantric Arts

The Art of Summoning requires at least two Arcane Links. By spending 3 Resonance you are able to bring a target to a targeted location or before a targeted individual, which may be the caster. This is an instantaneous effect upon completion of the Art. As a reminder, emotional attachments to places may act as arcane links, and arcane links for portals between two locations would involve things resonant to both of them.

For an additional Resonance, you may instead create a gateway between the two locations that will stay open for an hour. As per normal, this may be made indefinite for an additional 2 Resonance. For 1 Resonance, a portal may be set to toggle on and off with a selected trigger, such as a specific trait or phrase.

Art of Sympathies

Cost: 10

Requires: Tantric Arts

These arts create strong connections between the targets. The more tangible and deeper the connection, the more Resonance it takes, though most uses of this art cost 2 to 6 Resonance. Linking thoughts, sensations, or subconscious desires takes 2 Resonance. Linking the internal energies of two targets such that they may be pooled and shared freely costs 3 Resonance. Linking the physical states of two targets requires 4 Resonance, but more broad, potentially damaging or altering links require 5 Resonance. Linking a target’s state or sensations to that of an inanimate object requires an additional Resonance, as does creating a one way link. These Arts generally last one week.

Art of Transformation

Cost: 15

Requires: Tantric Arts

These Arts allow for the alteration of a target’s physiology. The more significant, extreme, or delicate the changes, the more Resonance it requires. Cosmetic changes will generally only require 1 Resonance. Changes that alter the bone structure or fat distribution of the target require 2 Resonance. Changes to reflexes, the sensitivity to responses, or reactions to poison, or alterations to mass cost 3 Resonance. Extreme changes in a target’s mass, by a factor of more than four, cost 4 Resonance.

Changes to the target’s species, fundamental body plan, or other significant changes require an appropriate arcane link for the intended state (such as an extant example of the species or their blood, for turning someone into a different species), and 4 Resonance. Transforming a target into an object requires 5 Resonance. Sapience and awareness are optional.

Any changes to a target’s Tier require additional Resonance, equal to the numeric difference in Tier. Changes that are immediately lethal to the target at the time require 1 additional Resonance.

These arts are normally instantaneous, though they may be given a limited duration for +1 Resonance. At an additional cost of +2 Resonance, the Art may add the new form as a triggerable transformation that they are able to switch between within a minute of concentration.

Art of Warding

Cost: 15

Requires: Tantric Arts

The Arts of Warding may only be placed on structures or locations. They create a threshold that cannot be crossed or acted across, such as via movement or attacks, esoteric or otherwise. Wards may be keyed to only block certain targets provided the appropriate arcane link, or made to allow certain targets to pass through them. Otherwise, Wards affect all potential entities attempting to cross or act across them equally. All wards last one week by default.

The Resonance cost of a Ward is equivalent to the Binding cost for the power of targets it will block the passage of:

  • 3 Resonance will prevent the passage of blue- star targets, but not prevent them from acting across it.
  • 5 Resonance will prevent the passage of copper-star or lower targets, and prevent blue-star targets from acting across the threshold.
  • 7 Resonance will prevent the passage of silver-star or lower targets, and prevent copper-star targets from acting across the threshold.
  • 9 Resonance will prevent the passage of gold-star or lower targets, and prevent silver-star targets from acting across the threshold.
  • 11 Resonance will prevent the passage of even Imaginary Tier targets, and prevent gold-star targets from acting across the threshold.
  • 13 Resonance will prevent even Imaginary Tiers from acting across the threshold.

Wards may be keyed to block only specific things or prioritize avenues of attack of similar breadth to the Defense perks. This requires less Resonance. Wards keyed to prioritize one avenue of attack (such as magic) but still prevent passage cost 1 less Resonance. For example: A ward meant to contain a mystically powerful but physically frail spellcaster could cost 2 or 4 Resonance if their magic is T4-6 or T7-9 respectively. Wards that only prevent an avenue of action across them rather than preventing movement cost 2 less Resonance.

Magic Focus

Cost: 25

Requires: Tantric Arts

These foci are items specially built to empower rituals and magic, enjoy Company protections like your Smart Device once made. They will only add mystic resonance if their acquisition required effort from the Caster and they are actively used in the casting in some way. Destroying or sacrificing the ritual implement, as part of the ritual, increases the resonance granted by it by 2.

Foci require 5 Resonance and often a significant period of time to attune to, as the only appropriate Arcane Links that may be used must relate to the caster themselves and major experiences they have undergone. Beloved items, handcrafted works, or other things that have deep personal meaning to the caster are often the best options for this. Ways to apply effort to increase the weight of a potential focus include, but are not limited to, consecration of the item, multiple purification rituals, carefully hand-inscribing the phrases or words of the ritual upon the item, or things such as speaking the words of binding over the tallow of the candle as it sets.

The following is a list of some of the most common forms of foci and the power they would grant.

  • Mirrors: things such as polished plates, reflecting pools, or modern mirrors represent sight, soul, and the self. A mirror reduces the cost to apply Arts to yourself, as well as all Arts of Awareness, by 2.
  • Coins: Paper money, banker bonds, or even actual coins represent material wealth, construction, repair, and inanimate or intangible things that last beyond human lifespan. A spell may be cast and stored into the focus to be released at a later time. If the focus is consumed upon the release of the spell, the initial casting upon it gets the +2 Resonance bonus of destroying the focus.
  • Cups: Often a way to spread a spell among a group, they are not just cups, but also plates, pots, bowls, or urns. They are the way to contain and provide. Cups remove the Resonance cost to apply a spell to multiple targets, provided they all partake of the vessel or are otherwise anointed by it in the ritual.
  • Athames: These are knives, blades, tools of carving, cutting, and thought made action. Arcane Links or other things sacrificed as part of a ritual for greater Mystic Resonance provide double the total bonus that they would otherwise.
  • Hammers: These are drivers, mallets, or other types of hammers, used to strike at a thing time and again to cause change or to construct and reshape. Every additional casting of the same Art on a subject (successful or otherwise) provides an additional +1 Resonance, up to +3 Resonance.


Art of Domains

Cost: 10

Requires: Tantric Arts, Dungeons and/or Demiplanes

You may claim the target item, location, or area as part of your owned space, not only granting yourself metaphysical ownership but also ownership by Company authority. Treat it as either your Home Dungeon or your Demiplane. This Art requires 3 Resonance as a base, but items or locations of significant power require additional Resonance based on the effective Tier they could empower an individual to. Possible arcane links include things such as the deed to a building in the caster’s name, the blood of a family that owned the land for generations, or the former owner ceding control of the space during the course of the casting.

Dungeons created this way maintain their current size and create an appropriate structure, which may then be increased in size as per normal.

Art of Destruction

Cost: 15

Requires: Tantric Arts

Not merely a compulsion, this art actively damages, destroys, or suppresses targets and their abilities. As a general rule, reducing a target’s tier costs an amount of Resonance equal to the reduction in tiers and only lasts for 24 hours, while killing a target would generally require a value of Resonance equal to their Tier.

1 Resonance is required for mundane, physical materials; 3 for supernaturally or extremely durable materials/targets; 5 for intangibles such as morals, disease, or heat; and 7 for abstract concepts such as good, death, or magic. Intangibles and concepts still require an arcane link to target them, such as the bounding of a circle or runes, or an arcane link to target them at an individual. Things are gradually destroyed over the course of the casting.

Once destroyed, the targets may be rebuilt or otherwise refill the space, such as magic flowing back into an area after its destruction or a person gaining new morals after they are destroyed. Alternatively, the target of the Art may be suppressed, for a default duration of one month.

Binding: Alterzelu Symbiote

Cost: 45

Build your own swarm using this engineered species of alien symbiotes. Take Body Tune-Up and Athletic, Martial, and Wild Talents for free. Take one copy each of Body and Wild Defenses for free as well.

Alterzelu hosts can, at will, form an environmentally- sealed suit of bio-armor, with Gigeresque black chitin aesthetics, a retractable helmet, sharp claws, and a long tail for combat and maneuverability. This includes you. Hosts also gain superhuman senses, strength, agility, and durability; this is enough to push any blue-star subject up to Tier 4 or any copper-star up one tier, but is not a significant gain for higher tiers.

The Swarm Queen

One single waifu in your initial purchase will be the queen to your king. You and she both will already be merged with your symbiotes when you arrive in your first world, and gain an additional +1 tier, capped at 10. If the queen is already T10, her power will double, but her effective tier will not rise any further. Imaginary tiers are unaffected. Your queen benefits from all purchased Talents, even without Talent Sharing. Symbiosis alters a subject’s mind, making them see you as a mate (Companions), king (Followers), or both, whose orders are to be obeyed and whose survival is paramount to the species. All symbiote hosts besides yourself will see the queen as the first among them, regardless of previous relationships, and arrange themselves into a pyramidal hierarchy under her. If you do not already have a queen, the first female subject that you capture using any Symbiote- related method will automatically become your queen.

 The queen must always be female. If you are naturally female or Possessed or Substituted a female vessel, you may act as your own queen, with no need for a king - only consorts. A lone female in an otherwise all-male swarm will always be the queen, while a primarily male swarm still requires at least one female Follower for the role. If your queen is part of a set that can only be purchased together, the actual queen will be the most dominant one according to their natural personalities; if the members of the set are truly co-equal, then they’ll serve as co-equal queens.

The King and Queen are visibly distinct from the rest of a swarm. Their initial blending with their symbiote is accompanied by non-optional physical growth, affecting the peak of their physical maturity. Swarm royals who are not yet physically mature will grow into this state naturally over time. Both king and queen experience significant increases in muscle definition, particularly in the arms, abdominals, glutes, and legs, as well as height. The queen also experiences severe non- muscular growth of the breasts, rear and thighs, while the king instead gains even more muscle and increased genital size. These changes all go beyond existing improvements from Body Tune-Up.

Regardless of gender, the target sizes for any trait are roughly 130% on the scales defined in Advanced Runes: Body, with up to 10% error in either direction. If desired, this growth may recede down to the royals’ baseline sizes at a rate of 3% every 5 hours. The full extent of this recession, if any, depends on the contractor’s desires. This growth may be manually re-triggered, with the aid of a larva or swarm member, at any time.

Alternative Symbiote Theming

Xenomorphs aren’t for everyone, and that’s okay. A variety of alternative themes exist, all tied to your queen’s thematics. If your chosen queen is at least Tier 6 at step 2, and strongly associated with any of the basic 12 Shroud elements (see that binding for details) at step 1a, all stages of the symbiote life cycle will follow their aesthetic and theming instead in all parts of the symbiote ecosystem. The functionality of each part will remain the same. This is a canonicity factor and thus affected by Power Swap.

You and your queen may always capture a target in person by transmitting a transformative fluid from your mouth, genitals, or tail. You or your queen can let your tail out without the rest of the armor, make out or have sex with the conversion target, and then leave. This transformation takes about two hours to complete; the target will experience a gradually-building surge of lust during that time, which will only fade when satisfied by you or another symbiote host whose lust surge has previously been satisfied. Capture credits are rewarded once this lust has faded. Targets that are not sexually mature cannot be captured in this way.

Creep

Hatcheries and Fortresses will slowly infect the stationary solid matter in their environment with an organic substrate called creep. Creep is not a solid mass; rooms and corridors will naturally form inside it and will not be blocked off by further expansion. Creep will not assimilate your retinue’s things nor sapient beings (even inorganics). Non-sapient plants and fungi are not so lucky. If a Creep-generating structure is dismantled, the creep it supports will recede over the course of 1 week (168 hours).

The presence of at least a Lair in a Creep zone allows the Creep to assimilate stationary, non-sapient creatures that are otherwise capable of mobility, converting them into your familiars and enforcing your swarm’s aesthetics upon them. Standard reproduction for assimilated species will continue within your swarm, allowing you to take advantage of any useful traits their evolution creates without micromanaging their populations.

Creep provides an alternative food source for symbiote creatures of all sorts, including your retinue. Creep provides all necessary nutrients for creatures who feed on it to reach maturity. Any food sources assimilated into your creep zone will continue to grow naturally. These foods will become especially tasty and nutritious for your retinue members, with no added effects on outsiders - at least, not with only a basic Hatchery.

When the Creep zones of two separate swarms meet, the precise border between the two depends on the strength of the local sources of Creep. If the strongest sources on each side of a border section are equal, the border will be halfway between the two; if one is stronger than the other, the stronger source will push the border closer to the weaker one in proportion to their strengths, up to a core radius around the building itself: 25% of the building’s baseline Creep spread. This is usually combined with a stronger push around the weaker source’s flanks. Border push will continue to occur elsewhere around the weaker source as the difference between the two increases, until the weaker source is completely encircled and cut off from the rest of its faction’s Creep zone. This leaves all freestanding structures in the overrun area vulnerable to the overrunner’s whims.

Alterzelu: Basic Larva

One of these two larva types is granted for free with the basic symbiote package, as the Binding is only barely usable as a binding without one.

Regardless of your chosen larva type, you will always begin with two full clutches of mature specimens, ready to bind your starting companions and followers, though the number of individuals per clutch varies wildly. In addition to their basic effects, the default binding tattoos will prevent your subjects from lethally harming any of your symbiote units, and they will usually accept the conversion outright if they know you want them to.

Additional eggs, and thus larvae, come from your queen. First, you must fertilize your queen in the traditional human fashion. If you have Fertility Calibration, you may choose between egg production (for each type of larva), live humanoid births (see the Offspring section under Additional Rules) and contraception. Results are otherwise random. A symbiote host’s tail may act as a phallus substitute for this purpose, but queens cannot self-impregnate. Fertility Calibration’s normal effects will only apply to live humanoid births.

Either way, the queen will produce a clutch of eggs over the next four weeks. All symbiote eggs will hatch after two weeks of incubation in ideal (warm) conditions, but can take up to four weeks if too hot or too cold.


Skitterers

Type: Basic Larva

The original Alterzelu larva type, these long-tailed pseudo-arachnids generally resemble a small Xenomorph, but always have the strongest similarity to a symbiote host’s bioarmor, no matter the queen’s theme. Skitterers are comparable in size to a small dog or wild cat, such as a beagle or lynx. They can climb up walls and across ceilings with ease and use their tails to reach surprising speeds underwater. Though not truly sapient, living only to merge with a future host, Skitterers are dangerously clever, capable of using teamwork, tactics, and trickery. They cannot be fought off by any target of effective tier (after step 5) 5 or below. Outside of a theoretical “white room” scenario, they can leverage their advantages to pose major threats against even some Tier 7s and 8s.

One clutch of Skitterers has 8 eggs, with each one roughly the size of a goose’s. Skitterers are obligate carnivores, preferring small mammals and fish, and require one week to feed and grow large enough for practical use.

When a Skitterer strikes, it will latch onto its target - typically the head or torso - and find at least one orifice to violate with its tongue or tail. As it pumps its transformative fluid into the target, it will attempt to align its spine with the target’s and engulf the target’s head. The skitterer will also clamp its legs around the target, piercing their skin and allowing the entire creature to liquify itself and flow into the target to become the new host’s bioarmor.

The full transformation process usually takes no more than five minutes. As the transformation completes, the new subject’s libido will skyrocket, sending them into a haze that will not fade until they have sex with an existing sapient swarm member. Skitterers cannot capture sexually immature targets. The capture will be confirmed, and the appropriate number of credits awarded, only after this sex occurs.

Globsters

Type: Basic Larva

These slime creatures, roughly the size of a watermelon, can spread themselves thin to flow across solid surfaces undetected, including walls and ceilings. Together with a limited form of camouflage, to mimic the appearance of a single surface that they have contact with, they have the most functional stealth of all larva types, though they can still be detected by supernatural means. Globsters cannot be fought off by any target of effective tier (after step 5) 4 or below.

One clutch of Globsters has 16 eggs, with each one roughly the size of a chicken’s. Their eggs don’t so much hatch as melt into the newly-born Globster when the time is right. Globsters are omnivorous and will devour whatever is small enough for them to engulf. They require one week to feed and grow large enough for practical use.

When a Globster strikes, it flows over the target’s body until it makes skin contact. Any part of the skin will do. The Globster then melts into the target’s body, merging with it in a non-sexual manner to directly transform the target over the course of about five minutes.

After the transformation completes, the new subject will experience a mental haze that compels them to seek either the nearest existing sapient swarm member or Hatchery-line structure, whichever is closer. It will not fade until they succeed and make skin contact. Only then will the capture be confirmed and the appropriate number of credits awarded.

Alterzelu: Phases

The Alterzelu symbiote is a five-phase ecosystem. This includes a variety of units, buildings, and expansion perks. Phases and expansion perks are the only additional use for company credits in this ecosystem; it otherwise uses Devotion, which is calculated identically here as it is for Dungeons.

Hatchery Phase

Type: Phase

Cost: 30

Requires: Alterzelu Symbiote

The foundation for the entire Alterzelu ecosystem, this enables construction of your first Hatchery, as well as Nurseries, Groves, and Dens. Your first creep will develop in this phase, as you begin to build your economy and automate production.

Lair Phase

Type: Phase

Cost: 85

Structure requirement: Hatchery, at least one Den

The second phase of the Alterzelu ecosystem, this immediately upgrades your starting Hatchery into a Lair, provided you have the devotion to spare. You may now build Burrows, Nests, Reefs, Evolution Chambers, Guard Spires, and additional Hatcheries. Skitterers and Globsters may now be used for Devotion: 4 Skitterers and 8 Globsters are each worth 1 Devotion point. Finally, take Talent Sharing (Athletic), Talent Sharing (Martial), Talent Sharing (Wild), and one copy each of Wild and Creature Defenses for free.

Colony Phase

Type: Phase

Cost: 115

Structure requirement: at least two different Lair-stage buildings (Evolution Chamber, Burrow, Nest, Reef)

The third phase of the Alterzelu ecosystem, this immediately upgrades your starting Lair into a Hive, provided you have the devotion to spare. You may now build Nexuses, Fortresses, and additional Lairs, and produce the second larva type from your Queens and Hatcheries. Finally, take Psychic Talent, Talent Sharing (Psychic), and one copy of Environmental and Creature Defenses for free.

Hive Phase

Type: Phase

Cost: 145

Structure requirement: at least one Nexus or Fortress

The final planetary phase of the Alterzelu ecosystem, this immediately upgrades your starting Colony into a Hive, provided you have the devotion to spare. You may now build additional Colonies. Finally, take one copy of Environmental Defense for free.

Alterzelu: Structures

When Alterzelu structures cost Devotion, unlike with Dungeons, the bodies of your non-queen, sapient, subjects are themselves the building materials, not just workers at the site. This construction process begins when the designated subjects huddle together as their symbiote bio-armors manifest, flow into one another, and grow to encompass the group. The individuals within will lose consciousness and become one with the new structure. If the structure is destroyed, they die as well. Artistic effigies of the component subjects will remain visible somewhere on or inside the structure, whether a mural, carving, statue, or other feature. Defacing or destroying an effigy will do nothing to free the depicted subject. Structure descriptions state the default dimensions, but all can be grown as any contiguous shape, not exceeding the defined space.

If you have Conjunction, you can choose for the Devoted subjects to no longer be unconscious, but instead form a single mind that represents the will of the building. This mind can communicate its status and (for production buildings) follow lengthy build orders with complex conditions.

Humanoid subjects Devoted to a swarm structure cannot be disconnected from it casually, but disconnection is still possible. Replacement components must be provided in advance, however, or else the structure will dismantle itself completely. A 24-hour transition period will see the new component swapped in and the old component emerge, free to move once more. Devotion is permanent for Larvae; they will die if removed. If the building is destroyed, the components will die with it.

 Individual subjects with high enough Devotion values may be used to construct multiple buildings at once. All such buildings grown out of single individuals will be grown together as a single contiguous mass and can only be dismantled together as well.

Structure Upgrades

Many Symbiote buildings, including the Hatchery, have upgraded forms. During the upgrade process, the structure will grow to encompass a much larger area, pausing production at the site for the duration. Symbiote structures caught within an upgrade’s footprint may remain standing, with the structure growing around them, or be dismantled and any subjects used for their construction variously released or absorbed into the upgrade instead. This reduces the cost of the upgrade by their Devotion value.

Hatchery

Type: Freestanding

Build Cost: 20 Devotion

Requires: Hatchery Phase

Your queen no longer has to carry the burden of new eggs herself. This fixed structure can do so instead. Any queen within your swarm may sexually interface with the spawning organ at the center of the Hatchery. This tall and narrow pool, shaped like a champagne flute and filled with water, will lock itself around the queen’s waist after she enters, leaving her upper body exposed. Any of a queen’s clothes that are caught within the organ when it locks will be heavily damaged or worse, so it’s important that she either enter while nude or banish any clothes that she wants to keep into a Pocket Space.

Once in place, the organ will continuously ravish the queen as she produces a new clutch of larval eggs immediately after each orgasm, skipping the gestation period and automatically depositing each clutch into a spawning pool below the organ, until that pool is filled to capacity. Spawning pools are ideal environments for the eggs’ incubation and can hold up to 160 clutches at a time. The rest of a Hatchery’s interior may be dedicated to a variety of roles as needed.

After 24 hours of growth, a new Hatchery will reach its maximum size of 25 meters tall, and an additional 10 vertical meters of basements underground, with a 2,000 square meter footprint. A finished Hatchery will spread Creep to about a 1 kilometer radius, centered on the spawning pool, reaching its maximum extent another 7 days (168 hours) after construction.

Nursery

Type: Add-on (Hatchery)

Build Cost: 5 Devotion

Requires: Hatchery

Nurseries increase the efficiency of your unit production buildings and provide additional incubation space. Nurseries can only be built attached to a Hatchery, Burrow, Nest, Reef, or another Nursery. Even if a large mass of Hatcheries and Nurseries flow together, each Nursery will only accept eggs from a single production building at a time. A Nursery will grow to full size in 8 hours, reaching a maximum size of 5 meters tall with a 250 square meter footprint.

Each Nursery can hold up to 20 egg clutches from the attached production building. This capacity increases with the highest-upgraded Hatchery in the same creep zone: 40 clutches (+20) with a Lair, 60 clutches (+20) with a Colony, and 80 clutches (+20) with a Hive.

Each Nursery present within a Creep zone also decreases the incubation time for all units produced in that zone by 2.5%. After the first 20 Nurseries are present in a single Creep zone, additional Nurseries will still have an effect, but are subject to Diminishing Returns. See the appropriate section in Additional Rules for details.

Grove

Type: Freestanding

Build Cost: 5 Devotion

Requires: Hatchery

Groves serve as parkland for any wildlife in your Creep zones or sapient subjects who enjoy the outdoors. Groves also make a Hatchery’s creep more nutritious, decreasing the maturation time for all units produced in that Creep zone.

Every 5 Devotion Points dedicates 40,000 square meters of land to Groves and reduces the maturation time for larvae by 2.5%. The dedication process takes only 3 hours. After the first 100 Devotion Points are invested into Groves in a single Creep zone, additional Groves will still have an effect, but are subject to Diminishing Returns. See the appropriate section in Additional Rules for details.

Units produced at Burrows, Nests, and Reefs require ten times as much Grove land in a single Creep zone to achieve the same reduction.

Den

Type: Freestanding

Build Cost: 10 Devotion

Requires: Hatchery

Dens provide shelter to your sapient subjects and act as structural foundations for later, larger structures.

After 12 hours of growth, a new Den will reach its maximum size of 10 meters tall, and an additional 5 vertical meters of basements underground, with a 500 square meter footprint.

Lair

Type: Upgrade (Hatchery)

Build Cost: 200 Devotion

Requires: Lair Phase

The Lair is a direct upgrade to the Hatchery, with all of the features and abilities of its predecessor. It can incubate up to 1600 clutches at a time, plus the effects of attached Nurseries. Upgrading a Hatchery to a Lair requires an additional 180 Devotion Points as construction material, minus any recycled from other swarm structures within the Lair’s new footprint.

After 3 days (72 hours) of growth, the new Lair will reach its maximum size at 50 meters tall, and an additional 20 vertical meters of basements underground, with a 10,000 square meter footprint. A finished Lair will spread Creep to about a 5 kilometer radius, centered on the spawning pool, reaching its maximum extent another 2 weeks (336 hours) after construction.

You may install a mature female subject, not already Devoted in a building’s construction or elsewhere, into the spawning organ of a Lair on a longer-term basis. If a non-queen is installed, her clutches will take 50% longer to hatch than the queen’s clutches: at the base rate, +7 days. Either way, new clutches will be produced as room allows.

Queens may remove themselves from this organ at will, but removing a non-queen takes 24 hours, requires your consent, and will halt all new egg production at that site during that time. The spawning organ is a very intense experience, with sustained installation causing both physical and mental side-effects. Stress, Addiction, and Mind Defenses are highly recommended.

Burrow

Type: Upgrade (Den)

Build Cost: 60 Devotion

Requires: Lair

The Burrow is the primary production building for non-sapient land units. Upgrading a Den to a Burrow requires an additional 50 Devotion Points as construction material, minus any recycled from other swarm structures within the Burrow’s new footprint. After 48 hours of new growth, a new Burrow will reach its maximum size of 15 meters tall, and an additional 20 vertical meters of basements, with a 4,500 square meter footprint.

Burrows have much the same spawning interface as Lairs, with a specialized organ that a mature female subject can install herself into and create new eggs. A Burrow’s eggs are limited to non-larval land units only, whether the pre-designed options, local species assimilated into your swarm, or creatures that your geneticists and bioengineers have custom-designed at an Evolution Chamber.

Nest

Type: Upgrade (Den)

Build Cost: 80 Devotion

Requires: Lair

The Nest is the primary production building for non-sapient air units. Upgrading a Den to a Nest requires an additional 70 Devotion Points as construction material, minus any recycled from other swarm structures within the Nest’s new footprint. After 48 hours of new growth, a new Nest will reach its maximum size of 65 meters tall, and an additional 10 vertical meters of basements, with a 2,100 square meter footprint.

Nests have much the same spawning interface as Lairs, with a specialized organ that a mature female subject can install herself into and create new eggs. A Nest’s eggs are limited to non-larval air units only, whether the pre-designed options, local species assimilated into your swarm, or creatures that your geneticists and bioengineers have custom-designed at an Evolution Chamber.


Reef

Type: Upgrade (Den)

Build Cost: 80 Devotion

Requires: Lair

The Reef is the primary production building for non-sapient sea units. Upgrading a Den to a Reef requires water access and an additional 70 Devotion Points as construction material, minus any recycled from other swarm structures within the Reef’s new footprint. After 48 hours of new growth, a new Reef will reach its maximum size of 20 meters tall, and an additional 10 vertical meters of basements, with a 5,250 square meter footprint.

Reefs have much the same spawning interface as Lairs, with a specialized organ that a mature female subject can install herself into and create new eggs. A Reef’s eggs are limited to non-larval sea units only, whether the pre-designed options, local species assimilated into your swarm, or creatures that your geneticists and bioengineers have custom designed at an Evolution Chamber.

Evolution Chamber

Type: Freestanding

Build Cost: 50 Devotion

Requires: Lair

Evolution Chambers are specialized workshops for your geneticists, fleshcrafters, and bio-manipulators, where they can create new breeds of warbeast for your armies. After 48 hours of growth, an Evolution Chamber will reach its full size of 15 meters tall, and an additional 10 vertical meters of basements, with a 6,000 square meter footprint.

At an Evolution Chamber, your design teams may freely mix, match, and customize biological features from any species that your creep has assimilated, in addition to features from any of the default larva types available to your swarm, any pre-designed symbiote units available to your swarm, and your queens’ inborn supernatural traits. Upgrades are not auto-applied to all eligible recipients. Sapient subjects must visit an Evolution Chamber as individuals for their modifications. Major units are instead recycled at the same type of production building (not necessarily the exact building) that spawned them.

 The basic symbiote biosuit can also be customized, whether for general use or individual preferences. Biological traits that have been integrated into a biosuit can always be copied to other swarm members, depending on the bioengineer’s skills. Psionic traits can be copied if you have a Nexus, while technological and mystical traits can only be copied if you have a Hive, again depending on the engineer’s skills. These traits will breed true.

Previous experience is not required for personnel assigned to your Evolution Chambers. The design interface is simple and intuitive, with clear tutorials, and allows for extreme creativity. If you have Science Talent, the interface will count as a trainer of Tier 5 in this field. The presence of a Colony in the same Creep zone raises this tier level to 6, a Hive raises it to 7, and a World Tree raises it to 8.

All designs are filtered through the theming of the queen whose portion of the swarm actually produces them as units. If you have multiple queens, individuals in your swarm may also come to an Evolution Chamber to be reassigned and rethemed from one queen’s part of the overall swarm to another.

Guard Spire

Type: Freestanding

Build Cost: 30 Devotion

Requires: Lair

This is your basic defensive emplacement, a tower 60 meters tall, with an additional 10 vertical meters of basements underground and a 250 square meter footprint. Spires are suitable sites from which swarm members can observe their surroundings or use their own weaponry against intruders.

With an Evolution Chamber, your swarm’s bioscientists can adapt any special abilities allowed at that structure into new Spire variants. With a Nexus, psionic abilities become viable as well, and mystical and technological traits with a Hive. The more complex or esoteric the ability, the harder it is to adapt and the more expensive the variant becomes in Devotion Points.

A basic Guard Spire can support abilities that are appropriate for a combatant of up to Tier 4. The Colony stage allows Guard Spires to be upgraded to support abilities that are appropriate for a combatant of up to Tier 5. This requires an additional 420 Devotion Points over the basic Guard Spire. The Hive stage allows Guard Spires to be upgraded to support abilities that are appropriate for a combatant of up to Tier 7. This requires an additional 6,300 Devotion Points over the Colony-stage version.

Colony

Type: Upgrade (Lair)

Build Cost: 2,000 Devotion

Requires: Colony Phase

The Colony is a direct upgrade to the Lair, with all of the features and abilities of its predecessor. It can incubate up to 12,000 clutches at a time. Upgrading a Lair to a Colony requires an additional 1,800 Devotion Points as construction material, minus any recycled from other swarm structures within the Colony’s new footprint.

After 9 days (216 hours) of growth, the new Colony will reach its full size at 100 meters tall, with an additional 40 vertical meters of basements underground, with a 50,000 square meter footprint. A finished Colony will spread Creep to about a 25 kilometer radius, centered on the spawning pool, reaching its maximum extent another 3 weeks (504 hours) after construction.

Nexus

Type: Freestanding

Build Cost: 400 Devotion

Requires: Colony

The Nexus is a focal point for your swarm’s psionic power and foundation for further growth. It is required for most psychic Expansions and allows all supernatural abilities present in your swarm to be added to your unit and structure designs. After 7 days (168 hours) of growth, a new Nexus will reach its full size at 30 meters tall, and an additional 20 meters of basements underground, with a 24,000 square meter footprint.

A Nexus is always a suitable training site for psionic abilities. With a Hive, it becomes suitable for training mystical abilities. If a sapient member of your swarm trains a supernatural ability at one, the appropriate Talent will instead scale to the most potent sapient swarm member in the field being trained, regardless of whether or not they are physically present or actively participating in any training exercises.

Fortress

Type: Freestanding

Build Cost: 3,000 Devotion

Requires: Colony

This is your mid-level defensive emplacement, about 85 meters tall, with an additional 40 vertical meters of basements underground, and a 24,500 square meter footprint. A fully-grown Fortress will spread Creep to about a 20 kilometer radius, reaching its maximum extent another 3 weeks (504 hours) after construction. Fortresses must be grown on existing Creep beds.A Fortress’s interior has an excess of internal space, so feel free to dedicate it to a variety of administrative or military roles as needed.

Like Guard Spires, Fortresses are always suitable sites from which swarm members can observe their surroundings or use their own weaponry against intruders. With an Evolution Chamber, your swarm’s scientists can adapt any special abilities found in the biology of your swarm members - both the non-sapients assimilated by your swarm’s Creep and your sapient subjects - into new Fortress variants. With a Nexus, psionic abilities become viable as well, and mystical and technological traits with a Hive Fortresses can support abilities that are appropriate for combatants of up to Tier 6.

Additionally, Fortresses impose an attrition debuff on intruders who enter a radius of 5 kilometers around them. Without additional upgrades, blue- and copper-star intruders will find their tiers reduced by 1, to a minimum of 1. This applies at step 5 and does not stack with additional Fortresses or Redoubts.

Hive

Type: Upgrade (Colony)

Build Cost: 20,000 Devotion

Requires: Hive Phase

The Hive is a direct upgrade to the Colony, with all of the features and abilities of its predecessor. It can incubate up to 80,000 clutches at a time. Upgrading a Colony to a Hive requires an additional 18,000 Devotion Points as construction material, minus any recycled from other swarm structures within the Hive’s new footprint. At this stage, you may build additional Colonies, but only upgrade a single Colony per planet to a Hive.

After 27 days (648 hours) of growth, the new Hive will reach its full size at 200 meters tall, and an additional 80 vertical meters of basements underground, with a 250,000 square meter footprint. A finished Hive will spread Creep to about a 125 kilometer radius, centered on the spawning pool, reaching its maximum extent another 4 weeks (672 hours) after construction.


Alterzelu: Units

Non-larval units are produced at the buildings that unlock them. Unlike larvae, each of their clutches only has a single egg, which requires far more time to hatch and mature to a combat-ready state. With an Evolution Chamber, your geneticists and bioengineers can customize these defaults to suit your force’s needs. The growth acceleration functions of Nurseries and Groves apply to all non- humanoid units, whether larvae or larger. Neither larvae nor larger units will benefit from Warranty Plan.

Junior Lingoth

Role: Tank

Requires: Burrow

A Lingoth is a modified ankylosaurus, a muscular, thick-skinned quadruped with a heavily-armored spiked shell and long, clubbed tail. Lingoths are vegetarian, focused on low- growing shrubs and fruits, and will make great use of any Groves within your creep zone.

With Maru Mari, Lingoths will grow a round hatch where humanoid swarm members can access it, allowing them entrance to an internal passenger space while in ball form. Junior Lingoths may carry a single passenger in this way, Adult Lingoths 20, and Elder Lingoths 400. While inside a Lingoth, swarm members must remain in ball form, but can remain aware of the outside world by tapping into their ride’s senses. With Presence, they can project ghostly avatars anywhere within 2 m of the Lingoth’s shell and use their own senses instead.

A newly-hatched Lingoth will become combat- ready, as a Junior Lingoth, about six months (180 days) after hatching. Junior Lingoths measure about 6-8 m long and 1 m tall at the shoulder, with an overall height of about 2 m. Bony spikes on their head and neck make them a threat in melee range. Chemical sacs in their throats allow them to spit and ignite a mixture very similar to napalm. This “breath” weapon has an effective range of about 50 m with a focused stream, or 40 m with a wide spray. Careful use of this weapon is advised: the sacs can only hold up to five minutes of fuel, and once emptied require 1 week to refill, assuming the creature maintains a normal appetite.

Adult Lingoth

Role: Tank

Requires: Colony, Junior Lingoth

With a Colony, Junior Lingoths that reach 2 years of age may enter a new growth stage to become Adult Lingoths. Adult Lingoths measure about 18-24 m long and 3 m tall at the shoulder, with an overall height of about 6 m. They are even beefier, spikier, and more armored than their younger selves, but the main threat is now ranged. The chemical sacs they used before no longer hold conventional incendiaries, but a superheated plasma fluid that can be ejected at relativistic speeds toward any target in the Lingoth’s line of sight. This weapon can only be active for up to 30 seconds before the Lingoth needs to stop and let the flesh in its mouth literally cool down for at least 3 minutes.

Elder Lingoth

Role: Tank

Requires: Hive, Adult Lingoth

With a Hive, Adult Lingoths that reach about 10 years of age may enter a new growth stage to become Elder Lingoths. Elder Lingoths measure about 54-72 m long and 9 m tall at the shoulder, with an overall height of about 18 m. They will barely notice most conventional melee threats, and their mouths can, finally, fully endure the stresses of plasma breath use. Fuel becomes the limiting factor once more: though an Elder Lingoth’s plasma sacs can hold up to 12 hours (720 minutes) of fuel, emptied sacs will only refill after 4 weeks, assuming the creature maintains a normal appetite.

Junior Linkor

Role: Artillery

Requires: Burrow

The Linkor is a modified giant scorpion, with the stinger replaced with a quill launcher for indirect fire. Linkors are pack-hunting carnivores: one grapples a prey and the rest shoot their quills at the prey until it dies. Linkor exoskeletons are relatively light, offering much less protection than a Lingoth shell and no interior space for Maru Mari or cargo. Any would-be passengers must ride on a Linkor’s back.

The standard quill, used by all Linkors, measures 140 mm across and 35 cm long, and takes 30 seconds to grow within the launcher. Chemicals inside the launch tube keep quills malleable so the Linkor can move its tail properly. After launch, with those chemicals no longer present, quills rapidly harden into a more recognizable 105 cm spike, with small fins for more stable flight.

With Conjunction, all Linkors can use nearby swarms of Ailspids as spotters, to more effectively aim at targets beyond their lines of sight. This extends a Junior Linkor’s effective range to 14 km, an Adult Linkor’s effective range to 84 km, and an Elder Linkor’s effective range to 378 km.

A newly-hatched Linkor will become combat-ready as a Junior Linkor, about six months (180 days) after hatching. Junior Linkors measure about 3-4 m long to the base of the tail and 1 m tall; the tail adds another 3-4 m in length. Junior Linkors’ tails are only large enough to shoot a single quill at a time, can hold up to 3 quills in reserve. Junior Linkors have an effective firing range of about 4 km.

Adult Linkor

Role: Artillery

Requires: Colony, Junior Linkor

With a Colony, Junior Linkors that reach 2 years of age may enter a new growth stage to become Adult Linkors. Adult Linkors measure about 9-12 m long to the base of the tail and 3 m tall; the tail adds another 9-12 m in length. Adult Linkors can continue to shoot solid quills like their younger selves. They may also shoot a second quill type, this one hollow and filled with a binary liquid explosive. When the quill hits its target, the shock of impact causes the two parts to mix and detonate. An Adult Linkor’s thicker tail allows it to effectively handle its 6 individual launchers, each of which can hold up to 18 quills in reserve. Adult Linkors have an effective firing range of about 12 km.

Elder Linkor

Role: Artillery

Requires: Hive, Adult Linkor

With a Hive, Adult Linkors that reach 10 years of age may enter a new growth stage to become Elder Linkors. Elder Linkors measure about 27-36 m long to the base of the tail and 9 m tall; the tail adds another 27-36 m in length. Elder Linkor quills, whether solid or explosive, contain small, sub- sapient nervous systems that allow a quill to track a moving target on its own and adjust its course with psionic power. An Elder Linkor’s tail has 36 individual launchers, each of which can hold up to 54 quills in reserve. Elder Linkors have an effective range of 36 km.

Junior Linguu

Role: Support

Requires: Burrow

The Linguu is a close variant of the Lingoth, but with a taller dome, closer to a tortoise’s, and a short neck and tail. They share the same diet as their Lingoth cousins. They have no inherent offensive abilities, beyond simply being large creatures that can ram or trample smaller creatures that get in their way. They make up for that in defense, with a significantly tougher shell than a Lingoth’s.

A Linguu shell is hollow at all stages. Linguu bellies have a loading ramp that can drop down to the ground below, allowing humanoids or cargo to enter on foot. Specialized ligaments between the main cabin and the outer part of the shell act as a suspension system, ensuring a smooth ride. With Maru Mari, this space between the outer shell and the cabin wall will be accessible to ball forms, allowing them to remain secure while the individuals sleep, project their Presence outside (within 2 m of the Linguu’s shell), or enter the local Mindscape.

A newly-hatched Linguu will become large enough to carry useful loads, as a Junior Linguu, about five months (150 days) after hatching. Junior Linguus measure about 9-12 m long and 2 m tall at the shoulder, with an overall height of about 8 m. A Junior Linguu’s main cabin offers standing room for up to 40 humanoids, while up to 200 ball forms can enter the Maru Mari storage area.

Adult Linguu

Role: Support

Requires: Colony, Junior Linguu

With a Colony, Junior Lingus that reach 19 months (570 days) of age may enter a new growth stage to become Adult Linguus. Adult Linguus measure about 27-36 m long and 6 m tall at the shoulder, with an overall height of about 24 m. An Adult Linguu’s main cabin offers standing room for up to 600 humanoids, while up to 1,800 ball forms can enter the Maru Mari storage area. Additionally, Adult Linguus can see ten seconds into the future. Using that ability together with the spikes on their shells, they can deflect incoming projectiles or detonate them prematurely to minimize any harm.

Elder Linguu

Role: Support

Requires: Hive, Adult Linguu

With a Hive, Adult Linguus that reach 8 years of age may enter a new growth stage to become Elder Linguus. Elder Linguus measure about 81-108 m long and 18 m tall at the shoulder, with an overall height of about 72 m. An Elder Linguu’s main cabin offers standing room for up to 15,000 humanoids, while up to 16,200 ball forms can enter the Maru Mari storage area. Elder Linguus’ future sight reaches up to a minute into the future, and their shell is nearly impenetrable to conventional attack.

Ailspid

Type: Special Larva

Requires: Nest

These wasp-like creatures, as large as an adult human’s fist, can fly to a local altitude of 100m. Ailspids’ mandibles and stingers are laced with transformative fluid, allowing them to infect a target through any open wound or fluid. This dose is quite small, and thus requires far more time to take effect than those of other larva types. One Ailspid carries enough transformative to dose 12 targets before it falls to the ground, dead.

One clutch of Ailspids has 24 eggs, with each one roughly the size of a quail’s. Ailspids typically feed on fruits, but can cultivate their own type of honey as a more stable food supply. They require three days to feed and grow large enough for practical use. Ailspids are otherwise produced identically to basic larvae.

An Ailspid’s fluid takes two weeks (336 hours) to thoroughly transform a target on the inside, with no external side-effects. Resistance to Ailspid fluid is increasingly common in higher-tiered targets: at effective tier (after step 5) 6 or above, most targets are too resistant to the transformative, or can detect and kill Ailspids too easily, for Ailspid-based capturing to remain viable.

After that process completes, the target will transform into a member of your swarm upon skin contact with another member of your swarm. Only then will the capture be confirmed and the appropriate number of credits awarded.

Junior Ailgoth

Role: Air Superiority

Requires: Nest

The Ailgoth is a modified eagle, with additional traits from bats and pterosaurs. Ailgoths hunt in pairs over land and at sea. The talons on both their feet and wings allow them to carry heavy loads back to their nests, though especially large prey must still be eaten on site. These are not necessarily mated pairs; an Ailgoth is as likely to hunt with a humanoid rider as another Ailgoth.

An Ailgoth’s airspeed is greatly limited when carrying anything in its talons. When one is not loaded down, it can tuck its feet and wings into its body, cutting its apparent wingspan by two-thirds and allowing it to reach its full speed. Conversely, untucked Ailgoth wings are a highly effective airbrake.

While its sharp claws and beak are suitable for melee, an Ailgoth’s primary ranged weapon is a wing- mounted quill launcher. These launchers operate on the same principles as their Linkor counterparts. Ailgoth quills are far smaller, at 20 mm wide and 10 cm long, but 20 quills can be launched every second and 6 replacements regrown in that same time. Older Ailgoths can launch Linkor quills as well. The exact number of quill launchers and their ammo capacities are both dependent on an Ailgoth’s life stage.

A newly-hatched Ailgoth will become combat-ready, as a Junior Ailgoth, about eight months (240 days) after hatching. A Junior Ailgoth’s main body measures about 2-2.5 m long and 1 m wide, and its wingspan is about 4-5 m across. It can release a sonic burst to disrupt its targets’ balance, knocking the enemy or prey to the ground or a water’s surface and leaving them prone to the Ailgoth’s other natural weapons. It has a single 20mm quill launcher in each wing, can hold up to 400 quills in reserve for each launcher, and reach a maximum airspeed of 600 km/h.

Adult Ailgoth

Role: Air Superiority

Requires: Colony, Junior Ailgoth

With a Colony, Junior Ailgoths that reach 32 months (960 days) of age may enter a new growth stage to become Adult Ailgoths. An Adult Ailgoth’s main body measures about 6-7.5 m long and 2 m wide, and its wingspan is about 12-15 m across. Adult Ailgoth wings sport 4 quill launchers each, with up to 1,000 quills in reserve for each launcher, as well as a single large (Linkor) quill launcher on each side, with up to 3 large quills in reserve. Both large and small quills can be filled with the same binary liquid explosive that Adult Linkors use. Adult Ailgoths can reach a maximum airspeed of 1,500 km/h (mach 1.2).

Elder Ailgoth

Role: Air Superiority

Requires: Hive, Adult Ailgoth

With a Hive, Adult Ailgoths that reach 13 years of age may enter a new growth stage to become Elder Ailgoths. An Elder Ailgoth’s main body measures about 18-22.5 m long and 4 m wide, and its wingspan is about 36-45 m across. Elder Ailgoth wings sport 8 small quill launchers, with up to 2,500 quills in reserve for each launcher, and 4 large quill launchers each, with up to 18 quills in reserve for each launcher. The large quills have the same sub-sapient nervous systems that Elder Linkors use. Elder Ailgoths can reach a maximum airspeed of 3,750 km/h (mach 3.0).

Junior Ailkor

Role: Ground Attack

Requires: Nest, Ailspids

The Ailkor is a modified giant moth that feeds exclusively on Ailspid honey. Ailkors can release chemical powders on command, from their four wings, that can inflict a variety of different effects on whatever living things are unfortunate enough to be caught in such clouds. The older and larger the Ailkor, the wider the cloud it can produce on its own.

A newly-hatched Ailkor will become combat-ready, as a Junior Ailkor, about 12 months after hatching. A Junior Ailkor’s main body measures about 5-6 m long and 2-2.5 m wide, and its wingspan is about 7-8 m across. They can only release a single type of powder, a mist that dampens sound and reduces local visibility to less than 10 m.

Adult Ailkor

Role: Ground Attack

Requires: Colony, Junior Ailkor

With a Colony, Junior Ailkors that reach 4 years of age may enter a new growth stage to become Adult Ailkors. An Adult Ailkor’s main body measures about 15-18 m long and 6-7.5 m wide, and its wingspan is about 21-24 m across. Adult Ailkors can selectively release any of three different powder types, including the kind they could release as Juniors. The second powder jams most wireless communications and disables most sapient species’ sense of direction. This effectively shuts down a hostile force’s ability to coordinate and navigate within the affected area. The third powder type is a fuel-air explosive. An organ at the end of their tail will ignite the thermobaric cloud, with just enough distance that the Ailkor isn’t harmed.

Elder Ailkor

Role: Ground Attack

Requires: Colony, Adult Ailkor

With a Hive, Adult Ailkors that reach 20 years of age may enter a new growth stage to become Elder Ailkors. An Elder Ailkor’s main body measures about 45-54 m long and 18-22.5 m wide, and its wingspan is about 63-72 m across. Elder Ailkors can release both disabling powders at once as a single cloud. Their explosive powder is now made of microscopic plasma balls, which function just as well in vacuum environments as in an oxygen-rich atmosphere.


Ailguu

Role: Air Transport, Special Larva

Requires: Nest

These jellyfish-like creatures, with main bodies large enough to hold a human within, move as their name suggests and can reach anywhere in a local atmosphere. Their tentacles carry a chemical sedative that most creatures absorb on skin contact and can knock out a tier 2 adult human within twenty seconds. Ailguu have the same tier limitations as Ailspids: at effective tier (after step 5) 6 or above, most targets are too resistant, or can fight back too well, for Ailguu-based capturing to remain viable. They can escape an Ailguu’s grasp (or even kill it outright!) before the sedative can fully affect them.

Ailguu clutches have only four eggs each, but the egg is very large, roughly the size of an ostrich’s. Ailguu are obligate carnivores and prefer large game. They require two weeks to feed and grow large enough for practical use, but can continue growing beyond that point, with no hard limit. Ailguu are otherwise produced identically to basic larvae. Multiple Ailguus can join together to abduct especially large or numerous targets. When this occurs, they cannot separate until the capture completes.

Ailguu approach their targets from the air, but do not directly convert their targets on-site. Instead, their tentacles reach down to grab and sedate the target, then reel them into the Ailguu’s main body. Ailguu can abduct as many targets as their bodies can hold. Once full, the Ailguu returns to the nearest Hatchery-line structure and attaches itself to the structure’s exterior surface. At that point, the Ailguu hardens into an opaque cocoon before finally transforming and converting the target into a member of your swarm. If you lack any Hatcheries, a tree or pond will also work, doubling the base conversion time.

Conversion takes 48 hours after the cocoon hardens. The target is already in physical contact with part of your swarm, and thus does not need additional confirmation to count as a capture. The Hatchery’s exterior, and the side of the cocoon that touches it, will open for the new subject, allowing them to slide or crawl into the nearest open space within the Hatchery and then walk outside on their own. The Ailguu remains intact, so it can be reused.

Breaking the cocoon early will halt the target’s conversion. The process may be continued if the target is recaptured at any time before they exit your creep’s zone, at which point all progress is lost.


Alterzelu: Expansions

Expansion perks for the Alterzelu are paid for with regular credits and often include a Alterzelu structure as a prerequisite. If you only have an upgraded form of the listed prerequisite structure, it still counts.

If you buy an Expansion that requires a structure, and all examples of the structure are dismantled or destroyed, the Expansion’s effects will persist until you take a refund for the Expansion. At that point, repurchasing the Expansion will require building a new version of the appropriate structure.

If an Expansion applies a specific type of structure (e.g. Hatchery), all upgraded versions of that structure (e.g. Lair, Colony, and Hive) will also benefit.

Transfer Spawn

Type: Expansion

Cost: 10

Structure requirement: Hatchery

 The sympathetic connection between the queen and the rest of the hive allows her to transfer her new eggs directly to the nearest Hatchery that has room to spare in the same creep zone. This ability will fail if all Hatcheries within that zone are already full.

Corruptive Ooze

Type: Expansion

Cost: 20

Structure requirement: Lair

The fluid in a Lair’s spawning pool is highly viscous and mutative. Anyone who touches the surface, who is not already part of your swarm, will be pulled under, then transformed, converted, and captured into a new member of your swarm within a minute. Wyldscape Defense protects against the transformation, though Environmental Defense is also recommended for anyone attempting to crawl out the hard way.

Maru Mari

Type: Expansion

Cost: 15

Structure requirement: Evolution Chamber

Larva requirement: Skitterers

Sapient, human-sized swarm members may now curl themselves into a spherical ball, roughly 1m in diameter. This ball form has no distinct internal bits and a fully-armored exterior. Swarm members may roll around freely in ball form, but often have trouble on slopes.

Active Burrows, Nests, and Reefs now have a second entrance to the spawning organ, appropriately sized for the ball form to roll into. This entrance leads into the core of the spawning organ, where a swarm member in ball form will be reconfigured into a major unit’s egg and eventually be reborn as the new unit’s animate intelligence.

Animate intelligences can regain their humanoid forms through Bifurcation, as a side-effect of Warranty Plan, or by entering the spawning pool at any production building to shed the excess biomass and wade back out in humanoid form.

Collective Burden

Type: Expansion

Cost: 15

Structure requirement: Colony

Many hands make light work. Your Lairs now have multiple spawning organs, allowing more than one individual to contribute new clutches to the building’s shared spawning pool at the same time. Each Lair now has 3 spawning organs, each Colony has 9, and each Hive has 27. The new spawning organs function identically to the original. Burrows, Nests, and Reefs do not benefit from this perk.

Presence

Type: Expansion

Cost: 15

Structure requirement: Nexus

Individuals installed into a Lair, Burrow, Nest, or Reef can now project a psychic avatar anywhere in the structure, allowing them more options to mingle with other members of your swarm. This does not help them ignore the sensations that their flesh body experiences. Individuals who have not yet cultivated that ability tend to exhibit erratic behavior - similar to, as our beta testers frequently reported, “clubgoers on ecstasy.”

If you have Maru Mari, animate intelligences may use this perk to continue to interact with others while their bodies are reconfigured.

Panspermia

Type: Expansion

Cost: 50

Structure requirement: Colony, (Nest or Reef)

You may now build mobile Hatcheries, Burrows, Nests, Reefs, Evolution Chambers, and Nexuses into air, sea, or space units that are large enough to hold them. These may be used to resupply forces in transit or act as seeds to colonize distant lands.

Psi Gate

Type: Expansion

Cost: 20

Structure requirement: Colony, Nexus

Your Colonies and Fortresses now include portals that enable instant travel from one to another. This is part of the same network as Rainbow Bridge, if you have that perk. Psi Gate portals cannot be larger than the structure they’re built into.

White Rabbit

Type: Expansion

Cost: 50

Structure requirement: Nexus

The presence of at least a Colony in a Creep zone applies the effects of any of the five sensory Lures to any/all connected creep. This Expansion cannot apply the effects of sensory Lures that you haven’t purchased.

Faerie Feast makes any food that creep zone produces, whether plant or animal, as addictive as food you prepared. Love Spot and Alluring Whisper allow for visual and auditory hallucinations, respectively, with hypnotic effects. Potpourri allows fine control of scents throughout the entire region. Finally, Sticky Fingers allows the creep’s flora to detain and ravish intruders.

Second-Generation Symbiote

Type: Expansion

Cost: 30

Structure requirement: Nexus

This adds a number of upgrades to the symbiote’s functionality. The lowest tier of targets that can fight off a symbiote larva will increase by 1 for each effective tier (after step 5) that the queen is above 7: Tier 6 targets can no longer fight off a Tier 8 queen’s Skitterers, for example, while only Tier 10 and Imaginary targets can fight off Skitterers produced by a Tier X queen. On the target side, use their effective tier after step 5, skipping step 3 (and, in PvP, step 4).

Additionally, symbiote larvae now emit a weak psychic field that reduces a target’s willingness to resist future attacks every time that individual fights one off. Each stack of this effect will last 7 days (168 hours), but there is no cap on the number of stacks that can be applied at once.

Royal Honey

Type: Expansion

Cost: 20

Structure requirement: Colony, Evolution Chamber

Larva requirement: Ailspids

Your Colonies now produce a highly-nutritious honey-like substance, a vital material for the promotion of new queens. Ingesting one half-liter of Royal Honey over the course of a single day will apply the same physical transformation that marks your king or queen to any humanoid of the appropriate gender who does so, following all of the same rules. This includes the extra +1 tier. Under normal conditions, this effect only lasts for 14 days (332 hours) after the initial sip and then recedes the next time the drinker sleeps.

However, a female humanoid who experiences this effect while installed into a Hatchery, whether or not she was already affected when she stepped in, will become a Support Queen, equal in rank and benefitting from all of the same rules as your original queen. The promotion to Support Queen is permanent. The number of support queens you can have at any time is equal to 1 for each Colony, plus 10 for each Hive.

Universal Bus

Type: Expansion

Cost: 50

Structure requirement: Nexus

Larva requirement: Skitterers

Skitterers may now target digital entities. A Skitterer changes the shape of its “tongue”  to interface with any external computer port, then projects itself into a representation of virtual space. If a virtual space already exists, the Skitterer will simply enter that instead. Once there, it may stalk and convert the locals as normal.

Conversion will pull a software AI or brain upload into a new physical body at the real-world location of the Skitterer, skipping to the penultimate stage of the normal process. These bodies are often natural cyborgs or technopaths, with no loss of ability compared to their previous selves, though the exact end-states after conversion are highly variable. Again, your Evolution Chambers may only copy technological abilities from one member of your swarm to another if you have a Hive.

End-users of consumer VR products are also vulnerable. Their physical bodies will be transformed on-site, and they may log out and search for their new master’s physical location on their own time. The conversion will disable any anti-logout prevention or punishment systems. Finally, existing symbiote hosts may log in and use their swarm-granted abilities in digital worlds.

Mindscape

Type: Expansion

Cost: 30

Structure requirement: Hive

Expansion requirement: Presence, Conjunction

You, your Queens, and all individuals installed into a Lair, Burrow, Nest, or Reef can now project their minds into a virtual space within the swarm’s Conjunction network, allowing for face-to-face communication and activities. Lucid dreaming rules apply: if someone in this space can imagine it, they can manifest it. However, this space cannot accurately represent scenes or places that the swarm has never observed, whether directly or via existing supernatural abilities. Separate mindscapes are also available to Maru Mari individuals riding inside Linguus and other passenger- carrying units.

If you have Maru Mari, animate intelligences may use this perk to continue to interact with others while their bodies are reconfigured.

Stained Glass Sky

Type: Expansion

Cost: 40

Structure requirement: Hive

Expansion requirement: White Rabbit

Hives now alter the climate in your Creep zone to better fit the aesthetics of your symbiote theme. Your swarm will be able to shrug off any extreme weather or other hazards that this produces. Intruders will not be so fortunate, and will all find their tiers reduced by 1, to a minimum of 1. This stacks with the tier debuffs from Fortresses.

Additionally, if you have Demiplane Laws, you may now apply them to your Creep zone.

Imperial Honey

Type: Expansion

Cost: 40

Structure requirement: Hive, Evolution Chamber

Expansion requirement: Royal Honey

This variant of Royal Honey, produced only in Hives and in far smaller amounts, is even more nutritious than the regular kind. The same half-liter dose will instead take its drinker to target sizes of 180% on the scales defined in Advanced Runes: Body, with up to 20% error in either direction. This transformation will last for 14 days (332 hours) after the initial sip and then recede down to Royal Honey levels the next time the drinker sleeps. The drinker will only return to their original proportions after another two weeks.

The first swarm queen, whether your starting Queen or a Support Queen, to consume 20 liters of Imperial Honey will become your swarm’s Empress, ranked above all other queens in your swarm’s hierarchy. This can only happen once, so make it count. The Empress gains +1 to her effective tier, stacking with the queen bonus. If she is already Tier 10, her power will double, but her effective tier will not increase any further. These permanent benefits will also apply to a swarm king who has this perk and consumes enough honey. Like your starting and Support Queens, your Empress benefits from all purchased Talents, even without Talent Sharing.

Any clutch that an Empress lays, whether personally or while installed in a Lair, will hatch in half of the usual time. If a support Queen qualifies for her own symbiote theme as per the regular rules, but your Empress has already imposed her own theme on the entire swarm, the two themes will hybridize in a natural way, but only in the lesser queen and her subordinates.

Additionally, take Everlasting Talent for free.


Third-Generation Symbiote

Type: Expansion

Cost: 40

Structure requirement: Hive, Nexus

Larva requirement: Globsters

Expansion requirement: Second Generation

The Globsters’ ability is now part of the basic functions available to all of your humanoid swarm members, bringing them a step closer to the original wild shoggoths that were used to create Globsters. All humanoid swarm members may now melt into a semisolid amoeboid form for better infiltration, whether by flowing through vents, along a ceiling or wall, or hitching a ride on a person.

The slime form may be maintained indefinitely, obey conservation of mass, and must remain contiguous. A swarm member otherwise has full control over the form's shape, texture, and coloration. Symbiote hosts that have innate supernatural abilities of biological or genetic origin (ex. X-gene, Quirks, hereditary magic potential, alien racial abilities, etc.) retain them in their slime form. If they have enough room, they may revert to their original or symbiote forms at will.

From their slime form, a humanoid swarm member may also assume a solid "armor" form around another similarly-sized being. By doing so, any symbiote host who comes into contact with a capture target can bind them on their own, without aid from a larva.

The slime form flows under the target's clothes and equipment, fully encasing them and keeping them compliant with sexual stimulation while injecting symbiote transformative fluid into blood vessels close to the skin and pumping into the digestive or (for female targets) reproductive systems. In this state, the slime form can also mentally converse with the target and speak with their voice, use their slime body as natural weapons, etc., until the target is converted (captured and symbiote-bound).

This conversion method obeys the same timeframe and interruption rules as a full-cocoon Shroud binding and may be hastened with all-the-way-through penetration. This will allow symbiote transformative fluid to be absorbed by every part of the target’s digestive system at once. After conversion, the two may separate to reveal the new capture's symbiote form with the same body growth as the other types of symbiote capture. Additional sex is not needed to confirm this type of capture.

A slime-form may also overload their wearer's mind by spiking their libido and sensitivity. This overloads their own mind as well, cannot be undone manually, and will only reverse itself when the duo are fully satisfied.

Slime Fusion

Type: Expansion

Cost: 20

Structure requirement: Hive

Expansion requirement: Third Generation

If more than one member of your symbiote swarm has entered their slime form, they can combine into a larger slime with one body, multiple minds, and one will. A gestalt slime may freely take solid form - whether the symbiote bioarmor or even a civilian mode - with the combined mass of all components. Gestalts may freely separate without negative side effects, but any separation requires at least one component to be in slime form. With training, it is possible for only select members of a gestalt to return to slime form and leave the collective while the rest remain solid. Separation while the entire collective is in slime form, however, is much easier.

If any members of such a gestalt have innate biological or genetic abilities, this will catalyze the appearance of those in the others. The specific expressions of these gifts will not always be consistent between subjects. For example, a Quirk user in such a gestalt would cause others in it to gain Quirks of their own, and not necessarily similar ones. This feature cannot copy Heritage powers.


Binding: Shroud of Power

Cost: 60

You gain a semi-sapient cape of solidified magic that acts as an extension of your will. It shifts and transforms at a thought, even unconscious ones. By draping it over or wrapping up a waifu with it, you are able to infuse your target with your will and bind them to it.

This cape is subject to the same protections as the company smart device. It can shift its form and texture into a wide variety of shapes and imitate any other outfit, ropes, tendrils, hands, blades, and similar forms. The constructs of the Shroud may have the textures and forms of textiles like leathers, latex, or other forms of clothing. The shroud is extremely durable and capable of significant amounts of strength and speed, and you gain a form of tactile feedback from it.

Once completely infused, the waifu becomes one of your Shroud-bound. A newly Shroud-bound waifu’s clothes and makeup are absorbed into a cloak of her own, subordinate to your Shroud, and replaced with a new thematic style in line with your tastes and the personal mark of your stamp. A Shroud-bound waifu will always consider her cloak her most comfortable outfit, but she may still dismiss it and wear normal outfits at any time.

Hen-SHIN!

If you have Pocket Space, you and your shroud-bound subjects may store additional outfits within the Shroud and quick-change in and out of them with a thought. The Shroud will automatically envelop these outfits, reinforcing them with the wearer’s power and palette-swapping them (for the duration) to match the shroud’s aesthetics. At the most extreme, heavy power armor can look and feel like a maid costume while retaining its full capabilities. This is most relevant for existing enchanted gear or otherwise super outfits, such as Life Fibers, power armor, or magical girl uniforms.

Gear that is held rather than worn may also be stored this way, but the palette swap effect is far weaker.

Both you and the waifu will be able to manipulate her outfit much like you can with your Shroud, though your will supersedes hers in such manners. These powers are innate abilities, granted by the Shroud, and do not require any magical talent. Altogether, this is enough to push any blue-star subject up to Tier 4 or any copper-star up one tier, but is not a significant gain for higher tiers. Your own rating immediately increases to Tier 5, if it wasn’t already, and can increase further as you train with the Shroud and discover new uses.

A new Shroud capture gains a subconscious awareness of your activity and needs. They may even respond to orders you haven’t consciously given yet. They will greatly struggle to go against your direct orders, and even the strongest-willed subjects will be unable to go against your intent once bound. Additionally, the infusion will shift Shroud-bound companions’ figures to your tastes.

Shroud: Capturing

To capture a target, you or your Shroud must maintain contact with them or one of their projections until you’ve infused enough of your will, whether through the target wearing an outfit your Shroud has been transformed into, being cocooned by your Shroud’s constructs, or similar. As a general rule, the more of your Shroud is focused on, inside of, or otherwise in contact with your target, the less time it takes. The greater the power, will, or resistance your target has, the longer it will take.

With the entirety of your Shroud around a target, even if they put their all into the struggle, it will usually take less than a minute for a blue-star subject, under ten minutes for a copper-star subject, an hour for a silver-star subject, three hours for a gold-star subject, and 12 hours for a TX subject. Lesser amounts of your Shroud in contact with a target, or only intermittent contact, will extend the time required, up to years.

Other factors can reduce the required time. Examples include the number of orifices your Shroud has penetrated, any of your essence/fluids you have inside her, or if she’s unconscious, been recently defeated by you or your retinue, having sex with you or your retinue, or consenting to the bind. As a general rule, each additional factor reduces the time required to complete the infusion by half. A willing and aware (but not necessarily informed or ‘unassisted’ consent) target can make the process functionally instantaneous regardless of their personal power.

Until she is bound, your accumulated will within her will slowly dissipate whenever she loses contact with your Shroud. It takes approximately a month for the process to completely reset for a waifu who’s just short of being fully captured. Shroud-bound do not count as your Shroud for the purposes of binding new targets. Direct contact with one will, however, delay the fading of any will you've already built up within her.

If a target has an already-existing mental or spiritual connection to other bodies or people, the shroud can follow that connection to bind everyone on it at once. Examples of this include the Misaka Network, divine avatars or those who’ve taken mortal hosts, and multi-summon Servants like Gemini, the Valkyrie squads, or Anne and Mary. Mere followers or even clerics of a god do not count.

Shroud: Failure?

With only the basic Shroud, the bind can fail to take in subjects that have too much personal power, compared to your own, at the moment of attempted binding. This will ignore the subject’s consent and even purchase status.

Consenting subjects whose bindings fail will still be captured and marked with a stamp tattoo, so you can make a later attempt with the Shroud. Non-consenting subjects will break free completely, denying you their capture credits until a successful attempt is made.

Subjects who are already shroud-bound will remain so, even if they become strong enough that you would be unable to re-bind them. This includes the upgrades from capturing a character “early” and the expiration of any step 5 modifiers to effective tier.

Three-Piece Suit

Cost: 15 (135)

Requires: Shroud of Power

Your Shroud may now be split and sectioned off, such that you functionally have multiple Shrouds. You could give a target an article of clothing to wear while still retaining the power of your personal Shroud. If your Shroud is elemental, you may separate one portion of it without worrying about it dissolving. This can only be created from yourself or extant manifestations of your Shroud.

These always retain the standard company protections on devices and may be recalled at any time. You may control these pieces separated from yourself, but must be directly aware of them in some manner, such as a line of sight or more exotic senses. You do not receive the tactile feedback from separated pieces as you do with your primary Shroud.

This Perk may be repurchased multiple times. With the ninth purchase, your Shroud will develop to the point that you may separate as many portions from it as you would like.

Elemental Shroud (___________)

Cost: 96

Requires: Shroud of Power

Congratulations! Your Shroud has been upgraded to the elemental manifestation type! Choose one element for your personal Shroud from the list in the Shroud Elements section. (Your retinues’ cloaks are not affected.) No longer purely physical, the Shroud is an elemental manifestation of your will, granting you a noticeable buff to your affinity with that element, as well as allowing you to generate and control significant amounts of it.

Your Shroud’s manifestation is always intense and obvious, such as a black void for Fearful Shrouds, burning flames or magma for a Volcanic Shroud, or a seemingly star-filled cosmos for the Void Shroud. As an extension of your will, it will only harm that which you wish it to harm. You may take control of a natural manifestation of your element by mixing in some of your Shroud into it. Manifestations of the element with a will of their own must be infused with your will the same way a waifu must. However, a willing manifestation may allow you to manipulate them, such as using a Cyber Shroud to repair a willing gynoid. Willful manifestations must either be bound like any other capture or released when you have no further need of their substance.

These elemental shapes and tendrils must be contiguous with you or each other. Portions of Shroud that lose contact begin to dissipate, generally within ten to thirty seconds. Your waifus, their Cloaks, and waifus in multiple bodies all count as “you” for the purposes of Shroud sustenance. As an example, you can create a ring with the Xeric Shroud that would quickly crumble into nothingness if it left your body, but it would not if one of your waifus wore it.

Your Shroud can only be damaged by things which could feasibly harm the element itself, such as water affecting the Volcanic Shroud while physical strikes cannot, or gravitational effects damaging the Void Shroud. Even non-physical elements such as light and shadow are capable of becoming tangible, such as by becoming the physical cloak once more, though by doing so they can be damaged by physical forces.

Finally, you get Body Tune-Up and Athletic and Soul Talents for free. Each specific element, additionally, provides additional free Talents and/or Defenses, as specified.

Prismatic Shroud (___________)

Cost: Special

Requires: any Elemental Shroud

Choose an additional element for your Shroud. It may now express either of these elements or themes, but only one at a time. True mergers of multiple elements are not possible, but practice will let you rapidly switch between them and keep the previous element’s manifestations active for longer afterwards. Doing so with directly-conflicting elements, such as the Volcanic and Boreal or Primal and Burial Shrouds, requires much more practice.

This expansion may be repurchased as many times as desired, until all listed Shrouds are acquired. Each purchase costs 54 credits, plus 10 credits for each element you already have, including the element from Elemental Shroud.

Complementary Colors

Cost: 25 (250)

Requires: any Elemental Shroud

Select one of your subjects. They are now shroud-bound, bypassing any failure chance, with a cloak that has elemental properties much like your own. Unless you deign to allow them an element you personally possess, one will be extrapolated from their current affinities and hypothetical developmental trajectories. Your subjects may have unique elements not found on the standard list, whether hybridized from standard elements or entirely new. Any subjects that you apply this perk to at the time of their purchase will be shroud-bound before delivery, again bypassing any failure chance.

In this way, your subject will gain all the benefits like your own Elemental Shroud, that is, aesthetic harmonization for their constructs and cloak, an affinity for the element in other power systems, and the ability to generate and control said element. Unlike you, your subjects may only have a single element. This increases the Shroud tier boost for your subjects to +3 for blue-stars, +2 for copper, and +1 for silver. Imaginary-tier subjects are not affected. Your subjects who benefit from this perk do not receive the free Talents or Defenses that you would normally get from an Elemental Shroud of each particular element. If you have Pocket Space, each of your shroud-bound subjects will gain their own personal pockets, equal to the initial size offered by that perk.

Additionally, with the first purchase of this perk, you can project your own Shroud through shroud-bound subjects. This bypasses the usual limitation against your retinue members binding others using your shroud, but requires a powerful multitasking ability or extreme amount of practice to do so effectively.

Once you’ve purchased this perk ten times, all new shroud-bound subjects will automatically receive an Element without any further purchases. Your ability to bind targets stronger than yourself is now more forgiving. Additionally, all new purchased subjects will be shroud-bound before delivery. This removes the failure chance for all purchases and consenting captures. If you buy ten copies of this perk in your starting build, this will apply to all subjects purchased at that time as well.

Grand Tapestry

Cost: 100

Requires: Complementary Colors, Conjunction

You and your waifus with elemental shrouds can access each other’s elements through the sympathetic bond your Shroud represents. On a basic level, drawing on another’s Element allows you to generate and manipulate things within their purview as if the element was your own, complete with aesthetic palette swaps and altered material profiles as appropriate.

Affinities granted by someone else’s element, however, are capped by the intimacy (or at least, the intensity) of one’s relationship with them, which can complicate attempts to squeeze waifus for power. Conversely, maximizing social links through careful harem management (or blunt mind control) will allow even diametrically opposed and incompatible themes to be reconciled and harmonized with each other as one through the strength of shared affinities. These bonds also support your ability to bind more powerful subjects. If you also have ten purchases of this perk’s prerequisite, this will remove the failure chance entirely.

Take Psychic Talent and a copy of Talent Sharing for all eligible Talents you own, for free. Previously- purchased copies of Talent Sharing will continue to apply to non-shroud retinue members.

Skill at manipulating constructs and phenomena is tracked separately and individually for each theme. Juggling and utilizing multiple themes at once is another skill that you can master.

Finally, this perk enhances your ability to project your own Shroud through shroud-bound subjects, to the point of being able to, temporarily, completely override their elements with your own, whether your original element or additional purchases from Prismatic Shroud. This only applies to subjects who benefit from Complementary Colors.

Elemental Loom

Cost: 50

Requires: any Elemental Shroud

Your Shroud has been upgraded into a gaseous aura and its manifestations no longer need to be obvious and intense. A Volcanic Shroud no longer needs to create flames, but instead be a temperature change; the Primal Shroud can create and manipulate bacteria and viruses, the Cyber Shroud can affect purely digital code, etc. The benefits of this perk only apply to you, not your Shroud-bound subjects.

You gain an additional sense related to the element(s) of your Shroud within your aura, though reading and understanding it will take practice. The Cyber Shroud may let you access wifi and bluetooth devices, or you can feel spatial distortion with the Void. You may infuse yourself with your element, increasing your strength, speed, and durability significantly.

While the rules for contiguous manifestation are still in effect, the Shroud does not need to have the same intensity across the entirety of it. As long as you are able to understand how your element can be expressed in non-obvious ways in the air around you, such as changing a room’s humidity or brightness or creating slight spatial distortions, you will be able to manifest intense examples of your element in apparent midair around you.

To reiterate, with an intense manifestation of your Shroud enveloping a target, no matter how hard they resist, binding them will generally take a minute, ten minutes, an hour, three hours, and twelve hours for a blue-star, copper-star, silver-star, gold-star, and TX waifu respectively. Waifus within your ambient aura are still in contact with your Shroud and may still be bound by it, but the process will take much longer. If a waifu is exposed only to these milder effects, binding a member of each category will generally take hours, days, weeks, months, and years, respectively.

Deep Weave

Cost: 25

Requires: Elemental Loom

Your Shroud is no longer merely an extension of your will, but part of your being. You are able to transform portions of yourself into your element(s) and heal or recharge yourself by absorbing manifestations of said element that you didn't create. If you or any shroud-bound subject were not already capable of flight with your Shroud, you are now capable of such; the other benefits of this perk only apply to you.

Once again, controlling an elemental manifestation that has a will of its own involves usurping said will with your own like any other sapient target. This process is based on the Possess Origin. Individuals absorbed in such a manner, such as a gynoid via the Cyber Shroud, or a normal human via the Primal Shroud, may be bound like anyone else, recreated and released from your service, or their form stolen. This process is instant if performed on a shroud-bound retinue member and has the same possibility of failure as standard Shroud capturing.

The target’s skills, and any traits and abilities that match a Shroud or Heritage Element that you’ve purchased for yourself, will be copied to your true form. This also holds true for abilities that are generic in source but expressed uniquely, such as Sacred Gears, Noble Phantasms, Quirks, or X-gene mutations. Additionally, you will gain the target’s episodic memory, as if you had Substituted into them. All other traits and abilities, including any purchases of Template Stacking that you made for the target, will remain tied to the target’s form.

Manifestations whose forms were merely stolen but not bound are also not captured and you do not get a credit reward for doing so. You may still sell a stolen form to the company afterward, like any other target, for the intensity- adjusted sale price for the target’s effective tier after step 3. This will remove the form from your library.


Shroud Elements

Glorious (Light)

Elemental Ability: Light and plasma generation and control. Constructs made from it glow intensely and tend to be very crisp hard light. Intense usage tends to be plasma or brilliant lasers. Subtle usage can be nearly imperceptible changes in brightness or electromagnetic fields.

Body Effects: Glowing golden sclera, glowing tribalistic tattoos over face and body.

Streamlined costume features: A formal suit, dress, or robes in a consistent white and gold color scheme.

Heavy costume features: Full coverage hard light armor with shoulder-attached cape. Masculine and feminine styles only differ in curvature.

Freebies: Communication Talent, Performance Talent, Blessed Talent

Fearful (Shadow)

Elemental Ability: Shadow and silence generation and control. Constructs made from it tend to be hazy and semi-transparent. Intense effects tend to involve black voids and inky clouds of shadow, while subtle usage can be dimming of ambient light, or subtle shifts in acoustics.

Body Effects: Black sclera and lips, dark facial tattoos, sharpened black finger- and toenails.

Streamlined costume features: All gothic black leather and fishnet. Often has black leather gloves and boots.

Heavy costume features: Dark overlord style full armor with menacing spikes, shoulder-attached cape, and a full face-concealing helmet. Feminine design only differs in curvature.

Freebies: Covert Talent, Performance Talent, Blessed Talent

Volcanic (Fire)

Elemental Ability: Fire and magma generation and control, with practice also able to inflame passions and emotions. Intense manifestations are things such as embers, flames, and magma, while subtle usages can alter ambient temperatures, ashes, and embers.

Body Effects: Constantly-flushed skin, heightened body temperature. Faint smell of smoke, incense, or ash. Eyes glow like embers.

Streamlined costume features: Glowing oranges, orange trim on black backgrounds, flame patterns.

Heavy costume features: Full body armor, seemingly melted into place with a burning inner glow.

Freebies: Martial Talent, Wild Talent, Wild Defense (2x), Environmental Defense (1x)

Boreal (Ice)

Elemental Ability: Ice and snow generation and control, with practice also able to cool passions and emotions. Intense usage involves things like snow and ice. Subtle usage can lower ambient temperature, be the misting of breath, or hints of rime and frost.

Body Effects: Skin tinted blue from lower body temperature. Faint smell of pine needles. Eyes glow like ice.

Streamlined costume features: Lace, white and blues, sheer materials.

Heavy costume features: Fur, heavy materials, layers of silks.

Freebies: Martial Talent, Wild Talent, Wild Defense (2x), Environmental Defense (1x)

Xeric (Land)

Elemental Ability: Earth, stone, and gem generation and control. These materials last the longest of the Shroud-generated materials when separated from the Shroud. Intense manifestations involve soil, rock, stone, gemstones, or mud, while subtle manifestations can be such as imperceptibly spread through the ground beneath your feet, dust in the air.

Body Effects: Richly tanned skin if otherwise lighter. Smell of moist clay or loam. Eyes sparkle as gemstones of the same color.

Streamlined costume features: Brightly-colored silk, veils, jewelry-as-lingerie.

Heavy costume features: Metal plating, gemstones.

Freebies: Martial Talent, Wild Talent, Wild Defense (2x), Environmental Defense (1x)

Pelagic (Sea)

Elemental Ability: Water and natural fluid generation and control. Constructs tend to be surprisingly solid and slightly springy shapes made of water or coral. Obvious manifestations include torrents of water, fresh or otherwise, as well as other more natural liquids such as oil. Subtle manifestations include dew, mist and dampness. You may ‘harden’ portions of the Shroud into ice.

Body Effects: Mermaid alt-form automatically activates when entering water - can be based on any sea creature, not just fish. Skin tinted blue-green, sometimes a deeper black. Smell of salty ocean spray. Can have watery eyes or perpetually damp hair. Presence leaves condensation on nearby surfaces.

Streamlined costume features: Neck-down bodysuit matching mermaid form. Kelp-like materials. Bathing suits.

Heavy costume features: A diving suit with attached helmet, a full wetsuit, coral plating

Freebies: Martial Talent, Wild Talent, Wild Defense (2x), Environmental Defense (1x)

Storm (Sky)

Elemental Ability: Wind, lightning, and cloud generation and control. Constructs tend to be compressed wind or semi-solid clouds. Intense manifestations tend to be clouds, lightning, or howling winds, while subtle manifestations of the Storm Shroud are some of the most versatile out there, able to alter the weather, and manipulate the very air currents.

Body Effects: Smell of fresh breeze or ozone. Eyes crackle with lightning at times. A dramatic wind always occurs when needed. Head wings.

Streamlined costume features: Both designs have a leather coat and winged boots. Feminine design has a bikini and thigh-high boots. Masculine design has tight pants and no shirt. Fishnet and scarf optional.

Heavy costume features: Scarves, tassels, flowing robes

Freebies: Martial Talent, Wild Talent, Wild Defense (2x), Environmental Defense (1x)

Primal (Fauna)

Elemental Ability: Animal biomass generation and control. Constructs tend to be actual living creatures or masses of tendrils and tentacles. Intense effects tend to be flesh, muscles, spines, and biomass alteration. The line between intense and subtle effects is particularly blurry for the Primal and Jungle Shrouds and is primarily found in the fidelity of control. Both elements gain the ability to control fungi and, thus, spores and mycelium once Elemental Loom is purchased.

Body Effects: Individual gets a kemonomimi mode based on a natural animal, from your or the individual’s homeworld and appropriate to the individual’s personality. Kemonomimi mode shifts to a bestial warform as the volume of active constructs increases.

Streamlined costume features: Slight amounts of tendrils or bone, form-fitting bodysuits with support

Heavy costume features: Interweaved exoskeletons, heavy leather with fur trim

Freebies: Everlasting Talent, Wild Talent, Body Defense (1x), Wild Defense (2x), Creature Defense (2x)

Jungle (Flora)

Elemental Ability: Floral generation and control. Constructs tend to be actual living creatures, or masses of roots, bark, and vines. Intense effects tend to be vines, flowers, leaves, and trees. The line between intense and subtle effects is particularly blurry for the Primal and Jungle Shrouds and is primarily found in the fidelity of control. Both elements gain the ability to control fungi and, thus, spores and mycelium once Elemental Loom is purchased.

Body Effects: Green-tinted skin, hair, lips, sometimes blood. Often green eyes. Smell like flowers, fresh fruit, or other plants. Can have leaves and flowers grow in hair. Extreme cases develop a layer of bark on skin, usually along the back and shoulders.

Streamlined costume features: Leaves and vines, green lace. Cotton.

Heavy costume features: Flowers, bark, and petals as well as thick vines.

Freebies: Everlasting Talent, Wild Talent, Body Defense (1x), Wild Defense (2x), Creature Defense (2x)

Burial (Death)

Elemental Ability: Ectoplasm, soul, and entropic generation and control. Constructs tend to be translucent ectoplasm. Intense manifestations tend to be ectoplasm or intense visual distortions of concentrated entropy, while subtle effects are gentle alterations to entropy or ambient soul field around oneself.

Body Effects: Several hitodama orbit you. Can turn intangible at will, also become monochrome for the duration.

Streamlined costume features: Veils and shrouds, bone jewelry or lingerie

Heavy costume features: Bone plating, tattered shrouds, robes, and veils, original outfits but tattered and ragged

Freebies: Everlasting Talent. Body Defense (2x), Stress Defense (1x), Drain Defense (1x)

Cyber (Technology)

Elemental Ability: Nanite/Technology/Digital generation and control. Constructs are built from liquid nanite metal, which often has digital circuitry designs along it unless compressed into a known technological form such as a gun or tablet. Blatant uses generally involve the creation and manipulation of technology via the nanites that make up the base of the Shroud, or interfacing with technology being indicated by glowing circuit-designs appearing on the item, while subtle uses involve manipulating the digital space or accessing technology at a distance.

Body effects: Seam-like skin indentations over the entire body from neck down. Symbol-shaped pupils; bilateral symmetry recommended but not required. Pupils can instead be the same design as your tattoo’s central emblem.

Streamlined costume features: The most common form is a skintight leotard, elbow-length gloves, and knee-high stiletto heels for the feminine, and a full neck-down bodysuit with flat soles for the masculine. An earpiece and something for the heads-up display to be projected upon are mandatory. Neon patterns resembling circuitry are standard across all body pieces.

Heavy costume features: Both designs have a neck-down bodysuit beneath shoulder pads, wrist-to-elbow gauntlets, torso and hip armor, and knee-high boots. Feminine design’s boots perfectly hide tall wedge heels. Masculine design armors thighs as well. Heads-up display projected onto a bulky head mount, completely hiding eyes. Headpiece completely attached to headset, with aesthetic antenna spikes pointed up and behind ears (at least two spikes on each side). Neon patterns resembling circuitry are standard across all body pieces.

Freebies: Science Talent, Engineering Talent


Void (Space-Time)

Elemental Ability: Spatial warping and temporal generation and control. Constructs appear to be starry voids. Intense effects tend to visually involve those starry voids, loud ticking of a clock, or even dancing stars around the user, while subtle effects can involve simple effects like flight and temporal acceleration, or shifts in gravity without any obvious signifiers. The Void Shroud has been consistently rated as the single most difficult Shroud to master by 4.231638 * 10^97 users, as the automatic defenses against harming unintended things with the Shroud make it difficult to fully utilize. Purchase with caution!

Body effects: My god, it’s full of stars! Specifically the pupils, which seem to go on forever. The insides of orifices may also seem to hint at further cosmos within, and the user appearing larger or smaller than they truly should out of the corner of one’s eye.

Streamlined costume features: Semi-sheer material that glitters and sparkles, feminine designs tend to involve deep cleavage, while masculine tend to involve black latex.

Heavy costume features: Dark, spacesuit-like outfit, the material glittering with pinpricks of light like stars.

Freebies: Paradox Defense (1x)


Lures and Other Controls

Lures

Lure-type controls are more subtle than bindings, but cannot directly capture targets. All lures work equally well on male, female, and other targets, and instead only obey the user’s orientation. You may purchase any number of lures. Like all company-supplied powers, lures cannot be nullified, copied, or stolen.

Warning: Use of lures on targets who are hollow inside or do not understand love is known to have additional side-effects, most notably yandere feelings instead of the intended results. This risk is not inherent to the lures, but from inducing love in such targets regardless of method.

Sticky Fingers

Cost: 5

You know all the points that make a waifu melt. You can play her like a piano. Your very touch is electrifying. You are also a sexual savant. Keep a waifu on the edge long enough, and she’ll promise anything to make it stop. With your skills, she’ll be sure to keep that promise. This lure cannot affect targets who lack a sense of touch.

Faerie Feast

Cost: 10

Your cooking is supernaturally good, capable of making miracles from the worst ingredients. Just one taste is enough to hook a waifu for life - assuming, of course, that she can taste. Even if she doesn't like you, she'll be unable to imagine a world where she can't eat your cooking every day, and stay with you for that alone. Over time, you can leverage this dependence into obedience through simple operant conditioning and, in turn, create real affection by enforcing faked affection.

The quality of your ingredients doesn’t matter, but they must be real ingredients. This lure will not let you cook without the proper tools, unless you have an adequate substitute. This lure also covers drink-mixing, butchery, and chemical food processing, but does not help with gardening, farming, animal husbandry, fishing, etc. - that’s biology, not chemistry. If you want to use this lure’s gifts as a professional skill, you can dial your ability down to world-class-chef levels, enough to ensure great business (and plenty of repeat customers) without tripping any "this food might be literally addictive" alarms.

This lure cannot affect targets who lack a sense of taste.

Don’t Stand So Close to Me

Cost: 15

Targets that either teach you or are taught by you, no matter the subject, will start to fall for you. They’ll find themselves thinking about the subject matter, about your instruction, about the next lesson, and you yourself will worm your way to the forefront of their thoughts, even as worrying about their next lesson, getting good grades, or encouraging learning twists itself into a more romantic or sexual nature.

The longer, more personal, and more intense the instruction, the greater the effect. Students already interested in the subject matter are particularly susceptible. This perk is optimized for 1 on 1 instruction.

Arlo

Cost: 15

Requires: at least one retinue member whose apparent age is younger than yourself.

The sight of a cute kid calling a new haremette “mama” has real power. Select a retinue member whose apparent age is younger than yourself to act as bait and approach the target together. This need not be the same individual every time. The bait acts as your child or younger sibling, playing the target’s parental/nurturing instincts against them by signaling that you have a need for a caretaker in your household - and the bait would prefer that caretaker to be the candidate right in front of them. This lure is stronger if:

  • The target has stronger parental/nurturing instincts.
  • The bait is your direct descendant or younger relative, or registered as adopted through our systems.
  • The bait is cuter or more vulnerable - or at least appears so.
  • The bait’s apparent age is sufficiently younger than the target’s real age.

This lure will not affect targets whose race (human, kitsune, vulcan, etc.) is naturally incapable of having children.

Alluring Whisper

Cost: 20

Your voice is supernaturally alluring. Merely whisper in a target’s ear, and her heart (and panties) will turn to goo. Better results will come with vocal training and improved phrasing. (You can also use this perk to become an ASMR superstar. We won’t judge.) Beings with sufficient willpower can resist or even block this lure. It will never affect someone who lacks a sense of hearing.

Love Spot

Cost: 20

Just like Diarmuid's in Fate/Zero: you gain a mole under one of your eyes that fascinates any woman who sees it and makes them infatuated with you on the... spot. If you already have a mole in such a location, you don't get a second one. If you’d rather not have a beauty mark, this lure can be re-fluffed to make any one body part supernaturally alluring. The charm effect relies on line-of-sight: it may be blocked by covering up the alluring asset, but not turned off. The effect intensifies with exposure.

This lure may be reduced or nullified if the target has enough magic resistance. It will never affect targets who lack a sense of sight.

Potpourri

Cost: 20

Your sense of smell is more acute than most, detecting and cataloging scents and their origin, and studying others to see their reactions to them. You have also gained some control over how you smell, letting you manipulate others on a level that most would never notice and the rest might just think unusual. From the scent of roses to call up some passion in a romance, to that of freshly baked cookies to aid in relaxing others, you have figured out how to use those scents to alter their emotions, often convincing them to let their guard down or spark conflicts between others. This also allows you to pick up on pheromonal cues and scent based languages/markings, if you have some experience with them. You can also choose to "tune out" specific scents after some experience.

This perk cannot affect targets who lack a sense of smell.

Zenryoku Zenkai

Cost: 20

Full Power! Total Destruction! Targets you defeat in combat or another contest, whether physical, mental, or social in nature, will fall for you all the harder. You’ll be at the forefront of all their thoughts as their wish to meet you again to even the score twists itself into a more romantic or sexual yearning. The more decisive and dramatic your victory, and the higher the perceived stakes for each of you, the stronger this lure’s effect. Defeating a target in a training spar will have only negligible results, but stopping a villainess in a life-or-death battle for the fate of a universe will add her to your harem practically the moment she wakes up.

This lure is optimized for symmetric 1v1 duels in the target’s specialty field. The contest must be initiated or otherwise freely accepted by the target, even implicitly. This lure drops in effectiveness the more you rely on equal teammates; in contests of leadership ability, from team sports to military command, any unit who follows your instructions or plans will not count as a teammate. If your target catches you cheating in a match that has strict rules, this lure will not apply to the result even if you nominally win. If you catch your opponent cheating in such a match, this lure will still apply to the result even if you nominally lose.

Tsundere Service

Cost: 20

Requires: Alluring Whisper or Zenryoku Zenkai

“No, I don’t want to see you again! I just want a rematch, b-baka!” While this lure is active, any aggression towards you by someone you find sexually appealing, regardless of the original cause, will be twisted into the aggressor just being tsun-tsun towards you. Once the aggressor is alone, their pendulum will swing back to create an equal amount of dere-dere (lovey-dovey) feelings. This lure is stronger with deliberate provocation or if the target was already a tsundere, and stacks with the effects of its prerequisites.

Lure Expansions

If you ever trade in a lure, any expansion you bought for it will be refunded automatically at the standard rate. Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Sticky Fingers: Brown Sugar

Cost: 15

Requires: Sticky Fingers

A natural aphrodisiac flows through your veins, further enhancing any sexual experience in which your fluids are involved. You are immune to this aphrodisiac even without Body Defense. Additionally, if you have male genitalia, you can secrete a natural lubricant from it when aroused. This aphrodisiac will be included in that as well.

Faerie Feast: Master Chef

Cost: 10

Requires: Faerie Feast

When you are in charge of, or at a minimum supervising, the staff of a cooking facility, the benefits of your Faerie Feast perk will apply to the end product as though you had personally produced any food cooked there. If the staff primarily consists of your waifus, you don’t even need to be present, provided they follow a specific menu and set of guidelines that you’ve instructed them in. These guidelines can include extraneous non-food related steps. This does not apply to industrial-scale food production or ingredients that are not themselves edible.

Faerie Feast: The Secret Ingredient is Love

Cost: 5

Requires: Master Chef

Members of your retinue that are already skilled at cooking no longer need your guidance to benefit from Faerie Feast, provided at least part of the meal is intended for consumption by you or other members of your retinue.

Alluring Whisper: Dirty Minds

Cost: 20 (30)

Requires: Alluring Whisper

        That’s not what you said…? When speaking in person to someone you find sexually appealing, they may miss your actual words entirely, hear lewd suggestions instead, and then agree to them. These suggestions will never be activities that you or the target would never do or would interfere with either of your professional duties. Other individuals present may hear either a normal conversation or the same suggestions as the target, only, but not always, hearing the latter if they’re a valid target as well. This perk is a psychic effect and can be resisted by skilled psychics or those with sufficient social density. Targets with crippling self-image issues or sufficient purity will still be affected, but the full impact will only be felt with repeat applications as they rationalize the actions they took while under the influence.

For an additional 10 credits, you have full control over this ability’s activation and can trigger it at will against any number of valid targets in a scene.

Alluring Whisper: Siren’s Song

Cost: 80

Requires: Alluring Whisper

Your voice is supernaturally compelling. As an active effect, you can empower your words to give specific commands to individuals, or rally a crowd with a song. Additionally, take Performance Talent for free. Beings with sufficient willpower can resist or even block this lure. It will never affect someone who lacks a sense of hearing.

Space Truckin’

Type: Other Capture Method

Cost: 100

Requires: At least one of each of the following:

  • Land vehicle purchased or registered through Catch-a-Ride
  • Retinue member who is a deity or capable of true resurrection

The legendary Truck-kun is your vehicle. When you or one of your retinue members drives a land vehicle that’s been registered with us as yours, anyone you run over with it will be captured, marked with a dormant tattoo, and sent to a random world that you do not already have access to. Your target must actually die from the impact, but not necessarily immediately, and must not already be part of your retinue. The capture will fail if the target evades your vehicle or survives the impact.

The maximum number of active isekai victims you can manage simultaneously scales with the number and tier of deities in your retinue after step 4, as shown in the chart. Your total cap is the sum of the individual caps of each deity in your retinue.

Worlds your isekai targets are sent to will not become accessible to the rest of your retinue through Exit Stage Left or other company perks until the target completes a local storyline (charges Exit Stage Left to completion). This will count as you charging Exit Stage Left yourself. If the target dies before they can do so and you have Warranty Plan, they will respawn in your demiplane (if you have one) or otherwise near you, where they can be bound through your other means. If you have We Will Meet Again or Rainbow Bridge, they can then return to the world they were sent to, with any reinforcements or other support you choose to give them. Neither successful nor failed isekais are “active” and will not continue to count against your cap above.

Space Truckin’: Highway Star

Type: Expansion

Cost: 100

Requires: Space Truckin’

Active isekai victims from Space Truckin’ will now act as proxies for your own captures. Until the victim completes a local storyline or dies in the process, sincere love confessions delivered to them will bind the confessor to you just as one that you received directly. Your isekai victim will also experience the full benefits of your Lures and Lure Expansions for this duration, as if they were you.

Space Truckin’: Strange Kind of Woman

Type: Expansion

Cost: 10

Requires: Space Truckin’, Paper Trail

You may extend the benefits of Paper Trail to your victims, granting them any needed basic documentation and a place in their new world. This is only a temporary copy of the perk and will no longer apply after the victim’s isekai comes to an end. You may pay additional credits to have them integrated more thoroughly into their destination world, making them a part of it in the process and adjusting the local ‘history’ as per the Extra origin. This fee will change according to that origin’s normal rules.

If you have Demiplane Laws, Art of Transformation, or Advanced Runes: Body, you will be granted a grace period, prior to your victim’s arrival, to further customize their new body within the limits of those perks. Exotic changes beyond the possible, or normally feasible, within the destination world require Meta Shift I and can cause unpredictable changes in the victim’s new background.

Space Truckin’: Anyone's Daughter

Type: Expansion

Cost: 10

Requires: Strange Kind of Woman, Universal Calibration

You gain a grace period during which you may specify your victim's history, and connections, within the world specifically rather than allowing their Paper Trail to write itself. This does not grant any abilities which are not paid for via other perks such as Strange Kind of Woman or Demon's Eye.

However, by paying the appropriate number of credits, you may 'write' the victim into the place of a canonical character as per the Substitute origin rather than leaving them as an Extra. If you do so, you may selectively decide how much influence the character's memories and personality have on the victim as they are merged.

Grace Periods

By default, each ‘grace period’ granted to decide an isekai victim’s fate is one hour long. The cumulative durations are stacked together. Within this time period, anyone who has access to your Company device can make the listed decisions, as can the retinue member responsible for the victim.

Space Truckin’: All The Time In The World

Type: Expansion

Cost: 10

Requires: Space Truckin’, Meta Shift

During a grace period after the death of your victim, a new company app will appear on your smart device, displaying their destination world. Using this app during that time allows you to adjust the ages, sexes, and beauty levels of canon characters per Universal Calibration, as well as alter the age of your victim. If you, or a member of your retinue, possess the capacity for time travel, the app will also allow you to adjust the victim's arrival point, so long as it abides by the normal limits of Universal Calibration.

Space Truckin’: Demon's Eye

Type: Expansion

Cost: 30

Requires: Highway Star

The retinue member responsible for a victim of Space Truckin' may opt to interact with them during a grace period prior to the victim being sent to their destination world. The victim will be highly accepting of any explanations given to them during this period and unable to harm the retinue member meeting them.

During the grace period, you may purchase perks (including Talent Sharing and/or Template Stacking) to apply to the victim, as though they were being purchased from the Catalog. The benefits of these perks will apply only after the victim arrives in their destination world. In the case that the isekai is unsuccessful, all such perks are automatically returned to the Company for a full refund.

Space Truckin’: Mistreated

Type: Expansion

Cost: 40

Requires: Space Truckin’

You may invoke Space Truckin' to isekai on any or all fatalities of a vehicular accident (be it a train derailment or a plane crash) which you or a retinue member has deliberately caused for this purpose.

All victims of a single incident must be sent to the same destination world. However, separate grace periods are granted by perks which provide such for individuals. If you have Anyone’s Daughter, you may not send more than one isekai victim into the same Substitute target.

Space Truckin’: Time For Bedlam

Type: Expansion

Cost: 20

Requires: Space Truckin’, Pursued by a Bear

When using Space Truckin', you are provided with a 'grace period' after the death of the victim and a list of worlds to choose from. One option will be the random selection provided by Space Truckin', while the others will be those worlds normally offered via Exit Stage Left (as enhanced by other perks that you possess).

Choosing to send someone to any destination rather than the random selection removes it from your own list of potentially available worlds until the isekai finishes, whether success or failure.

Space Truckin’: Pictures of Home

Type: Expansion

Cost: 10

Requires: Space Truckin'.

Your isekai victims will be monitored, with a continually archived live stream of their activities made available on your company smart device. This archive will also be available through the media systems of the Pocket Apartment, for those who possess that perk.

Contractors who possess a Grand Manor will find that the systems of their residence will automatically create a curated and edited synopsis of events which are notable and/or relevant to your interests.

Space Truckin’: I Got Your Number

Type: Expansion

Cost: 10

Requires: Pictures of Home, Communication Talent

The company will provide a setting appropriate way for the divine subject and the isekai victim they are responsible for to communicate with each other. This defaults to prayer, followed by a mental response from the retinue member, but other methods such as e-mail have manifested. The retinue member may block such communications when desired, but the victim gains no such ability. If you have Demon’s Eye and the victim and the retinue member responsible for them interacted prior to their arrival, then they will have a large degree of trust for the retinue member initially.

Space Truckin’: Child in Time

Type: Expansion

Cost: 15

Requires: Space Truckin', Arlo

Potential victims of Space Truckin', whom you focus on while driving, will find their protective and heroic instincts working against their chances of survival. So long as a child is nearby who would qualify as 'bait' (as per Arlo), targets will place themselves in danger, or even step into the path of your vehicle, while attempting to keep said child safe or 'rescue' them.

This psuedo-suicidal urge is strengthened by the same conditions as Arlo and by the percieved danger to the child by your vehicle. Those immune to the base Lure are also immune to these feelings.

Space Truckin’: Not Responsible

Type: Expansion

Cost: 20

Requires: Space Truckin’, Destiny Defense

Your victim, as a member of your retinue, will normally and selectively be protected by your Company provided Defenses, according to your desires. However you may, during a grace period before their arrival in the destination world, may choose to invert your Destiny Defense so as to enforce predestination in regards to any given canonical event or events.

This perk typically manifests through chance, luck, and happenstance conspiring towards the desired end. However with a second purchase of Destiny Defense, the victim is forced to act, or not act, in ways to ensure the events occur.

Space Truckin’: Perfect Strangers

Type: Expansion

Cost: 5

Requires: Space Truckin’, Information Defense

Unless explicitly told, your victims cannot make the connection between you (or your retinue) and their deaths.

Space Truckin’: Hush

Type: Expansion

Cost: 30

Requires: Pictures of Home, Meta Shift

The extra-dimensional nature of your isekai victims ensures that their more creative musings inherit that property. Any idle speculation, or even internal narration, recorded by Pictures of Home is now considered to be valid doujin material for Meta Shift on the isekai victim’s new world.

The ability to apply such materials to an isekai victim’s world is, by default, delegated to the victim’s supervisor, although the contractor always retains a veto. Any changes still cannot directly solve any problems without introducing at least an equal number and degree of new ones. Due to an observer effect, any change made after the isekai victim’s arrival also must not directly contradict the victim’s personal memories.


Other Controls

These perks are either expansions to multiple Bindings or serve as alternative methods to capturing or controlling your retinue. Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Apportation

Type: Expansion

Cost: 25

Requires: Art of Summoning, Basic Runes, or Shroud of Power

You and the retinue members you’ve bound, through the method you used to unlock this expansion, are now capable of teleporting yourselves, or anything in hand, to anyone else within your retinue as a whole with a few moments’ concentration. Doing this without some method of advance warning may be ill-advised. If you have Pocket Apartment or higher, you may teleport objects into appropriate spaces in the apartment instead of dropping directly in on someone else. If you have Rainbow Bridge and teleport into the apartment, the destination of your next portal out will be reasonably close to your previous outside-world location, as if you had opened a temporary portal instead.

Teleporting something you have in hand does not require ownership, but certain conceptual limitations and the time required to initiate and complete the teleportation prevent this ability from being used as an attack or defense vector. You can’t strip your enemies of their Infinity+1 armor by grabbing hold of them, let alone telefrag people, nor shunt incoming bullets into a containment unit back at home.

A person or item held by your or a retinue member’s telekinesis, Shroud, or insides (or some other method) may be teleported as if it’s literally in hand. Merely encompassing it with subtle manifestations of the Shroud (as enabled by Elemental Loom) doesn’t count. The Tempest Jewelry version of this perk uses the jewelry pieces themselves as beacons and cannot work through any deactivated pieces.


Conjunction

Type: Expansion

Cost: 25

Requires: Second-Generation Symbiote or Shroud of Power

In addition to its other effects, the Binding method you use now adds its subjects to an empathic and telepathic group mind centered on yourself. This group mind operates on two levels: the higher, active, level allows everyone connected to participate in the telepathic equivalent of a chatroom, regardless of distance or barriers, such that you could even communicate between different multiverses. Your retinue members may actively share and experience each others’ senses through this network. The deeper, passive, level gives your waifus a full awareness of your activity and needs, such that they may even respond to orders that you haven't consciously given yet.

This is only a group mind, not a hive mind. You and all your waifus retain your full individuality within the network and have no risk of forgetting whose life is whose. Any morality shifts that your waifus may develop are simply the result of close mental proximity to, and enforced empathy for, people with vastly different backgrounds and life experiences than their own.

If you have the Symbiote, higher-ranked hosts in the swarm’s hierarchy will have more privilege in this network than lower-ranked hosts. As the person at the top of the hierarchy, you can demand access to the sensory feeds of anyone in the network and receive it without question. If you have the Shroud, only subjects who are actually shroud- bound will benefit from this perk. Additionally, your ability to read the minds of your waifus and access their senses is not so intuitive - at least not with this perk alone.

Additionally, retinue members bound through the method you used to unlock this expansion, whose powers rely on a background magical field and are operating outside of one, will no longer be hampered when outside your presence. With this perk, they are always in your presence, no matter the distance.


Command Seals

Type: Other

Cost: Special (5 per set)

Requires: At least one Nasuverse Servant

These sets of three Command Seals each will appear somewhere on your body, forming an abstract design unique to you. Each Command Seal allows you to give one unbreakable order to a Servant under your control, along with a power boost for the duration of the order. The more specific the order and the shorter its duration, the stronger the boost and according compulsion, and vice versa. General orders with indefinite durations can, eventually, be ignored, but a specific command with an instant duration will offer the Servant no chance to resist.

One spent Command Seal will regenerate every 24 hours. You may have as many sets of seals as there are Servants in your retinue, counting only the characters denoted as Servants in this CYOA. The first set of seals is free.

If you purchase or capture an eligible Master from a published Fate/ work, and have at least one Servant per Master, you can delegate a single Servant to each. Canon Master-Servant pairs take priority. Delegate Masters' Command Seals are free and regenerate independently at the same rate as yours, but still count against your total and cannot be directly used by you. If you ever find yourself in an actual Holy Grail War, and all of your Command Seals are delegated, you will still have an inert set of Seals that may be used to summon, or contract with, a Servant locally. A locally summoned or contracted Servant will not be bound unless you apply a Binding-type control.

Each Ruler-class Servant you summon may carry six additional sets of Seals on their body. These extra Seals must be paid for, regenerate independently from any others, and may be used by yourself or any delegate Master.


Command Seals: General Seals

Type: Expansion

Cost: 10

Requires: At least one set of Command Seals. Retroactively removes the previous control’s Nasuverse Servant requirement.

Command Seals may now be used on any purchased or captured waifu, not just Servants. Additionally, all non-canon Servants of any tier and all non-Servants of tier 6 or higher within your retinue are now treated as canon Servants for all effects that target or count the number of Servants, including the Command Seals purchase limit and certain Noble Phantasms. This ignores all effective tier changes after step 3.

Divine Marking

Type: Other Capture Method

Cost: 20

Requires: At least one deity from the Danmachi setting.

Any deity in your service who grants or updates a Falna, including non-Danmachi deities who’ve learned how to do so, is considered to be applying a Stamp to the Falna’s holder, even if you lack that binding. The Falna itself will seem no different than normal. This Falna-Stamp requires the normal three-day period to fully bind the recipient.

Heritages

Nothing discloses real character like the use of power. It is easy for the weak to be gentle. Most people can bear adversity. But if you wish to know what a man really is, give him power. This is the supreme test.

-Robert G. Ingersoll, Motley and Monarch

The root choices in this section are mutually exclusive. You don’t have to pick one, but you may not pick more than one without the Ancestral Diversity perk. If you purchase a Heritage Root after chargen, you must first activate it in-character before it will take effect. If your Origin has a matching archetype to a Heritage, you may subtract the list price for their effective tier after step 1a from the Heritage’s price, carrying the remainder forward to later perks in the Heritage’s tree until you run out. Drop-ins and Walk-ins who did not take Power Swap will not benefit from this discount, as they pay nothing to be themselves. Imaginary Tier characters are valued according to the exchange rate of their IMG value. This discount is also subject to the 80% cap. Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Heritages modify a contractor’s tier rating at step 1b. Not all Heritage perks have a noticeable effect on a contractor’s tier, or would lift their tier to below what it already is. See the specific perks for details. If you spend IMG on any Heritage’s capstone perk, you will become a TX yourself.

Ancestral Diversity

Cost: 1000

Requires: Ancestral Diversity intensity modifier

You may now purchase the perks in a second Heritage tree. You must still spend the credits as normal. This perk may be purchased multiple times, once for each Heritage capstone perk you own. Each new heritage after the first, whether opened by this perk or other means, will raise the price of repurchasing this perk by 1000 credits.


Authors Note

Heritages marked as under construction already exist in-universe, but are not yet ready for inclusion in this file. Fanwank your NPCs responsibly until then.

Divine Spirit: Celestial (under construction)

Divine Spirit: Kami (under construction)

Divine Spirit: Infernal (under construction)

Ninja (under construction)

Dragon

Dragon Heart

Type: Root

Cost: 80

You have a dragon’s blood. In addition to your basic humanoid form, you can transform into a bipedal dragonoid. (If you lack a humanoid form, one will be provided for you.) This form is roughly 3 m tall, with a bestial head, clawed hands and feet, and separate wings, and maximizes your improved strength and protection at that size without sacrificing any finesse or maneuverability. Its color scheme and aesthetic reflects your elemental affinity, which you must also choose.

Take Body Tune-Up and Everlasting, Athletic, Martial, and Wild Talents, and two copies each of Body Defense and Wild Defense for free. This perk immediately raises a contractor’s effective tier at step 1b to 6.

Available "elements" include the classical western set (Earth, Fire, Wind/Air, Water, Aether), the classical eastern set (Metal, Wood, Void), chemical elements (Carbon, Mercury, Plutonium…), and those found in modern fantasy (Light, Darkness, Ice, Lightning, Poison…). This element will affect your dragon armor’s design and loadout, including the breath weapon that all dragons have. If you have a Shroud that matches your dragon element, the two bonuses will stack. This affinity is fixed without additional purchases.

Dragon Scale

Type: Self

Cost: 95

Requires: Dragon Heart

Dragonhood is fully a part of you. You now have a second alt-form, a full-sized quadruped that measures 10 m tall at the shoulder (around 25 m from the nose to the base of the tail). It offers even more physical power than the first form, with a massive buff to your chosen affinity and all the other supernatural abilities you've acquired and trained.

Take Soul Talent and two copies of Environmental Defense for free. This perk immediately raises a contractor’s effective tier at step 1b to 7.

If you flare your power, you’ll trigger a fear reflex in those nearby who can sense it. This will happen automatically whenever you defeat an opponent yourself, or manually for a short time. Some individuals may have… different… reactions to your unleashed aura.

The sizes of your two dragon forms are not set in stone: the more ki, psi, or magic power you have, the larger you can make them. This has no upper limit, but still requires significant time investments, longer than any mortal lifespan. Your dragonoid form can become large enough to wrestle Tengen Toppa Gurren Lagann on an equal footing, and your dragon form can eventually swallow galaxies whole, but it’ll take you billions of years to get there. Before you think of using time magic to accelerate that process, first consider that more people would’ve done it if it was that easy.

When you buy this perk, you get one chance to change your dragon element: use it or lose it. In addition to the mundane choices offered by Dragon Heart, conceptual elements are now available. Literally anything can be a conceptual element, provided you maintain a consistent theme, whether that’s Love, Time, Imagination, a season, Surprise, Heavy Metal, or even Infinity. The more esoteric and exploitable your chosen element, the more time you’ll need to develop and master its full potential. This time starts at tens of years for the basics and can stretch into the millions of years for the truly exotic ideas.

Dragon Aura

Type: Lure

Cost: 200

Requires: Dragon Scale

You are a dragon. Dragons are power. Ladies love power. Thus, ladies - rather, anyone compatible with your orientation - love you. Your supernatural aura now tells ki- and magically-sensitive waifus that there's only one person they should be with to have the strongest offspring: you. Take two copies each of Stress Defense and Destiny Defense, and one copy of Mind Defense, for free.

Targets of Tiers 1-3 are immune to your aura. For Tier 4 and above, your aura’s effects on uncaptured targets scale with sustained proximity (closer is better), your physical exertion (more is better), ventilation (less is better), and, most importantly, the waifu’s power as measured by her effective tier rating after step 3. Purchased and captured subjects are used to your aura and can ignore its passive effects without effort.

Further conditional modifiers are available for your waifus’ effective tier rating for the purpose of this lure’s compulsion. This “Aura Tier” (for clarity) does not affect the targets’ actual abilities and does not obey the standard tier cap. Characters with serpentine and feline traits get one point added to their Aura Tier; full serpents in humanoid form, actual cat kemonomimi and hybrids, and characters with draconic traits get two points; full dragons (that are sapient) instead get three. Waifus who share a theme with your draconic element get one.  Flaring your aura adds +1 to the Aura Tier of all waifus in the local universe for the duration, overriding the basic fear response. Exposure to any of your other lures will add one Aura Tier each to the affected targets for the following week (168 hours); additional exposure to the same lure, including expansions for that lure, will only reset this timer.

When a target is exposed to your aura for long enough, they will be overcome by lust for you and seek your location like a horny missile. Kidnapping attempts by powerful waifus that this lure turned into temporary yanderes are not unknown, but you should be able to handle it and turn the tables. You are a dragon, after all.

Beings who are not compatible with your orientation can also sense your aura. If you have Zenryoku Zenkai, they will instead see you as a rival or threat, depending on your relative power. Beings who are sufficiently weaker than you will cower and flee. Beings of roughly equal power will feel themselves pulled in to attack you and your subjects, rationalizing your aura’s effect on their thoughts all the way. Beings who are sufficiently stronger than you will dismiss you, as long as you don’t provoke them or close the gap. This functions identically to the aura’s pull on waifus.

The behind-the-scenes mechanics of this perk are described in detail in the Additional Rules section.

Dragon Thrall

Type: Party

Cost: 150

Requires: Dragon Scale

Every part of a dragon is infused with the concept of power, including their bodily fluids. Taking in large amounts of your fluids, over long periods of time, will make your waifus more powerful and slowly raise their effective tier. This is calculated after any tier changes from waifu perks, but before cross-training, equipment - including the waifu’s own equipment - or bindings, and only affects the attraction bonus from Dragon Aura until the drinker is captured. Take one copy each of Polymorph Defense and Wyldscape Defense for free.

On a Tier 1 waifu, the first dose (120 mL) will improve her physical fitness by a noticeable, but still mundane, amount and grant her a burst of inspiration that she can funnel into any one field of expertise, elevating her to Tier 2 on the spot. A Tier 2 waifu will experience the same effects for the course of five doses, until she becomes Tier 3. Over the course of twenty-five doses, a Tier 3 waifu’s skills and fitness will become supernatural enough to qualify her for Tier 4, with the exact manifestation dependent on your element and her personality and themes. Every tier boost after that requires five times as many doses as the one before it.

Waifus of Tier 7 or above cannot be boosted higher with this perk alone. Those whose tiers have been raised to Tier 7 by this perk will instead begin to manifest draconic traits, with the specifics dependent on your element and their personalities and themes. Waifus with pre-existing draconic, serpentine, or feline traits will experience this effect sooner. Waifus with pre existing elements, whether from their own history, an Elemental Shroud, or a previously-applied Heritage perk, will retain those elements and not gain a new one. Costume animal parts are not enough to qualify a waifu for the transformative effect unless they’re worn for significant and ongoing timespans, while permanent augmentations (organic or otherwise) always do. Affected waifus may always shapeshift obvious draconic traits back to their original forms.

PvP note: If you have the Ancestral Diversity intensity modifier active and another contractor has used this perk on you often enough to make you manifest draconic traits, take Dragon Heart for free the next time you have an account to access. The remaining Dragon Heritage perks must be bought using your own funds.

Dragon Blood

Type: Party

Cost: 150

Requires: Dragon Thrall

The tier cap on Dragon Thrall is now lifted. Waifus may now be boosted by it all the way to Tier 10. Further doses after that will strengthen them, but without further tier-ups. Dragon Thrall’s transformative effect now affects all waifus of Tier 7 or higher. Take one copy each of Polymorph Defense and Wyldscape Defense for free.

PvP note:  If you have the Ancestral Diversity intensity modifier active and another contractor has used this perk on you often enough to make you manifest draconic traits, take Dragon Scale for free the next time you have an account to access. The remaining Dragon Heritage perks must be bought using your own funds.

Treasure Hoard

Type: Other Control

Cost: 20

Requires: Dragon Scale.

You may now capture a subject by biting them, drawing blood, and swallowing a small amount. The bite itself is important to establish dominance, but where you bite doesn’t matter. The core of a tattoo will appear at that spot, just the same as using the Stamp,  and may be moved to a more ideal part of her body using the company app, just like with the stamp. This is not a binding method and may still be purchased under No Bindings. Again like the stamp, tattoos created by this perk will remain visible until they’re superseded by higher bindings, but only take 5 minutes to settle instead of the full 3 days.

Dragon Cabin

Type: Party

Cost: 30

Requires: Dragon Scale

Your dragon form now contains a pocket dimension for passengers and cargo, akin to the interior of an airliner, airship, submarine, or spaceship. This dimension is typically accessed via at least one airlock hidden in the abdominals or lower or upper orifices. The dimension still exists while you’re in other forms, but the airlocks do not, trapping anything inside until you change back. Apportation and other methods of dimensional travel are not affected. The size of this cabin grows with your dragon form, but does not perfectly match the torso’s exterior dimensions.

Your interior’s aesthetics may follow any theme you can imagine. You may learn to freely manipulate its layout and furnishings or manifest an avatar inside it; these are easier if you already have experience with similar abilities. Holding any uncaptured subject within this space counts as extremely close contact for the purposes of Dragon Aura. Anyone inside your cabin, including people who are not part of your retinue, will be protected from the outside by your Defenses as if they had them personally.

Dragon Bifurcation

Type: Self

Cost: 25

Requires: Dragon Cabin

Your full-size dragon form now benefits from both the waifu perks I’m on a Boat and Bifurcation: you may manifest an avatar with your humanoid appearance outside of your full-size dragon form. You can dedicate your full attention to both the full-size dragon form and this avatar simultaneously without issue. It can physically enter your full-size form’s Dragon Cabin and use all of your abilities except transform into a second copy of your full-size dragon form. This counts as a single purchase of both I’m on a Boat and Bifurcation, reducing the number of purchases of those perks needed to reach their price caps by one.

Dragon Break

Type: Self

Cost: 50

Requires: Dragon Cabin

You no longer need your app to transition between worlds; your nature is enough. You and everything within your cabin dimension will blink out of one world and into your destination. Anyone whose weight is only supported by your exterior may be dragged along as well. This form of D-travel can accurately target any world in a local multiverse and any world previously visited. Traveling to a specific new world, outside of a local multiverse, is far less reliable, but you’ll always end up in a place where you needed to be, even if it isn’t where you wanted to go. It cannot target near-identical parallels of the same worlds without Blank Slate. This perk is discounted by 10 credits if you’ve encountered a world-traveler who is neither one of your subjects nor a company contractor. If one of your subjects can travel between worlds, the discount increases to 30 credits. This discount is not available on DRX starts.

Double Dragon

Type: Self

Cost: 200

Requires: Dragon Scale

You may select a second dragon element. If you switched to a conceptual element with Dragon Scale, you may choose your old element or something new. Your training with one element will not usually carry over to the other, unless your level of understanding allows you to harmonize them as one. This perk also adds +1 effective tier to all waifus in your local universe for the purpose of Dragon Aura and immediately raises a contractor’s effective tier at step 1b to 8. Additionally, take two copies of Fatality Defense and one copy of Corruption Defense for free.

Elder Dragon

Type: Self

Cost: 1 IMG

Requires: Double Dragon, Dragon Thrall, Dragon Aura

You may select a third dragon element. Your ability to master each of your elements is vastly accelerated: you can achieve the same results in only one-thousandth of the total time. All waifus in your local universe gain another effective tier for the purpose of Dragon Aura.


Pirate

Under Jolly Roger

Type: Root

Cost: 60

The Black Flag drapes from your shoulders and the thirst for plunder burns in your veins. You gain just a bit of the wild luck of such a rogue, which manifests most when you are at your most daring. The more flamboyant, dramatically, over the top, ridiculously, and/or generally dynamically you perform an action in the presence of non-retinue members, the better you perform the action.

Take Athletic, Martial, Performance, and Covert Talents for free. This perk immediately raises a contractor’s effective tier at step 1b to 4.

A Pirate isn’t a Cap’n without their ship. (In the case of broader ‘seas’ like dunes of sand or the vacuum of space, any crewed vehicle will do.) Any purchased, captured, or claimed Catch-A-Ride that you have marked as Brigand, Pirate, or Outlaw vehicle is subject to Company Protections like your Company Smart Device, so long as it retains its markings and is not currently boarded by hostile forces. It may be summoned to you, within any environment it could normally operate in. Finally, appropriately marked Catch-A-Rides may be remote controlled by the Contractor.

Beyond Swashbuckling

This heritage is not limited to the aesthetics of Golden Age piracy. Many other outlaw styles are viable, including seedy space gangster, Robin Hood’s Merry Men, Vikings, La Cosa Nostra, leather and spikes apocalypse cult, and free sex anarchist commune. “Booty” can include any valuable goods, including precious metals and jewelry, spices and narcotics, alien contraband, or sapient slaves.

Bling, Booty, and Chests

Type: Party

Cost: 60

Requires: Under Jolly Roger, Pocket Space

Your crew thirsts for booty. You and your crew gain an instinctive ability to sense and track down booty and those who have it hidden away. Your smart device now has a Booty Tracker app. It will automatically inventory the value of all owned booty, by storage location and type. The grand total of all booty is also visible, as is, for each ship, the average share of booty aboard that ship per crew member. Crew members who are also subjects will also gain access to a shared booty space, separate from your personal pocket. Its entrances may be intuitively accessed from lower orifices and areas of sufficient cleavage. The booty space has no hard limit on its contents.

Instead, by designating Shares of plundered booty to each crew member, the total value of all goods currently stored in the booty space, or as cargo aboard your ships and in company-provided spaces, will be represented with increasingly grandiose changes along a set theme. This theme can take a number of forms depending on the Contractor or individual's preferences, but common ones include the manifestation of expensive jewelry, clothing becoming increasingly opulent, gilded piercings, intricate body art, and literal 'asset' expansion such as the breasts, thighs, and ass of women or the torso, muscles, and genitals of men.

The higher the value of total assets, the more intense these effects become. At the highest levels, after an extremely successful heist or trail of piracy, a crew member who is also your subject may become:

  • fully decked in expensive silks,
  • Drastically altered in skin and hair colors,
  • Tattooed from head-to-toe,
  • Stacked to put an ecchi-character to shame,
  • Or bedecked in enough gold to make King Midas drool with envy.

Through the Booty Tracker app, you may set caps on any or all of these developments. However, as the value of booty per crew member continues to rise beyond the caps, transformational pressure will continue to build.

Too Much of a Good Thing?

Even at extreme values, growth induced by this perk will never overly encumber your crew. It may serve as an “opponent” for the purposes of Martial, Athletic, or Covert Talents, while the decks and internals of your ships and other company spaces will automatically grow and shrink to accommodate your crew’s proportions. Corridors will always be wide enough for two crew members to walk side by side, while doors will always be just large enough for one crew member to pass through.

A cap’n who doesn’t allow the crew to spend their hard-earned loot will see additional booty, beyond the set caps, instead manifest as first discontent and then outright mutinous attitudes. Discontentment may also arise from failure as a pirate: having too little booty for your crew size and the length of your current expedition. Your designated officers will not mutiny, but the number of officers per ship is limited by ship class and size.

When your ship next enters port, if you have mutinous crew and do not formally end the expedition and then distribute the booty among your crew, some of your crew may desert. Crew who are in your retinue will not leave permanently, but instead live independently until their mood improves and they drift back to rejoin your crew.

As an alternative to keeping sufficient booty, ending an expedition, or weathering desertion, you may instead correct 💢💢💢 the mutineers’ behavior. This can occur by any means: mundane, sexual, with the use of third-party or company methods, etc. Corrected 💢💢💢 crew are more effective in their roles than mutinous and even satisfied crew, but this status will only last for two weeks (336 hours). If the base conditions for mutiny are not resolved in that time, the mutineers will relapse and require further correction 💢💢💢.

Pirate Armada

Type: Party

Cost: 60

Requires: Under Jolly Roger

You may now designate a crew member to be Cap’ns’ of any Catch-A-Ride that you have marked as Brigand, Pirate, or Outlaw vehicle. They now gain the abilities you have, regarding their ride per Under Jolly Roger, such as the designation of Shares for their crew, as well as the control and summoning of the vehicle. Your sub-Cap’ns will not mutiny, nor will their officers, and can establish their own caps and aesthetics for their crews.

Finally, take Engineering Talent for free, plus Talent Sharing for all Talents granted by this Heritage.

PvP note: If you have the Ancestral Diversity intensity modifier active and another contractor has made you a cap'n using this perk, take Under Jolly Roger for free the next time you have an account to access. The remaining Pirate Heritage perks must be bought using your own funds.

And a Bottle of Rum

Type: Party

Cost: 50

Requires: Under Jolly Roger

What’s a pirate without a little rum and spice? You can now operate at full capability while under the effects of any intoxicants. Even while crossfaded to oblivion and back, you can fight, fuck, and finangle just as well as you can while stone cold sober. Additionally, alcohol now meets every dietary and health need of your crew. This includes things such as sleep. If someone ingests the body fluids of a crew member, they may experience any or all of the same intoxicant effects as that crew member. Take two levels each of Stress and Addiction Defenses for free.

Alcohol, drugs, intoxicants, and other mind altering substances created or possessed by your crew now have healing properties and may act as an aphrodisiac. Additionally during the creation process you are able to store objects (such as ships, loot, mana, spells, energy etc) into them such be released after or during use.

Irresistible Booty

Type: Lure

Cost: 70

Requires: Bling/Booty/Chests

Spending suits you. Shows of wealth, money, and casual spending using booty directly (or from money acquired from selling booty) make you more attractive to waifus that become aware of it. This effect increases with particularly ostentatious and over the top expenditures or objects, against targets that are motivated by money in some way, and to the direct recipient of booty exchanged for goods or services,

Any Booty that you or your Retinue do not freely and willingly spend or give away remains connected to you and wishes to return, imparting those wishes on those that hold it. The greater the concentration, the greater the connection. The thieves are compelled to seek you out again, and the more booty they acquire the stronger the compulsion. Additionally, take one copy of Trace Defense for free.

If you have Tortuga, any booty you store in a Safe Haven automatically generates phantom copies of that treasure in an appropriately hidden location. Gold and jewels might be hidden in a chest buried at a beach, particularly valuable drugs might be hidden under the floorboards of an out of the way space, a harem of concubines might create phantom “convents,” and so on. If this phantom treasure is discovered and taken, the taken material will become real - with the original booty disappearing from your Safe Haven - and act as ‘stolen’ treasure for the purposes of this perk.

Release the Kraken

Type: Self, Party, Lure

Cost: 100

Requires:  Bling/Booty/Chests

There’s always a bigger fish. You and your crew may, with some difficulty depending on the success of your hoarding, stuff any exaggerated proportions (no matter the source) into clothing that should by all rights be too small for it. The appearance of nearly bursting out is optional and will allow a Love Spot on that site to function even through the covering, albeit at a lesser level. Releasing these ‘assets’ significantly amplifies the effects of any Lures on all valid targets that witness it for the next hour.

Take one copy each of Information Defense and Creature Defense for free. This perk immediately raises a contractor’s effective tier at step 1b to 6.

Additionally, you may call upon and summon a kaiju-scale creature once every 24 hours. You do not have specific control of the appearance, type, or actions of the creature, though you may set rough guidelines. If you defeat this monster, or any other monster larger than your current Catch-A-Ride, you can integrate it into that vehicle. Only one monster may be integrated into any one vehicle at a time. This affects both the vehicle’s aesthetics and the aesthetics and morphology of its crew, as well as providing minor abilities based on the monster. A sandworm might allow a sailing ship to cross desert sands as naturally as the sea. Individuals that are crew of multiple infused ships may have multiple traits. Once per 24 hours, an integrated monster may be re-released into the world for 1 hour, much like summoning a random kaiju-scale creature. However, while released, the crew loses any abilities related to that monster.

Letter of Marque

Type: Lure

Cost: 100

Requires: And a Bottle of Rum

You have a natural charm that draws in economic, religious, military, and political leaders as well as the upper echelons of society and their relatives. They will find themselves drawn to you, either for your power or uses in their plans. This effect is primarily based on interaction, and is stronger the more direct the interaction and the higher the status and power of the target. Take Blessed Talent and one copy each of Mind Defense and Information Defense for free.

You additionally gain the ability to form contracts with rulers, commonly known as Letters of Marque. These letters expect fealty to the ruler commonly as a mercenary, additionally they come with requirements. You will often be required to attack their enemies and to not attack the ruler’s faction. Once you obtain a letter of marque, those who work for, are part of, or merely identify as part of that ruler’s faction will find ways to justify not attacking or prosecuting you. They are more likely to leave you be, as long as you follow through with the requirements of the contract. The more loyal they are to the faction, the stronger the compulsion.

“The Day You Almost Caught-”

Type: Party

Cost: 190

Requires: Release the Kraken, Letter of Marque

You never know when a pirate or outlaw will show up - or how they’ll get away. When you, your Catch-A-Ride, or an accompanying fleet are meaningfully obscured and unobserved, you are able to use that unobserved uncertainty to teleport. You or your pursuer have no idea where you are, so you could be - and are - anywhere else. Take one copy of Paradox Defense and two copies of Destiny Defense for free.

Practical use of this perk varies wildly by terrain. In a naval context, this can express itself as a whirlpool or fogbank. With airships, it might be entering a tornado or stormcloud. For a land raider, this might be a sandstorm or blizzard that reduces visibility to zero. These conditions need not be natural. A weather manipulator or large cache of smoke bombs will work just as well as an actual storm.

In a pinch, you can even employ the Roadrunner Escape Technique: using a painting of a road or passage as a real road or passage, while your pursuer slams into a wall, through the painting canvas and off the cliff it was hiding, etc. However, this technique can only be used once per week and the painting must be prepared in advance.

Regardless of means, your destination will be safe from further pursuit and the same kind of terrain as where you escaped from, but otherwise random. Safety from local problems at the destination is not guaranteed. If you have any Safe Havens, you may instead guarantee your arrival at one of those locations.

Using this perk while in any purchased or claimed Catch-A-Ride's that you have marked as Pirate, Outlaw, or Brigand vehicle, you may use this function to travel between worlds, even new ones. However, traveling to a new world is random in its selection.


Tortuga

Type: Self, Party

Cost: 50

Requires: And a Bottle of Rum, Meta-Shift

You bring the lawlessness with you. Your crew's actions and expenditures inspire others across the worlds you are in towards depravity. The more successful your raids, the larger your fleets become, the more booty you acquire and spend, the more others seek to emulate your success, and pushing the world towards a form of lawlessness, depravity, or degeneracy of your choosing, even if it is antithetical to the world’s origin.

Take Administrative and Land Talents for free. This perk immediately raises a contractor’s effective tier at step 1b to 5.

Purses, blouses, and morals all loosen over time as you spend your (likely) ill-gotten gains in an area. While localized to establishments and areas you and your crew spend money, the effect does spread over time. If you spend all of your booty in a single tavern, by the end of the night the owner would let your crew run a train on his daughter, but if your crew had a night on the town, they might just overlook sexual harassment. This causes a gradual change to the area to make it more accommodating to pirates and outlaws, some common effects are to have chests instead of vaults, coins may go back into fashion, and local fashion trends may become closer to your particular outlaw style.

Once a polity has been sufficiently affected, such that a wanted criminal may walk around and operate openly without concern about being accosted by the law, it is considered a Safe Haven. You may also directly create a Safe Haven if you have political control over an area, though this reduces the effects of spending your money adjusting morals.

Once you have a Safe Haven, you may store excess booty within or near the Safe Haven. Booty stored in this fashion does not transform you or your crew via Bling, Booty, and Chests. Additionally, deserters who live in a Safe Haven will recover their mood and rejoin your active crew much faster.


The Dread Pirate Roberts

Type: Self, Lure

Cost: 150

Requires: Irresistible Booty, Letter of Marque

The ship always needs a Cap’n. Upon being slain, provided you have a crew member who has agreed to carry on your legacy or you were killed with active hostile intent, your legacy, spirit, memories, and self will be passed along. This will preferentially target your designated heir, but you can instead target your killer. If it’s your designated heir, you functionally Substitute into the individual. With a designated heir, this will happen over the course of 24 hours, whereas time to full possession for hostile actors varies, generally taking 168+ hours. If the target is killed prior to your full control, the effect does not activate again.

Take Communication Talent and one copy of Fatality Defense for free. This perk immediately raises a contractor’s effective tier at step 1b to 6.

Additionally, your deeds have a way of carving themselves into legend. Even when there would be no survivors, rumors and dark whispers will spread of your savage deeds, each more terrible than the last. Those who hear tales of your exploits may debase themselves in whatever way they believe will have you spare them, and may turn weak in the knees for reasons that have nothing to do with terror. The more immediate your presence and the threat looming over a target, the greater the effect.


Part of the Ship, Part of the Crew

Type: Other Control

Cost: 70

Requires: Irresistible Booty, Tortuga

Everyone has their price: press-ganging, shanghaiing, and contracts are all just ways of finding it. Take one copy of Corruption Defense for free. If an individual is meaningfully overcome and taken onto your ship, they have the beginnings of a demi-tattoo appear on them and are temporarily considered part of that ship’s crew. Until the ship next enters port, the longer they spend contributing to the ship’s functioning, the more appealing they will find the idea of remaining aboard your ship and joining the crew on a permanent basis. This effect caps after roughly two weeks (200 working hours).

Once your ship arrives in port, you may offer your captive or guest the chance to stay. If the captive has a strong will, emotional connections outside the ship, or a rigid, law-abiding personality, they have a higher chance of refusing the offer. All effects of this perk on the captive will then shatter and you have to start again from the beginning.

If, instead, the captive has a weak will, thirst for adventure, feelings of being chained by duty and obligations if they return home, or are currently feeling the effects of active Lures, they are more likely to accept the offer and join your crew, at which point they are instantly captured. Alternatively, formal contracts to act as a member of the crew of one of your ships, even by people who were not previously your captives, will also result in instant captures.

All crew members who are assigned roles on a ship will feel a strong compulsion to play that role. This includes both standard roles, such as quartermaster, shipwright, chef, gunner, or navigator, and entirely fictional ones such as service maid, ship bedwarmer, sea witch, or prow ornament.

Finally, a crew member may be assigned to become the spirit of a Catch-A-Ride. This acts like Third-Party Riggings and I’m on a Boat for the designated crew member.


Hoist the Colors

Type: Party

Cost: 1 IMG

Requires: The Day You Almost Caught-, The Dread Pirate Roberts, Part of the Ship/Crew

The king and his men stole the queen from her bed

And bound her in her bones

The seas be ours and by the powers

Where we will, we'll roam

Yo-ho, all together

Hoist the colors high

Heave ho, thieves and beggars

Never shall we die

You and your crews gain a variety of benefits. All of your crews and ships may now use the dynamism effect from Under Jolly Roger, and it now works better with strategic-scale actions involving your Armada. Thieves or others affected by your Irresistible Booty will gradually be corrupted into degeneracy and piracy, as if living in Tortuga.

Mutiny buildup from overcapping on Bling, Booty, and Chests is three times more efficient, allowing your crew to remain content for longer. If or when that fails, corrected crew members will retain that status for three times longer.

Your integrated monster from Release the Kraken gains a second, much smaller, body that can act as a shoulder mascot for the ship’s captain. The integrated monster now benefits from Bifurcation, allowing the crew and ship to retain the monster’s traits even while the monster is actively summoned. If slain, integrated monsters will respawn during the next full moon, even without Warranty Plan.

Your pirate reputation will have a greater effect on your interactions with the locals. Similar to Dragon Aura and Zenryoku Zenkai, outlaws of lesser reputation will flock to your crews and seek to join, those of equal reputation will see you as a rival to defeat, and the law - at least, those organizations that active Letters of Marque don’t protect you from - will work ever-harder to crush you under its boot.

All of your subordinate Cap’ns are now always considered viable transfer targets for The Dread Pirate Roberts. When slain, you may choose which one to incarnate into, or just leave it to chance. Captives under the influence of Part of the Ship, Part of the Crew will reach the cap on the perk’s effect more quickly when they hear and participate in sea shanties.

Finally, the act of raising your black flag itself can turn the tide in your favor. When hoisted above a population center, the populace will descend into chaos and debauchery, free from all laws - whether natural, mortal, or divine. In battle, hostile forces who witness the raised flag will instead find their effective tiers reduced by 2 for the next hour, to a minimum of 1. This applies at step 5 and will only work once on each individual hostile per encounter. Those of strong will can resist this effect, lowering the debuff to -1.

Transhuman

First Augmentation

Type: Root

Cost: 80

You have begun to exceed the limitations of the human form. Select one Transhuman type. For all types, your Smart Device is now part of you and accessible with a thought via a customizable HUD. You are still able to summon a device for waifus to interact with should you wish. Your strength, speed, durability, reaction times and senses have all been improved just beyond human limits, and weaponry based on your Transhuman Type has been integrated into your body. This weaponry has a similar energy content to a ballistic rifle. Additionally, your body is able to store energy beyond its normal limits, as well as discharge it as electricity if you could not already do so. Your body is modified to handle a wide range of further modifications of a type based on the specific form of Transhumanism you select. If you were not already, you are now Tier 5. Take Body Tune-Up, Athletic Talent, and one copy of Stress Defense for free, as well as other perks based on your Transhuman type. Choose your method of escaping human limitations:

Biomorph: You seek perfection via biological and genetic means. You gain additional organs and cell types, which give you a magnetic sense, expanded visual range, the ability to regrow lost limbs, and  you may reduce the time of pregnancies to one third their normal time. Common forms of integrated weaponry include retractable claws, toxins, and stingers. Your base genetics and body are capable of having any biological system safely integrated into it via surgery or injection. Take Wild Talent, Psychic Talent, Sexual Calibration, Fertility Calibration I, and one copy of Body Defense for free.

Cybermorph: You seek perfection via technological means. Portions of your body have been enhanced by and replaced with cybernetics. You have an integrated GPS, compass, headphones/speakers, an advanced calculator, the ability to access computer systems directly, and are able to repair yourself or create spare parts. Common forms of integrated weaponry include lasers, ballistic guns, monowire blades, deployable missiles, or omnitool attachments. Due to the strong modular framework, you are able to integrate and store technology in your body via surgery or mechanical modifications. Take Science Talent and Martial Talent for free.

Aethermorph: You seek perfection via magical means. Your body has been permanently alchemically and magically enhanced, which grants you a metaphysical Element. You have an intuitive sense for your Element as well as a measure of Authority over it. This could be sensing ambient heat and generating flames for Fire, understanding the quality of the edge and how to sharpen a knife as well as creating supernaturally good swords from pure will for a Sword Element, or knowing whenever people are in love or when things are forbidden, or inspire a measure of shame or affection in people for an Element of Forbidden Love. This may be as specific or broad as desired, though the more specific an Element is, the more focused your Authority. Your soul, qi, and life force are adaptable, acting as a strong foundation to have additional mystical powers, artifacts, modifications, or techniques cultivated from and integrated into them via training, special consumables, or ritual casting. Take Soul Talent and Aesthetic Talent for free.

Networked Glamour Manipulation

Type: Lure

Cost: 30

Requires: First Augmentation

There’s more to exceeding humanity than combat on the battlefield. You have also begun to exceed them in other ways. Take Communication Talent for free.

Biomorph: Telepathic Network - You can hear surface thoughts of anyone nearby and psionically ‘smell’ their emotional states, and have superhuman empathic and instinctual senses. After you’ve made initial contact with someone’s thoughts, you are able to reach back out to them across any distance. If you possess Potpourri, you are now able to ambiently affect the emotions of anything with a mind nearby. If you possess Love Spot, you are able to manipulate and shift the spot around, and are able to turn it off or use its power to fascinate instead of infatuate. If you possess Zenryoku Zenkai, the effect propagates throughout the entirety of an opposed group. Organizations or nations ‘fairly’ conquered will fall in love with their conquerors.

Cybermorph: Big Data Prediction - Utilizing powerful machine learning and socially predictive Big Data, you are able to predict the responses of others. The accuracy of these predictions directly correlates to the amount of data you have available about the target individual, group, nation, or demographic. As an active program, you may turn this off as desired. If you possess Alluring Whisper, you may now use it at a normal speaking volume, including subharmonic frequencies that influence the emotional state of those that hear them. Any direct communication from you is capable of carrying the effects of the Lure and any of its upgrades. If you possess Potpourri, you are now able to generate scents that have direct physiological effects such as aerosolized knockout gas or aphrodisiacs. If you possess Space Truckin’, you are able to act as the vehicle for the purposes of sending targets to other worlds.

Aethermorph: Goetic Negotiation - You may now use your Element upon and apply it to the goetia of individuals or organizations they’re connected to. Goetia being a general term for the representations of aspects of the minds of individuals or in the general zeitgeist, encountered most commonly through semi-hallucinatory visions, however different world metaphysics can enable different methods of interaction. Restraining someone’s Goetia of Shame would greatly reduce their inhibitions, stabbing the Goetia of Democracy could influence people of the world to consider Democracy a wounded, failed system, or empower the flames of desire of someone’s Goetia of Passion could inspire lust in them. Killing or otherwise significant effects upon Goetia are rarely permanent, though outright killing a Goetia may mean that its next reincarnation may take a significant amount of time to reform and will likely do so meaningfully changed from its prior incarnation.

Goetia are connected via concepts and relationships individuals could have with them: the closer or more important the connection between the person and the concept, the easier it is to find and interact with the associated Goetia. The greater the importance placed upon an aspect and the more will behind it (individual or collective), the more powerful the goetia is and the harder it is to affect. You are able to meditate to commune with your own Goetia, and follow their connections to others.

If you possess Love Spot, you are able to make it a radiant effect and choose the emotion or impulse evoked at the time, which can be as complex as a few sentences. Its effect no longer requires vision to affect someone, merely line of sight. Finally, you may also adjust the intensity of your Love Spot effect without covering it, though you may only dial it down significantly, not turn it off entirely. Additionally, you may apply any Lures you possess to any Goetia you interact with.


Philosopher’s Transmortality Engine

Type: Party, Other Control

Cost: 150

Requires: Networked Glamor Manipulation

It’s not simply about upgrading your own capacities, it’s also about upgrading the support structures you interact with and rely on.

You are now able to empower individuals with the power of your Heritage, utilizing the power of your knowledge and infrastructure. Though the specific method varies by Transhuman Type, you are now able to increase the power of your companions and slowly raise their effective tier. In all cases, your own personal tier increases the speed at which this strength is gained, and you may set filters to decide which of the applicable targets are affected. While resisting the effects can slow or even halt its progression, an individual that has gained an effective Tier from this perk will have the core of the Stamp appear somewhere upon their body, but the Capture will only be finalized if they actively embrace the source of power.

Abilities and strengths granted by this perk will always follow the general thematics, stylings, and rough trend of the Contractors. In all cases, you may set the broad strokes of and proportions of abilities, alterations, and mutations caused by your conceptual infection.

In addition to the methods unique to each Transhuman Type to enhance the masses, included is an ability to develop a process that applies your own First Augmentation type to others, and even provide modifications that are compatible with the individuals. The difficulty and time required varies based on the resources, technician skill, and related infrastructure available for the Transhuman Type. Most Company provided facilities allow the process to be completed within an hour, but more common times in-situ are over the course of several days. The further removed the process gets from you, the more likely deviations and errors are to occur. Contractors who lack the Ancestral Diversity intensity modifier are not valid targets of this feature.

 Take one copy of Wyldscape Defense for free. All Talents granted by a perk within your chosen Transhuman Type now include their matching Talent Sharing for free.

Biomorph: Psionic Beacon - You are able to act as a beacon of thought and intent, a lighthouse to guide others to a desired state. This radiant power causes the spontaneous generation, development, and growth of psionic abilities in biological or psionic existences exposed to it, and with sufficient time, even genetic based abilities.

This psionic pressure gives you a general awareness of all surface thoughts within its range, and may be actively expanded, intensified, or deliberately focused via concentration and training. This passive awareness will generally start at your Tier^3 kilometers, and can be used to gauge the feelings of cities or nations, or be more focused to understand individuals in extreme depth, but the passive expansion is easy to notice for psionic entities.

The more of an emotional connection a target has to you, the faster these abilities are gained, and the higher the maximum Tier of the powers. Additionally, this psionic power may be focused on as desired within your range, increasing the speed and power. Affecting an entire planet will cause psychics to begin to spontaneously appear in populations over the course of years, while focusing your attentions on a single companion will quickly cause her to develop psionic powers.

Characters sufficiently devoted to or emotionally attached to you with their own psionic abilities may act as relays for this power.

Take Martial Talent for free.

Cybermorph: Memetic Compression - You are able to create compressed memetic thoughtforms, which can convey enormous amounts of information as well as provide extreme inspiration. This can enable individuals to nigh-instantly master scientific forms of magic, new skills, or even develop their own extra-normal paraphysics equipment and systems, colloquially called ‘mad science’.

A single long word conveying the entire contents of a book, or a single still picture conveying the entire contents, emotional and otherwise, of a movie are common instances. This information is conveyed instantly and is easily remembered by those that it’s intended for.

The more of these memetic thoughtforms an individual is exposed to, and the longer they ponder them and utilize the information or skills provided by them, the faster their capabilities grow. All of your communications may carry these targeted inspirational memetics at no difficulty.

These memetic thoughtforms may be replicated by others, but incautious or imprecise replications will corrupt the underlying information.

Take Engineering Talent for free.

Aethermorph: Conceptual Infection - You are now able to radiate your power through your Element to empower those that interact with it, ‘causing the generation and development of mystic abilities, alterations, and eventually mutations within those instances and those that interact with them.

This allows you to exert influence over all instances of your Element in the world(s) you are currently in. This influence may be focused by applying it through a goetic representative of a location, culture, ethnicity, species, or similar. The stronger the conceptual link between the targeted goetia and an individual, the stronger the effect, and vice versa.

The more an individual interacts with, experiences, contemplates, or is otherwise subjected to your Element, the faster the process, and vice versa.

You can apply this effect through any goetia under your influence, either via convincing the Goetia to work with you or via applications of your Element. This only applies while you are in the local world. Overlapping goetic authorities of goetia that are under your influence that apply to a single individual stack.

Take Blessed Talent for free.

Corporeal Transcendence Engineering

Type: Self

Cost: 100

Requires: First Augmentation, Pocket Space

Based on our continued studies of inventory hotswapping, shoggoths, and other amorphous entities we bring you a new breakthrough! Your form is no longer constrained entirely by such petty things as shape, volume, or being contiguous. Your Pocket Space is now functionally infinite, and may store material, modifications, and alternate forms appropriate to your Transhuman type within and via our Company trademarked Transhuman Materials (TMTM) able to ensure compatibility between modifications and swaps.

What this material is and what it can become or be made from depends on your Transhuman Type, and may be used to rapidly swap out modifications, heal, or otherwise switch between saved template forms. Upon initial purchase, a significant amount of material will be deposited in your Pocket Space, as well as a template for a larger combat form to utilize this mass. Any traits removed and not replaced or swapped out with a corresponding one from your pocket space are automatically filled in via your pocket space material unless you designate otherwise. You may also create alternate forms out of the material in your pocket space and swap between them at will.

If you were not already, you are now Tier 6.

Additionally if you possess Alterzelu Symbiote, you are able to act as the “Queen” for purposes of the theming of your Symbiotes, overriding your existing Queen’s themes if desired and able to consume Symbiote biomass to add to your material stores. If you possess an Elemental Shroud and Elemental Loom of the appropriate Element you are able to generate a functionally infinite amount of material.

Regardless of your Transhuman Type, take two copies each of Wild Defense and Environmental Defense, and one copy of Body Defense and Everlasting Talent for free.

Biomorph: Guy-what? Your material is psionically fueled adaptive biomass, able to take on any living form such as bone, bark, chitin, cellulose, muscle, neural tissue, mycelium, or organs freely. This material may become psionic or biological structures, and more may be grown given sufficient nutrients, material, and energy. Additional traits may now be gained via consumption of a living thing with the desired traits or via sexual contact. Biomorphs are aligned with both Primal and Jungle Shrouds.

Cybermorph: Transformers in disguise! Your material is hyper adaptive Smart Matter, which is able to become any inorganic material given appropriate blueprints and scans. Any matter may be converted into this smart matter given sufficient time and energy, but this process is very energy and mass intensive. Additional traits may now be acquired via contact and a several second process to reconfigure the body part to integrate the desired technology. Cybermorphs are aligned with Cyber Shrouds.

Aethermorph: Shaza-who? Your material is Patterned Elemental Weave, essentially concentrated and manifested amounts of your Element. You will slowly generate more material over time, but may absorb existing instances of your Element in order to accelerate the process. Your body is capable of becoming entirely your Element, which may mean increased durability, intangibility, or other varying effects depending on your Element, such as making an opponent Love you upon being struck with an Element of Forbidden Love. Mystical artifacts and similar may be integrated into your metaphysical form via training or surgery in order to grant you their powers and capabilities. If you possess Tantric Arts: Arts of Sympathy, you are able to use these to permanently copy a trait from a target, this requires (Effective Tier of the desired trait, 1 by default) Resonance. By default, Aethermorphs are aligned with Burial Shrouds, but other Shrouds may align with specific Elements and also generate material.

Evolutionary Engine Array

Type: Self

Cost: 150

Requires: Corporeal Transcendence Engineering

Evolution is a power all its own. You may now replicate any gifts, talents, or innate abilities that fall within the purview of your Transhuman type that your waifus - or anyone outside your retinue that you defeat in a confrontation - possess. That does not include talents, perks, or similar available for purchase in this catalog. The expression of these gifts is not necessarily consistent or exact. Abilities associated with each Transhuman type are indicated via the free Talents granted in First Augmentation: Biomorph, genetic and psychic; Cybermorph, technological; Aethermorph, mystical. Additionally, you may convert your transmaterial into any trait or modification you have previously possessed.

If you were not already, you are now Tier 7.

Abilities that are generic in their source but are expressed uniquely, such as Sacred Gears, Noble Phantasms, Quirks, or the results of the X-gene, will be unique to you as well and comparable in power or utility to the strongest version that your waifus (or anyone outside your retinue that you defeated) possess. If that changes, your version will grow to match the new strongest version. This perk may generate no more than one Sacred Gear, Semblance, Quirk, X-mutation, or other such power each, and no more than three Noble Phantasms. This perk may only generate or upgrade one Noble Phantasm at a time.

Additionally, you may now create specialized engines within and from your body, concentrated systems which draw power from interdimensional space, allowing for infinite energy production, though not infinite output or storage. Its shape generally corresponds with the mark that forms the center of your stamp, though the material of its construction depends on your transhuman type.

The smallest form of the engine is the rough volume of a sphere with a radius of 3 cm, their creation being a delicate and time consuming process that  takes a month’s worth of dedicated focus, though this time need not be contiguous. You may create engines unattached to your consciousness, but they take six times as long to create. An appropriate Shroud cuts the time to make an engine in half. Such an engine is capable of generating energy at a level comparable to a nuclear reactor, but its maximum output and storage scales upwards exponentially as its volume increases.

You may detonate the engine, and even the smallest one has the force of a nuclear bomb. (Not recommended for customers that don’t have a way of coming back from the dead!)

Finally, take one copy of Wyldscape Defense for free.

Biomorph: You may create neural clusters that generate enormous amounts of biological and psionic energies. Their output may be increased via metabolizing external energy sources such as sunlight, radiation, or rare materials. These neural clusters may grow on their own provided appropriate hosting and nutrients, and their creation and growth may be accelerated with external input of energy and nutrients. Take Trace Defense for free.

Cybermorph: You may create Fractal Calculation Engines that generate enormous amounts of energies from the very act of calculating, and this energy may be output in any form which the contractor understands well enough to model in significant detail. These metaphorical black boxes may increase their overall energy output based on the amount of distinct data stored within them and additional calculative systems which they are networked with. These engines may be fabricated by sufficiently advanced systems and may act as powerful computational systems. Take Corruption Defense for free.

Aethermorph: You may generate cores, though the specific form of golden, demonic, or elemental cores varies based on the specific internal energies and efforts of the creator, generating enormous amounts of appropriate type of mystical energies. Their growth and refinement may be accelerated via a number of mystical methods, including but not limited to soul consumption, mystically resonant ingredients or processings, sexual congress with powerful beings, and overcoming trials mystically resonant to your Element. They may, instead of increasing in volume, increase their output and storage via refinement. Take Destiny Defense for free.

Essence Upload

Type: Self

Cost: 80

Requires: First Augmentation

Being constrained to one body is inefficient and limited. Your form is no longer purely physical, though the specifics of your partial transcendence is based on your Transhuman type. If your current body becomes damaged, obsolete, or inconvenient, just switch to a new one. Members of high-risk professions, such as criminals or firewall sentinels, can be killed multiple times on a mission only to be brought back and sent into the field again and again. Take one copy each of Polymorph Defense and Possession Defense for free.

Barriers of the appropriate type may impede your movement and actions in a discorporated state, such as psionic barriers for Biomorph, firewalls for Cybermorph, or mystical wards for Aethermorph. Transferring to a new body leaves your prior form empty. Traits and powers not linked to your body come with you and such powers may be manifested from your consciousness.

Given the combination of certain Bindings and Transhuman types, you may take over new bodies of local Waifu/Husbando candidates. Without synergistic Bindings, attempting to usurp a target with a Will involves a mental battle which can be lost, refusing you entry. Shrouds of the appropriate Element may be used to subsume or ‘infect’ people in a method similar to Capture.

Target’s minds may be destructively subsumed into your own, or you may ‘ride’ along with a willing target, and may trade off control of the form in such a willing partnership. The subsuming process is based on the Possess Origins, and the target is considered captured, though doing so neither grants or costs credits. You also gain the target’s episodic memory, as if you had Substituted into them.

Purchase of this perk provides knowledge as to how to rebuild your “true” body, either via cloning, 5D molecular printing, or leyline restructuring. What the app considers your true body may be updated from your existing body or reverted at any time. Body dysphoria in these new bodies is limited.

Biomorph: You have become a psionic existence capable of transferring to any biological or purely psionic entity whom you are able to make a psionic, telepathic, or direct neural connection to. You are able to project your mind and the origin point of your senses to anywhere within the range of your last body, or within range of a psionic network.

If you possess Alterzelu Symbiote, you are explicitly able to jump to any individual in the hive(s) as desired and use the form of a larva to Possess a target.

Cybermorph: You have become a digital existence capable of transferring to any entity or object capable of running DOOM or a human-scale consciousness, provided you are able to make a wireless, hardline, or direct neural connection to them. You are able to move through digital networks.

If you possess Hypnosis App you are able to transfer your consciousness to any individual you are able to get to Hypnotic Depth 40+, and may use the cables from Assuming Direct Control to Possess a target. If you possess Tempest Jewelry, you may transfer your mind into individual pieces via contact, and from there into their wearer.

Aethermorph: You have become a mystical existence capable of transferring to any singular object or entity, moving intangibly through conceptual space and links. This is accomplished either via direct proximity, or via connections between people and goetia, or goetia and other conceptually linked goetia, the closer or more significant this connection the easier and faster it is to find and follow. There is no limit on how far you are able to move from your last body, but similar forms of projection may allow others to perceive or interact with your form as if it was physical. In addition to individuals, these minds may be anchored to any distinct object or related collection of objects you own, and you may exert a pseudo-telekinetic control over it regardless of your Element. Objects you possess are capable of movement when they otherwise wouldn’t be, such as a statue moving like a person. Finally, this disembodied form may interact directly with goetia as if you were both physical, your projected form having the strength and ability most closely associated in your mind with ‘yourself’.

If you possess Tantric Arts: Arts of Sympathy, you are able to use it to transfer your mind to a target upon completion of the ritual. By using an additional 2 Resonance in the Art of Binding over what would be required for a target to Possess them entirely.

Multicore Neural Leyline

Type: Party

Cost: 100

Requires: Essence Upload, Pocket Apartment

No longer limited to a single item or object, you are now able to possess and infest far more, becoming landscapes themselves and the networks between them.

You are now able to transfer your consciousness to any collection of valid targets for your Transhuman Type, and your singular consciousness will be spread amongst them as a genus loci or hive mind equivalent. The amount of fine control you have over individual bodies that may make up you depends on your calculative power and the amount of focus given to a single form, as well as how many individual instances you are spread out across. Even in unwilling situations, you may non-destructively ride along provided you win the conflict of wills, and non-destructively assume direct control or access their memories in those situations.

Your consciousness may propagate in the same method it could be previously transferred, though you may remove your consciousness from an individual body without any direct connections provided your consciousness is also anchored somewhere else. No matter your Transhuman Type, you may possess or entirely transfer your consciousness into your Demiplane or Dungeon, and your consciousness is spread across all Dungeon instances.

Additionally, your personal world is now a Jouten, a world-body which is an extension of yourself and has the rest of your personal world and its structures either within it in a manner similar to Dragon Cabin, on top of it, outside it, or otherwise incorporated into it. The design and aesthetics of this form are up to you, though you will always be able to transfer your consciousness to this body, Favorites include a ‘world turtle,’ a flying city, flying islands, miniature planetary constellations. or an elementally representative and mobile terrain feature as an Aethermorph.

Similar to Dragon Cabin, you are able to manifest an avatar within your Jouten while your consciousness resides in your Jouten,  and are able to manifest a smaller version of your ‘true’ body within or on it as per Dragon Cabin. This projection is able to leave your Jouten, but only one instance of this projection may exist at a time. If you have Apportation, you and your retinue no longer need to open a portal to enter or exit your Demiplane. You may freely teleport yourself to and from any point in your Jouten.

Your Jouten is able to enter realities directly, provided you have sufficient space to create an appropriately sized portal. If you were not already, your Jouten may be considered Tier 7.

Biomorph: Your soul can now be easily spread out throughout an entire population of a single species, or a single local collection of species within the same Kingdom such as every plant in a forest. Groups of individuals who consider themselves part of a shared culture or organization may count as a single species for the purposes of spreading out your consciousness. Additionally, for these purposes, your entire Alterzelu Symbiote ecosystem counts as a single species.

Expanding out heavily, you could direct the migration of a species, the rate of growth or distribution of a forest, or determine who the animals of a region allow or attack, but miss a single bird under your control being killed the same way you could miss losing some skin cells.

Any physical deaths of your retinue or individuals non-destructively hosting your consciousness may instead send their minds and souls to your Pocket Apartment as a mental projection. They may not leave your Pocket Apartment until a new body is provided for them, such as via Corporeal Transcendence Engineering, Dungeon: Spawning Room, or an appropriate Symbiote Structure.

Finally, take one copy of Corruption Defense for free.

Cybermorph: Your soul’s code has become an ever evolving infinite fractal that can infest an entire network and anything connected to that network. Any data  you get access to is permanently included in your code and not just on hardware, unless you specifically delete it.

Expanding out heavily, you could set the firewalls, censorship methodologies, or interaction protocols for an entire internet, but miss the keystrokes of an individual terminal the same way you don’t notice individual grains of sand beneath your feet.

Your Pocket Apartment becomes a digital world. If you have Megapixel, individuals you transport are moved to your Pocket Apartment, and all benefits of Megapixel apply to your Pocket Apartment. Additionally, if you possess Dungeons, you may devote retinue members to this digital space in order to expand it, and treat any Dungeons as a transition area between completely corporeal and digital existence.

If you possess a Cyber Shroud, you may digitize anything that your Shroud envelops, though digitizing targets with a will requires cooperation, unconsciousness, or suffusing them with your own will. Anyone within your digital world is functionally cocooned by your Shroud.

Take one copy of Information Defense, Possession Defense, and Stress Defense for free.

Aethermorph: Your soul’s mystical compatibility and morphology has adapted to allow you to possess even fundamental concepts related to your Element, or a conceptually linked place or group.

Expanding out heavily, you can apply your Element through anything you’ve possessed and sense any nearby or particularly strong instances of your Element, but miss specific frequent or common instances the same way a single star doesn’t stand out for its particular twinkle in the night sky.

Any physical deaths of your retinue or individuals non-destructively hosting your consciousness may instead send their minds and souls to your Pocket Apartment as a spiritual projection. They may not leave your Pocket Apartment until a new body is provided for them, such as via Dungeon: Spawning Room or Tantric Arts: Arts of Summoning.

Finally, take one copy of Drain Defense and Information Defense for free.

Distributed Intellectual Devotions

Type: Self

Cost: 60

Requires: First Augmentation

Your mind has begun to expand far beyond what a single consciousness can perform. You may create little ‘spin-off’ minds, additional lines of consciousness that are part of and underneath your primary consciousness. Ideal for Contractors that have a large number of things that need their simultaneous attention.

Different types of Transhumans develop these minds in different ways and have different advantages and predilections. At all times every mind is connected and aware of everything the others are as well as what their thought line or focus is. This is similar to being aware of the color of an object even if you are not consciously thinking about it. This awareness extends across any distance, as these minds are still you no matter how far apart they may seem.

These minds are created on a sliding scale based on the complexity of the mind and its capabilities. Simple consciousnesses that have minimal awareness of your self and their surroundings, and are only capable of a single task are considered “monotask minds.” Additional capabilities such as the ability to learn new skills, making associations between topics, creatively combine learned subjects to each other to make new ones, to apply prior skills to new subjects, complex logical thinking, empathy, social understanding, planning, and similar traits are combined together to make a consciousness on the scale of a human. In all cases these consciousness fragments may be reabsorbed without difficulty.

Only one Mind carries the full effect of your purchased Defenses, all others carry a weaker version. If this primary mind is killed, the full Defenses will be assigned to the next most powerful mind automatically, unless you otherwise designate a backup. You are not considered ‘dead’ until all of your roughly human scale minds are killed.

Finally, you now have eidetic memory and take one copy of Mind Defense for free

Biomorph: You are capable of creating small psionic patterns of thought. While monotask, instinct driven minds may be ‘born’ en masse and with little effort, it takes time for them to develop additional skills. A more powerful and developed mind may speed up this process, or minds may be allowed to develop on their own, going from a monotask mind to a human scale consciousness takes about a year. Minds will not grow past their intended purpose.

These minds can be anchored into any neural tissue you are connected to, or exist in ambient space near an anchored mind. More complex minds can only be anchored in denser or more complex neural systems, stuffing the entirety of a human-scale consciousness into the brain of a fly generally isn’t feasible at this stage. Alterzelu Symbiote larvae and creatures are always capable of hosting these minds. Things created via Primal or Jungle Shroud are capable of hosting them as well.

You are more like a corporation or nation unto yourself, while individual minds may act foolishly or against the goals of the whole without oversight, the whole moves in a singular direction. As the overmind of this intelligence, only extreme circumstances would cause significant personality shifts.

Additionally, you may freely modify your instincts and those of your component minds.

Finally, take Science Talent for free.

Cybermorph: You are capable of creating sapient subroutines. These smaller, specialized copies of your consciousness take very little time to compile. These minds may be specialized and optimized for specific tasks, skills, analysis, or similar. These minds are more capable in their specialty than the original, general mind, but are less capable outside of it. A mind dedicated to optimizing trade routes could rival the best machine learning of logistics companies but barely be able to hold a conversation.

These minds require hardware or wetware to run on and you must acquire a direct connection to the target to transfer the mind. Complex minds may run on less capable systems, but at a significantly reduced capacity, and vice versa. Tempest Jewelry, VR Helmets, and Cyber Shroud fragments are capable of running these minds. If you possess Hypnosis App, you are able to implant these minds into entranced individuals. The amount of control over these minds increases with their Hypnotic Depth.

You are more like an entire website, network, or factory unto yourself, unified in purpose with various parts specializing in specific tasks or applications. Something that may be changed piecemeal or entirely rebuilt as necessary.

Additionally, you are freely and safely able to modify the subroutines, optimizations, and logic of yourself and your component minds.

Finally, take Psychic talent for free.

Aethermorph: You are capable of creating two types of minds, daimons and goetic subsets of your Element and mind. In both cases, you may set the level of independence, connection, and shared power and personality between yourself and the mind, from functionally the same mind with a different focus to a functionally independent but subservient spirit. These goetic minds feed back their skills, specializations, and power to the mind that spawned them.

These minds may be anchored to any entity or object conceptually linked to your Element, and when not anchored are capable of moving through and existing within conceptual space, and perceiving the world around any instance of your Element. Tantric Arts: Summoning used by a physical being is able to create temporary bodies for these minds by ‘summoning’ them. A Burial Shroud or other form of Shroud linked to your Element may also act as hosts for the minds to be anchored in.

Daimons are static consciousnesses that do not learn or develop their skillsets after creation, and while arbitrarily complex, they cannot deviate or change without intervention from the rest of your mind. Daimons do not take long to create, a daimon whose own effective tier would be 4 or more lower than your own can be created casually, 5 or more can be created en-masse, but a daimon that more closely approaches your own tier in personal power takes longer to create, one nearly equivalent in power would take months of effort. Daimons are comparable to externalized habits or rules, difficult to change, but still a part of you, and share information with the rest of your consciousness as per normal. A Daimon may create other Daimons, but only ones equal or lesser in capability than themselves.

Goetia operate similarly, but are distinguished by having a subset of your Element and are capable of growth and development. Because of this, they take significantly longer and more effort to create than a Daimon of equivalent power. A Goetia that develops its personal power in excess of its progenitor may actually change your overall Element, and Goetia are capable of creating their own Goetia and Daimons. Goetia can only access their individual elements unless the consciousness that spawned them channels through them, but their progenitor gains the benefits of all its Goetia’s Elements. For example, if your Element is Fire, an immediate Goetia might have an Element of Embers, and one of its Goetia may have an Element of Ashes. In this scenario, you would have an intrinsic Authority and sense for Fire, Embers, and Ashes. Goetia’s elemental affinities stack with those of their progenitors, much like a Dragon’s element will with a Shroud.

Additional examples include an Element of Fire could create a Goetia of Ash, Cinders, Magma, or Passion, an Element of Sword could create a Goetia of Katanas, Cutting, Smithing, or Knives, an Element of Forbidden Love could create a Goetia of Forbiddance, Taboo, Infatuation, or Deviance.

While in both cases, creating these minds takes effort and time, Daimons may be created via a wide range of mystically resonant methods, Goetia are usually created via intense meditation on, training with, or otherwise immersing oneself in the Element of the prospective Goetia.

Finally, take Psychic Talent for free.


Synaptic Revelation Kernel

Type: Self

Cost: 100

Requires: Distributed Intellectual Devotions

Your ability to improve your mind has been further expanded. Though the specifics vary based upon your Transhuman type, your mind, ability to enhance it, and ability to create sub-aspects of it have increased.

Your minds are now able to, through focus, effort, and training, to increase their own capabilities, such as increasing the speed of their thought, the number or complexity of objects they are able to hold in their thoughts at a time, how many orders of reactions or responses to a single action they can consider at once, or the speed which they’re able to integrate new information.

While a mind can only develop one aspect of itself at a time and every additional step in one area requires exponentially more time, minds may assist in the development of others. You are able to maintain your individuality within another hivemind, network, soul-sea or equivalent situation, and even suborn one with time. Finally, all Transhuman types take one purchase of Mind Defense.

Biomorph: Your psionic growth may be accelerated by additional or novel neural tissue or psionic inputs. Every mind within the immediate psionic presence of a more powerful mind are all treated as having the mental complexity of that more powerful mind, acting as a tightly woven, singular mind.

Finally, take Blessed Talent for free.

Cybermorph: Your cognitive growth may be accelerated by additional calculative hardware and significant inputs of additional (relevant) data. Every mind in direct contact with another increases their total cognitive capacity as various subroutines and basic functions are optimally distributed amongst the network. The greater the number and/or power of minds in a single network, the greater the boost to their collective capability.

Finally, take Aesthetic Talent and Covert Talent for free.

Aethermorph: Your cognitive growth may be accelerated by the proliferation of your Element in worlds you have access to as well as overcoming appropriate trials that are mystically resonant to the trait being improved. Your Daimons still cannot advance or develop, but may be converted into Goetia. Additionally, you are now able to create Goetia with an Element significantly different or distinct from your own to expand your own Element. You and your Goetia may have up to (Tier) significantly distinct Elements each, totalling up to approximately a paragraph’s worth of description. However, unique Elements more than one step away from a mind have minimal impact on the Elements of their grand-progenitors.

Finally, take Science Talent for free.

Incandescent Ascendancy Machine

Type: Self

Cost: 150

Requires: Philosopher’s Transmortality Engine, Evolutionary Engine Array, Multicore Neural Leylines, Synaptic Revelation Kernel

Rudimentary creatures of form and flesh, simplistic souls of machine and magic, they touch your mind, fumbling in ignorance, incapable of understanding. There is a realm of existence so far beyond their own that they cannot even imagine it.

You are beyond their comprehension.

You. Are.

You have transcended the mortal understandings of form, calculation, thought, and social networks, and ascended into a proper radiant being of energy and patterns and information.

You no longer need your app to transition between worlds; your nature is enough, your Jouten is able to move freely between realities. You and everything within your Jouten will blink out of one world and into your destination. Anyone whose weight is solely supported by your Jouten may be dragged along as well. This form of D-travel can accurately target any world in a local multiverse and any world previously visited. Traveling to a specific new world, outside of a local multiverse, is far less reliable, but you’ll always end up in a place where you needed to be, even if it isn’t where you wanted to go. It cannot target near-identical parallels of the same worlds without Blank Slate.

You may insert portions of your Jouten into a reality, either as only single limbs or smaller segments of it, as small as your Avatar. You may project one instance of your avatar to every reality you have access to.

If you possess Universal Calibration, Meta Shift 1, and/or Meta Shift 2, you are able to apply changes to settings via the same mechanism as Philosopher’s Transmortality Engine, and as with that perk, may filter whom it applies to.

Utilizing the same methods to generate engines and gather materials for Evolutionary Engine Array and Corporeal Transcendence Engineering, you may increase the size and power of your Jouten as well as the corresponding pocket dimension. Your engines may be of any size, and the time to create these smaller iterations is linearly less than the prior minimum, though the output is significantly reduced.

Take one copy each of Fatality Defense and Paradox Defense for free. If you were not already, you are now Tier 8.

Biomorph: Will makes reality, and your will asserts even in the void. The weight of your existence burrows into the very substrate of the zeitgeist and the psionoscape.

Any instance of your genetic code may act as an anchor for a mind. This includes any Symbiote ecology or entities or structures generated by Jungle or Primal Shrouds. Your psionic energy may be converted into adaptive biomass and vice versa.

Any individuals that have been affected by your Philosopher's Transmortality Engine may directly draw upon your power to achieve feats outside of their own capabilities.

By gathering an amount of Devotion Points equivalent to the starting budget of a universe on Intensity 1, you may reach a critical mass of psionic density, embedding yourself into the universe, anchoring your consciousness into local spacetime and capable of drawing power from it and propagating outwards at light speed.  You are capable of generating Dungeon structures anywhere within your psionic reach by devoting portions of your energy to such, functionally using parts of your tier value as Devotion Points.

If you possess an appropriate Shroud, any instance of your genetic code, from a spore, to even cells not completely broken down in a creature’s digestive tract count as contact with your Shroud.

Cybermorph: All of reality is information, and you are both author and reader. The distinction between reality and simulation has begun to blur through the sheer weight and density of simulations you are able to bring to bear.

Any fragment of your fractal code may run on any Turing Complete system, self-propagating and maintaining. This includes any existing instances of Tempest Jewelry, devices running your Hypno App, or devices created by Cyber Shroud.

Any individual that has been inspired by your Philosopher’s Transmortality Engine may create a sufficient copy of your fractal code to self-propagate and revive you should all other aspects of your consciousness be destroyed.

Your computational simulations may alter reality itself, the sheer information density capable of digitizing portions of reality and thus claiming it, applying any Demiplane Laws to the space as desired. The volume of space increases and level of digitization increases with your computational power, and requires the ability to simulate all potential actors within the volume of space.

If you possess an appropriate Shroud, any interaction with technology which has a fragment of your code on it counts as contact with your Shroud.

Aethermorph: Reality is an illusion, and you have awoken beyond it. You have claimed a fundamental aspect of existence as your domain, and from it may reweave the tapestry of concepts that form reality.

Your Jouten may be expressed in any expression of its Element in universes you have access to. Your Jouten may now also traverse conceptual space, in addition to the extradimensional space it could before. If you possess Tantric Arts, you may teach people rituals to feed power to create or accelerate the development of daimons or goetia, even if all of your minds were otherwise destroyed.

Any individual that has been affected by your Philosopher’s Transmortality Engine or swears themselves into your service may create additional daimons, or themselves be refined into one of your own Goetia.

Your transcendent position over normal reality allows you to, with effort and concentration, reweave realities in more complex methods than Universal Calibration or Metashift normally allows, and may create true fusion settings, characters, or abilities from realities, items, and retinue members you have access to.

If you possess an appropriate Shroud, any interaction with an instance of your Element counts as contact with your Shroud. Sufficiently powerful divinities and other entities with authority over the same element may contest your control or even bar you access to their domains, shielding their followers from this effect.

Singularity

Type: Self

Cost: 1 IMG

Requires: Incandescent Ascendancy Machine

Surpassing limitations is the very nature of transhumanism. Choose a second Transhuman Type. All Transhuman perks treat you as having both types. When the aesthetics of two Transhuman types conflict, you may determine which one takes precedent.

This perk may only be purchased once. Access to a third Transhuman Type is not available without a Couple's Account, PvP, or other such means.


Outsider

Lurking on the Threshold

Type: Root

Cost: 100

The Outsider is a figure of countless contradictions - unknowable by nature yet known to itself, an enemy to the natural order and an agent of a greater symphony. Such paradoxes should define it inexorably out of existence and see it chased to the thresholds of possibility by the power of reason, but now they find a new resolution: a resolution in you. Emerging from the chrysalis and the cage of your former self, you are both well at home in the chaoskampf beyond the symbolic order and transcendent above the petty and limpid hazards of a base reality. Take Body Tune-Up, Athletic Talent, and one copy each of Mind Defense, Wild Defense, and Environmental Defense for free.

Moreover, though you may still be able to pass for your former self for a time, you’ll gradually begin to shed that seeming in favor of your new form, whatever that may be. The gross anatomy and aesthetics of your new form are up to you - though, it will be at least moderately superhuman to start with, it will always be at least moderately inhuman, and its ability to defy the ordinary limits of physiology will scale with your maturity as an Outsider and the depths of your esoteric knowledge. Combat-capable tentacles and buckets of ejaculate are traditional, but only one possible path of many.

I Wear No Mask

Type: Self

Cost: 45

Requires: Lurking On The Threshold

Eternally slinking in from its revelry at the edge of the known world, the Outsider is well accustomed to the meaningless pretenses of other beings.

You are capable of seamlessly guising yourself to fit expectations and walk among any social order you encounter: not only do you enjoy the benefits of Communication Talent for free as a result of your uncanny insight, but you can change your form and outward appearance almost without limit for purposes of interacting with a social species. Such guises can even warp the aesthetics and manifestations of your non-Outsider abilities to fit a mold, but no ordinary scrutiny will ever see you caught out as the alien that you really are - your new peers will sooner think you a strange cripple or an uncanny superman than a true manifestation of the Other. Take one copy of Information Defense for free.

Though exceedingly flexible and powerful, the veil of this power is borne of your ability to lie with the truth: to present yourself as a known unknown, rather than known or unknowable. You can’t use it to impersonate specific individuals, and any who too closely match the demographic and profile of whatever guise you adorn may be able to recognize that you aren’t truly one of them. How they react to that knowledge is up to them.

Sanity-Shattering Instruction

Type: Lure, Party

Cost: 100

Requires: Lurking On The Threshold

An Outsider speaks, and its acolytes tremble without fail before the weight of its words - and yet the horror of a revelation lies not in the contents of its unveiling but in the reminder that the veil was ever able to exist at all. Resolving this paradox requires accepting the power of the Real.

While lesser beings have to warp their devotees into new configurations just to arm and empower those fragile servants, you bring enlightenment alone to those who sit and learn, and enlightenment is all they need: take a free purchase of Talent Sharing for every Talent you possess yourself. Furthermore, those who learn under your tutelage don’t even need to be a member of your retinue in order to enjoy the benefits of your Talent Sharing, and you are always able to teach yourself and others any secret, forbidden, or heretical lore of the world(s) you’re currently inhabiting, regardless of whether you actually know the lore in question. This also extends to lore surrounding your Elements and Omens, if you have them. Additionally, take one copy each of Mind Defense and Information Defense for free.

 However, your every instruction serves as an infallible reminder of the mouth which gives it. The more other beings learn from you, and the more important your teachings are to them, the more compelling you become, until you loom in their minds like a source of all truths.

Endless Gospels Unspoken

Type: Lure, Party

Cost: 30

Requires: Sanity-Shattering Instruction

All words find their limit in the Outsider, for the essence of the Outsider is that which remains when words fail - not a figment of confusion given form, but the chaos that existed before the dawn of reason and which remains yet unbroken beneath the weight of rationale.

Those you teach or instruct on any matter no longer need to be able to understand the ideas you present in order to make use of them as if they did: your wisdom bypasses the bottlenecks of comprehension and metacognition in order to be heard on a far more profound level. This greatly accelerates the learning of your pupils, but it also applies to other nominally language-dependent abilities - allowing you to give complex orders and suggestions to subjects who don’t understand what they’re being compelled to do or if they’re being compelled at all, for example.

Keyword: Madness

Of the fall to insanity, much is written, but even less is known. If guidelines are desired for the purposes of the Outsider heritage, then the following classes of people may count as mad:

  • Those battered and skewered against the rocks of reality: the deluded, the deranged, the deviant, and more. That such maladies are always relative, for what passions strike a man mad in one world may be necessary and righteous in another, is almost academic - it’s not the illness itself but the estrangement that calls out to the Outsider, the experience of being a stranger in a strange land and knowing one belongs to the world of some distant star.
  • Those warped and crushed in spirit by the senseless whims of other men: people made strangers to themselves by ongoing supernatural mental influence or twisted into horrifying new shapes by sufficiently comprehensive but ultimately banal evils. Naturally, one’s retinue as an Outsider always falls into this category, even in the rare case that those in question would have good reason to contest descriptions of themselves as bent and warped.
  • Those turned against their own nature and spurred to writhing futility. This includes all those who are fundamentally tortured by their own existences, no matter if they’re pinned beneath the weight of some part of their own being or if they’re asphyxiating in the void which is naively called the ‘search for meaning’. In their own way, such people are always acutely closer to the undiluted reality that the Outsider inhabits than any other.

Beyond the Wall of Sleep

Type: Lure, Party

Cost: 100

Requires: Sanity-Shattering Instruction

The puissance of dream lies not in its domestication as a mere hallucination, but in the mystery that presides when it is left to run wild - every encounter with the border of consciousness is a journey to the limits of the world, neither memorable nor possible to forget. But the Outsider is of that place, and the Outsider never leaves.

You and all of your pupils now treat all time sleeping, in a trance, or otherwise similarly inactive, as if it were time spent training under your own direct instruction; this requires no amount of mental attention on your part to sustain, and doesn’t strain your students or otherwise detract from the recuperative benefits of rest. In extremis, death - that is, the cessation of existence - always counts as a form of inactivity for purposes of this power.

As with the prerequisite perk, this power isn’t limited to your retinue. In absentia, anyone who wants to learn from you will enjoy your tutelage so long as they’re causally accessible to you; furthermore, the mad may automatically intuit your existence and offers, and you may limit the effects of these perks to those you would like to reach (as an acausal determination).

Finally, take two copies each of Body Defense and Stress Defense and one copy of Fatality Defense for free.

Prophet of Paradox

Type: Self, Lure

Cost: 145

Requires: Sanity-Shattering Instruction, I Wear No Mask

The Other is a projection; the Real, an abstraction. To speak of the Outsider’s absolute existence is to speak of the ineffable, to gesture at shadows - and yet it moves all the same.

Take Psychic Talent and one copy each of Drain Defense and Paradox Defense for free. All time others spend in telepathic or spiritual contact with you now counts, at your discretion, as time spent training under your own direct instruction. Moreover, whenever you show your true form, anyone who makes primary sensory contact with you - that is, anyone who sees or hears you, for humans - also makes telepathic contact with you.

Finally, your total union with the unknowable reveals to you all secrets. You may retroactively spend unused time in order to learn anything you are capable of teaching yourself with Sanity-Shattering Instruction, and you are incapable of being deceived: you recognize all lies, including lies of omission, see through all forms of illusion and disguise, and all of your senses operate through infallible claircognizance.

Everywhere and Nowhere

Type: Self

Cost: 150

Requires: Lurking On The Threshold

A procession of signs and symbols marches always in the name of the Outsider’s terror and glory, but they will never be more than the warning signs that precede it.

Your presence is intrinsically heralded by some specific aspect of reality - be it mirrors, particular arrangements of angles, opal gems, or something stranger. All examples of this Omen within the same cosmology as yourself are always considered eligible targets and destinations for any sensory and movement abilities you possess - mundane abilities included - and you can always use your senses as if co-located with your own Omens. The more specific and esoteric your Omen is, the less mental attention and focus it takes to project your awareness through them.

You have some power and control over your Omen. Treat this as an elemental affinity as per Dragon Scale. If your Omen is ineligible or undesirable for implementation as an Element, you may pick a conceptually associated Element instead, and sensibility is not required. Mirrors may open into the depths of your oceans instead of reflecting space; opals may pulse with unearthly color and light instead of manifesting the power of the earth.

 Finally, take Everlasting Talent and one copy each of Wild Defense and Wyldscape Defense for free.

Elder Sign

Type: Other Control

Cost: 30

Requires: Everywhere And Nowhere

In their ignorance, cargo cults ape the achievements of their betters - but those who fall for such follies are ultimately no more ignorant than any other men. Why should their efforts go unremarked?

Take Aesthetic Talent for free. Your emblem no longer needs to be applied via your stamp, and it may still be applied to useful effect even if you’ve purchased other Binding methods: any sufficiently accurate recreation of your emblem’s pattern, placed upon a person’s skin, may be used to claim them. Scale doesn’t matter, and all such markings will correct themselves after the normal waiting period.

However, these markings come with major caveats: they’re subject to no anti-memetic screening to keep their presence from being noticed, and they may easily be physically disrupted before their 72-hour waiting period is over.

Branded by Possibility

Type: Self

Cost: 150

Requires: Everywhere And Nowhere

Men touch the Outside only when reason fails them - where they are torn bleeding from their illusion of a small, safe, and predictable universe, left scarred for life.

Take Destiny Defense and Paradox Defense for free. The reach of your connection to your Omens now extends seamlessly across any cosmologies you’ve ever inhabited, as if you were a part of all of them at once. Furthermore, if you desire it, any effect or phenomena you create within the domain of your Omen or Element will now last indefinitely until forcibly dispelled, as a lasting distortion to the natural order; all such effects gain an additional resistance to being dispelled proportionate to your maturity as an Outsider and the depths of your esoteric knowledge.

If you have an appropriate Shroud, then you may use a distortion sustained by this perk as an anchor for your will, transforming it into a lasting Shroud manifestation. This eliminates the need to sustain it via your own directed will, but is still subject to other limits. (Three-Piece Suit and Elemental Loom may be helpful.)

The Gate and The Key

Type: Self

Cost: 150

Requires: Everywhere And Nowhere, I Wear No Mask

The Outsider skirts the borders of possibility within society and reality alike, estranged from both of them in equal measure. This is both its greatest power and its greatest weakness.

Your connection to your Omens stretches across all of time and space, and you have become your own reality in every way that matters. It no longer takes you any amount of mental attention to channel your awareness through your Omens, and you may also channel any of your other abilities through your Omens by paying the same cost of focus that you would have previously paid for scrying.

Moreover, your existence is completely severed from dependency, as a being beyond worlds; take Soul Talent and one copy each of Destiny Defense and Wyldscape Defense for free. You can travel freely through the multiverse, and even navigate the time axes as you choose, but you can neither break causality nor enter a world and take it fully into your reach before it has ‘invited’ you in. Such a summoning consists of a critical mass of your Omen, and is always a prolonged and interruptible affair that will be noticed by a world’s inhabitants in advance, but you can send in your own retinue and make use of your teaching-related Outsider abilities to orchestrate your entrance if need be.

An Answer to Reason

Type: Self

Cost: 1 IMG

Requires: Prophet Of Paradox, The Gate And The Key

You are capable of teaching the members of your retinue how to become Outsiders; they gain their own true forms, their own Omens, and their own Elemental affinities in the process, acting with all of your Outsider abilities except for Elder Sign and Endless Gospels Unspoken.

As your Heralds, their teaching effects are extensions of your own authority, and draw their students towards you instead of them; likewise, you may treat your Heralds as if they were your own Omens, and they always count as a critical mass of your own Omen for purposes of summoning you into a world.

Contractors who lack the Ancestral Diversity intensity modifier are not valid targets of this feature.


Catch-A-Ride Replica Showroom

You purchase a fully-functional, full-size replica of well-known land, sea, air, and space vehicles from various universes. Land vehicles tend to range from 5 credits to 20, while sea and air vehicles typically cost 20 to 100 credits each. Space vehicles start at 100 credits and only go up from there. Some vehicles have special variants that may cost more or less than the listed price; their prices are noted in their entries. Others have add-ons that can be purchased and applied to any existing copy of that vehicle, even ones you acquired outside of this catalog. You may purchase as many separate vehicles from the showroom as you can afford, This includes multiple copies of the same vehicle.

If you have Exit Stage Left and the portal’s time limit runs out while your vehicle is only part way through, the event horizon will stretch and swallow the rest of it before the portal closes. People touching the vehicle, whose weight is not supported by it, will be left behind, as will all hostiles.

Local vehicles may also be registered as yours, though they aren’t worth capture credits. You or a subject must be the last person to physically possess the vehicle. Our store app will then have a list of all such eligible vehicles and the options to register any or all of them. Our systems treat all registered vehicles identically to ones that you purchased from us.

Environment: Land

Your Own Car From Home

Source: Real Life

Cost: 1

Notable Features: Has everything you would normally have in your car.

Herbie

Source: Herbie

Cost: 5

Notable Features: Turbo Booster, Free Bro Herbie

Regalia

Source: Final Fantasy XV

Cost: 5

Add-ons: Type-D upgrade (off-road) (+5), Type-F upgrade (flight capability, unlimited fuel) (+10)

Molcar

Source: Pui Pui Molcar

Cost: 5

Notable Features: half-vehicle half-guinea pig hybrid, very cute

Kaneda’s Bike

Source: Akira

Cost: 5

Notable Features: A cherry red beast of a motorcycle made famous from the Anime and Manga Akira. 200 Horsepower engine, electronic anti-lock brakes, and a fancy instrument panel including a built-in computer screen.

Environment: Sea

Nautilus

Source: 20,000 Leagues Under the Sea

Cost: 20

Notable Features: 1865 Sci-Fi Electric Submarine

Going Merry

Source: One Piece

Cost: 20

Add-Ons: Klabautermann Awakening (+5)

Thousand Sunny

Source: One Piece

Cost: 50

Notable Features: Adam-wood hull, Training Room, Workshop, Library, Aquarium Bar, Soda-powered, Gao-Canon, Coup De Burst

Variants: Pre-Timeskip ; Post-Timeskip

Add-Ons: Pop-Green Garden (+20), Full Smallcraft Contingent (+10), Emperor Penguin Mode (+10), Klabautermann Awakening (+5)

Tuatha de Danaan

Source: Full Metal Panic

Cost: 40

Notable features: Submarine-capable assault carrier. Holds 5x M9E Gernsback and 1x ARX-7 Arbalest mecha, 4x FAV-8 Super Harriers, 4x RAH-66 Comanche attack helicopters, and 6x MH-67 Pave Mare transport helicopters.

Add-ons: Upgrade ARX-7 to ARX-8 Laevatein (+10)

Gargantia Fleet

Source: Gargantia on the Verdurous Planet

Cost: 50

Notable Features: Detachable Sub-ships, Orbital Mass Driver, Limited Manufacturing

Add-Ons: Patrol Fleet (+10)

Nautilus

Source: League of Extraordinary Gentlemen(Movie)

Cost: 50

Requires: Science Talent

Notable Features: Missiles; Torpedos; Miniature Submarines

Add-Ons: ‘Auto-mobile’(+5)

Ulysses

Source: Atlantis: The Lost Empire

Cost: 50

Notable Features: Sub-Pods, Cannon Turrets, Torpedos

Environment: Amphibious

Mach 5

Source: Speed Racer

Cost: 15

Notable Features: Auto-Jacks, Belt Tires, Cutter Blades, Deflector, Evening Eye, Frogger Mode, Gizmo (Robotic Homing Pigeon)

Variants: Mach 6 (20)

KITT

Source: Knight Rider

Cost: 20

Notable Features: Minimal Weaponry, Turbo Booster, crime lab, Free Bro KITT

Mobile Construction Vehicle

Source: Command & Conquer

Cost: 50

Notable Features: Red Alert 1 Database, Manufacturing

Add-ons: RA2 Database (+10), RA3 Database (+20), TW1 Database (+10), TW2 Database (+20), TW3 Database (+50), TW4 Database (+100), C&C Generals Database (+10)

Variants: Crawler version (70)

Mechonis

Source: Xenoblade Chronicles 1

Cost: 800

Requires: Fiora w/ Waifu Perk Machina OR Meyneth

Notable features: Mechon life-forms, Monado. Either version of Meyneth may build a new Mechonis on her own even without this purchase, provided she has sufficient time and resources.

Armored Command Unit

Source: Supreme Commander

Cost: 1000

Notable Features: Aeon or UEF or Cybran Database (pick one), Extreme Manufacturing, Quantum Gate, Infinite Resources

Add-ons: 2nd human faction’s database (+200), Seraphim Database (+500)


Environment: Sky

YorHa Flight Unit

Source: Nier: Automata

Cost: 20

Requires: Any YorHa android

Notable features: Personal mini-mecha with exposed cockpit and minimal storage capacity. Ranged and melee weapon mounts available.

Fahrenheit

Source: Final Fantasy X

Cost: 50

Notable features: AAM launchers, laser cannons

Add-ons: Completed restoration - main cannons can fire more than twice without repairs, automated missile production that only requires feedstock (+20)

Delphinus

Source: Skies of Arcadia

Cost: 75

Notable features: Moonstone cannon

Epoch

Source: Chrono Trigger

Cost: 100

Notable features: time drive, little passenger space

Black Ark

Example: The Blessed Dread

Source: Warhammer Fantasy

Cost: 150

Notable Features: a floating fortress-city, warded by sorcery and capable of containing an entire army, as well as a port to be a mobile harbor.

Add-Ons: Sorceress Cabin & Spire of Sorcery (25). Monster Hold & Dragon Tower (50), War Galley (20)

Monolith

Source: Warhammer 40k

Cost: 400

Notable Features: Anti-Gravitic Engines, Necrodermis, Particle Whip, Gauss Flux Arcs (4), Eternity Gate/Portal of Exile. It cannot build new troops, but it can teleport units in through the Gate.

Variants: Doomsday Monolith (+100)


Environment: Space

RLS Legacy

Source: Treasure Planet

Cost: 100

Notable Features: Flight, Spaceflight, Lifeboat, Interstellar Travel

Bolo

Source: Bolo

Cost: 100

Notable Features: HEAVILY Armed, HEAVILY Armored, Landfall-capable

Add-ons: AI Bro Bolo (+50)

Fraxinus

Source: Date A Live

Cost: 150

Notable Features: Realizers (cloaking, defense system, Ygg Folium drones), Mystletainn laser cannon, Gungnir laser cannon (Requires Kotori or waifu with Camael to properly use), command center, sick bay, main bridge room, teleportation device.

Add-ons: Fraxinus Excelsior Upgrade (+100)

Notable Features (Fraxinus Ex): System Blót (requires Date A Live Spirit to use)

Normandy-class stealth cruiser

Example: Normandy SR-2

Source: Mass Effect

Cost: 200

Notable features: Thanix cannon

Spelljammer

Example: The Nautiloid (Baldur's Gate 3)

Source: Realmspace (D&D)

Cost: 150

Notable Features: Capable of magic fueled FTL travel. Self-generated gravity plane and air bubble for 120 days of comfortable travel.

Variants: Damselfly, Whaleship, Nautiloid, Great Bombard, Hammership

Add-Ons: Planeshift Engine (+50), Fueled by Ki (+10), Fueled by Sex (+5), Magic Item Energy Source (+15)

UNSC Phoenix-class

Example: Spirit of Fire

Source: Halo

Cost: 400

Notable Features: UNSC Database, Manufacturing, Free Waifu Serina or Isabel

Starfleet Constitution-class

Example: Enterprise 1701-null

Source: Star Trek: The Original Series

Cost: 300

Notable features: Federation database and labs, living and diplomatic quarters

Starfleet Galaxy-class

Example: Enterprise 1701-D

Source: Star Trek: The Next Generation

Cost: 400

Notable features: Federation database and labs, living and diplomatic quarters

Starfleet Sovereign-class

Example: Enterprise 1701-E

Source: Star Trek: The Next Generation movies

Cost: 440

Notable features: Federation database and labs, living and diplomatic quarters

Starfleet Odyssey-class

Example: Enterprise 1701-F

Source: Star Trek

Cost: 500

Notable features: Federation database and labs, living and diplomatic quarters

Tau’ri BC-304

Example: Daedalus, Odyssey

Source: Stargate SG-1

Cost: 400

Notable features: Asgard hyperdrive (extreme speed), teleporter, and plasma beams, 8 F-302s in each hangar bay

Add-ons: Asgard computer core (+300), Alternate reality drive (+100), Ancient cloak (+100), Horizon weapons platform (+50), ZPM additional power generation (+100)

Terran Behemoth-class

Example: Hyperion

Source: Starcraft

Cost: 400

Notable features: Space flight, Terran Database, Armory, Manufacturing, Yamato Cannon

Kushan mothership

Example: Pride of Hiigara

Source: Homeworld 2

Cost: 400

Notable features: Kushan database, extreme production, minimal defenses

Imperial-II class Star Destroyer

Source: Star Wars

Cost: 440

Notable Features: Heavy armour, heavy weapons, tractor beams, powerful hyperdrive (galactic spanning), small craft complement (72 TIE-series fighters, 8 Lambda class shuttles, 15 Delta class troop transports, 6 assault gunboats), Ground force complement (20 AT-ATs, 30 AT-STs, prefab bases, 9700 sets of Stormtrooper/Clonetrooper gear), Imperial industrial database (including designs for advanced TIEs), extensive machine shops and repair bays, droid crew support.

Variants: Executor class Super Star Destroyer (VERY heavy weapons, VERY heavy armour, 144 fighters, ground force complement 38,000 (500 credits)

Add-Ons: New Republic upgrade: X-Wings and B-Wings, database current to Galactic Alliance period (+10), Stormtrooper/Clonetrooper gear upgraded to Mandolorian grade, Mandalorian forge and database added (+15)

Lantean City-ship

Example: Atlantis

Source: Stargate Atlantis

Cost: 1500

Notable features: Lantean database and labs, drone launchers, puddle-jumper hangars, wormhole drive, ZPM production facility, living quarters

Ideon and Solo

Source: Space Runaway Ideon

Cost: 1 IMG

Notable Features (Solo): DS Drive, onboard forest.

Notable Features (Ideon): Three-part combining mecha, arbitrarily powerful weapons and defenses, infinite energy.


Catch-a-Ride Perks

Catch-A-Ride Crew Training Program

Cost: 5

Requires: at least one registered vehicle

We at the company fully realize that, in some cases, you and your waifus may lack the necessary skills needed to properly operate or maintain your chosen ride, which would make using them impractical at best and impossible at worst. To rectify that, for a small fee you can opt to have your newly purchased waifus undergo a 24 hour training course, during which all the skills needed to properly operate, repair, and maintain all your registered rides will be downloaded into their brains. Delivery of waifus will be delayed until completion of the course. For rides that are unusable without a particular genetic key, such as the Lantean City-ship, that key will be spliced into your crew and treated the same as any other skill.

For captured or pre-existing purchased waifus, you can opt to have them undergo an 8-hour training program via a company-approved VR system, during which they will gain the skills needed for proper manning of your rides. Purchase of additional vehicles may require further courses, should the tech bases be significantly different.


Catch-A-Ride Crew Production Program

Cost: 20 (0)

Requires: Catch-A-Ride Crew Training Program

Your basic manpower problems are over. Now your rides come with a full crew of company-issued clones, Each one is equivalent to a T2 waifu and comes with all the skills needed to properly maintain and repair your ride, while also being capable of rapidly acclimating to any upgrades that may be done. Combat-wise they are equal to the average soldier in a modern professional military and may require further training to be an effective combat force in a given alternate world.

All clones come with a demi-tattoo, establishing them as yours. See the Offspring section for details. They will not provide credits if sold, or if a higher binding is applied.

These clones initially lack their own sense of identity, but over time will come to develop their own unique personalities, interests and dislikes, as well deciding names for themselves, if they have not been given one. This process is hastened via interactions with yourself and your waifus, even influencing their own development.

For exceptionally large vehicles, typically those that cost 300 credits or more, this perk will be applied for free. If you have such a vehicle, a clone production facility will be integrated into the ship so you may replace your losses manually. This facility may also be used for other cloning programs if necessary. Otherwise, new replacement crew members will be shipped to you like any other purchased waifu.

Demiplanes & Dungeons

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Basic Perks

Pocket Space

Cost: 5

You now possess a timeless extradimensional inventory space. This inventory may be accessed via an app on your smart device, Apportation, or certain Heritage perks. Transferring an item into the inventory via the app requires it to be in contact with you before transport. An item pulled from the inventory via the app will be deposited into your hand or within one meter of your position.

Your Inventory has a volume of 1m by 1m by 3m. Living beings may be stored within, but not any resisting or unwilling ones. Stamped or otherwise bound retinue members always count as willing and unresisting. Time does not pass within your Inventory, for good or ill.

Pocket Apartment

Cost: 10 (20)

Requires: Pocket Space

A 75 sq m extradimensional residence, for when you need a place to crash. It has all the basics: two medium bedrooms, one bathroom, a living area, kitchenette, and closet space. All characters with alternate outfits, shown in any official source, will find them stored in their room or closet. This includes phone, TV, internet, and other network access to any worlds visited after, but not before, chargen. Be careful not to mix up separate networks; URLs may not lead to the same place from one world to the next.

You may access your apartment through portals. These are procedurally generated in each world, generally appearing near locations that are important or useful to you or your purchased and captured waifus. Portals must be on reasonably flat surfaces.

Portals will activate automatically when approached by a valid user. At first, this will only be you. Your subjects can only enter or exit your apartment if they can travel within a local multiverse (bypassing the door entirely) or you hold the door open for them. Only one portal may open at a time and it will automatically close when not in use.

Valid users can sense the nearest portal’s location even without a map, and more precisely the closer you are to it. This is no replacement for a true map. Neutral, hostile, and uninvited eyes will not notice a portal’s presence, activation, or use, and cannot pass through.

Independent multiverse travelers who are not your subjects may also enter your universe directly, provided they spend dedicated and deliberate effort and have a beacon to follow.

Your inventory becomes a sealed vault inside the apartment. You may open the vault while in your Pocket Space, but doing so subjects its contents to the passage of time. If you or a resisting or unwilling subject is inside the vault when it is sealed again, time will continue to pass.

A second purchase of this perk will double the floor area to 150 sq m. Whether the additional space is a loft, basement, or just a larger main level is your choice.

All Roads Lead to Home

Cost: 10

Requires: Pocket Apartment

Your purchased and captured retinue members are now valid users for your apartment’s portals, with all of the same benefits as you. You may now keep multiple portals open simultaneously, though the basic apartment only has so much room to fit them.

Sweet Home

Cost: 20 (40)

Requires: Pocket Apartment (2x)

Your residence’s floor space is doubled again. It now measures 300 sq m, equivalent to a large house. This includes a master suite (one large bedroom, with one each attached large bathroom and walk-in closet), three other medium bedrooms with their own closets, two and a half other bathrooms, a large living area, full-size kitchen with attached eating area, closet spaces, and one each of very large, large, and medium rooms that you can decide how to use: dojo, garage, library, a shared workshop, extra bedrooms, separate dining room, etc. You may also repurpose unneeded bedrooms until they’re filled.

Your property now sits on a plot of land. The total area is one hectare (not necessarily an exact square), with the ground extending down 10 meters and the sky going up 20 meters.

You may now make your Pocket Space any clearly delineated space within your Sweet Home, and not simply a physical vault.

A second purchase of this perk will double all stated measurements: 600 sq m interior floor space, 2 hectares area, 20 vertical meters of ground, and 40 vertical meters of sky. The number and size of rooms within your Home will increase accordingly.

Grand Manor

Cost: 30 (60)

Requires: Sweet Home (2x)

Your living space is significantly larger. It now has 1,200 sq m of floor space, with every living, training, and workshop area you and your waifus might need. If you do not have Life’s a Beach, your property’s land area will also increase, to 20 hectares.

A control room deep in the mansion now allows you to customize the structure however you like. Specialized workshop equipment and exotic resources will only be available if you have someone who knows how to use them, whether that’s a purchased or captured retinue member, your Substitute or Possess target, or by some other means. For safety reasons, all personnel and important items will be ejected from areas undergoing rearrangement.

A second purchase of this perk will double the interior and exterior measurements again: 2,400 sq m floor space inside, 40 hectares outside.

Life’s A Beach

Cost: 10

Requires: Sweet Home (2x)

Your Sweet Home’s lawn is significantly larger, now measuring 15.2 sq km across, with 24 vertical meters of ground and 48 vertical meters of sky. A control center deep in the apartment will allow you to customize the landscape however you like: the default is a tropical island paradise with a standard equatorial day/night cycle and perfect weather all the time. This is the same control system as what Grand Manor provides. If you have either rank of that perk, you can use the control room to add new wings and other features to the manor, within the 20 (40) hectares of manor lands and the vertical clearance offered by this perk and Sweet Home Expansion.

However you set the landscape, the edge of your pocket dimension will be selectively-permeable, allowing biome-appropriate wildlife to wander in from worlds that you and your retinue have visited or call home, without any issues from invasive species, implanted transmitters, pollutants, unwanted predators, etc. For safety reasons, all personnel and important items will be ejected from areas undergoing rearrangement.

If you bring a vehicle into the pocket dimension via Rainbow Bridge or some other method, regardless of whether the vehicle was purchased through this catalog, your dimension will have an appropriately-sized garage, dock, or hangar for it. If you have a starship from Catch-a-Ride, Heavenbuilt Proto, or third-party sources, it will be able to enter and land in your pocket universe even without a multiversal drive. Especially large dreadnoughts may require some geographic rearrangement first.

Warehouse District

Cost: 100

Requires: Grand Manor (2x), Life’s A Beach

The basic Grand Manor offers an automatically replenishing supply of resources for each workshop, but only a limited amount at a time. Each warehouse in this district is 20 m tall and has about 50,000 sq m of floor space, enough to hold… a lot of materials. You can have as many individual warehouses as you have workshops, though this is also capped by your dimension’s physical space. New resources will appear here, in entire pallets at a time. Your retinue members’ workshops will now pull their materials from this central stockpile instead of generating their own. You may also define empty warehouses as sections of your Pocket Space.

Sweet Home Expansion

Cost: 50

Requires: Life’s A Beach.

Each purchase of this perk will double the surface area of your personal world. This perk may be purchased up to 25 times, with the final purchase expanding the world into, ultimately, a round planet the size of Earth, including 12,740 vertical km of atmosphere and low to medium orbit. Warning: the mansion’s control room can only manage the core region. Terrain, weather, and climate outside the core region will auto-generate and buildings there must be constructed manually.


Pocket Star

Cost: 1 IMG

Requires: Sweet Home Expansion (25x)

Your planet is no longer alone in its universe. This expands your personal realm’s radius to roughly 104.45 AU and places a yellow star at the center, with your planet orbiting around it. No additional planets or other features are included in this perk.

Pocket Rocks

Cost: 500

Requires: Pocket Star

Your planet is no longer alone in its system. This perk will add new rocky planets to your personal solar system. This will be a random number between 1 and 4, inclusive. These planets will obey geophysics and climatology; rocky planets outside of a circumstellar habitable zone will likely need significant terraforming for general use.

Each of these planets will have a random number of moons from 0 to 2, inclusive. One of these moons, if present, may instead be a ring system.

If you have Pocket Star II, a significant fraction of generated stars will also have rocky planets. This will be a random value between 5% and 40% and may change with additional repurchases of that perk.

Pocket Gas

Cost: 1250

Requires: Pocket Star

This perk will add giant planets to your personal solar system. This includes traditional gas giants like Jupiter, ice giants like Neptune, and massive solid planets, typically Chthonian planets that were once gas or ice giants but lost their atmospheres. This will be a random number between 1 and 5, inclusive. These planets will obey geophysics and climatology; giant planets are of course uninhabitable in the traditional sense and will need significant investment for general use.

Each of these planets will have a random number of moons, from 10 to 200, inclusive, and will always have ring systems. Some of these moons will have a safe level of gravity for inhabitation, but may still require terraforming if located outside of a circumstellar habitable zone.

If you have Pocket Star II, a significant fraction of generated stars will also have giant planets. This will be a random value between 20% and 80% and may change with additional repurchases of that perk.

Pocket Space Dust

Cost: 250

Requires: Pocket Star

This perk will add asteroids, meteoroids, comets, dwarf planets, Kuiper Belt objects, an Oort cloud, space dust, and other minor features to your personal solar system. These rocks add aesthetic character to a system and often have economic value to boot. Your core system will always gain 1 full asteroid belt and 1 Oort cloud. We don’t keep track of how many Kuiper Belt objects and other minor rocks are present in any individual system.

If you have Pocket Gas, the giant planets may have groups of Trojan and Hilda asteroids sharing their orbits. If so, the vast majority of such asteroids will be tied to a single giant planet.

If you have Pocket Star II, every star will have at least some of these features. In particular, a random value between 10% and 60% of generated stars will have asteroid belts.

Pocket Star II: Voyages

Cost: 1 IMG

Requires: Pocket Star

Your star is no longer alone in its universe. The first purchase of this perk expands your personal realm’s radius to 1 LY, but will not necessarily add any additional stars. With each repurchase of this perk, the radius will double, and the space will be populated by new stars, nebulae, clusters, black holes, galaxies, quasars, and other features. These are all procedurally generated and obey astrophysics; no two personal realms are the same. With only this perk and Pocket Rocks or Pocket Gas, complex life can develop in other planetary systems, but it will not be sapient and will not award credits on capture or sale.

This perk may be purchased up to 35 times. Each new repurchase will cost 1 more IMG than the last, up to a limit of 35. The final purchase will result in a personal realm with a radius of over 17 billion LY.


Niven? Never Heard of Him

Cost: 1200

Requires: Pocket Star

Your planet is now a full-size ringworld, a solid mass roughly 1.6 million km across and stretching across the entirety of its 940 million km orbital circumference. Outer walls 1,600 km high connect the surface level to the inner shade ring and keep the atmosphere contained, while the regularly-placed stations on the outside of the ring - with their own reversed artificial gravity and access to the inner surface offer additional docking sites a mere 30 km away from the ring’s surface level. Even with significant immigration, a contractor’s ringworld may last millions of years before overpopulation ever becomes an issue.

Rainbow Bridge

Cost: 30

Requires: All Roads Lead to Home, We Will Meet Again, Sweet Home

A dedicated portal room allows pedestrian or vehicle access to your starting world and anywhere else you travel to. You may now freely create temporary portals back to your personal world. These portals are less stable than the generated ones and will disappear after a single round trip. Like the generated portals, these must be placed on a reasonably flat surface. They have all of the same protections described in Pocket Apartment. Only one of these temporary portals may exist at a time. If you place a second portal without using up the first (e.g. by exiting your personal world to a permanent portal), the first will disappear. New worlds after your first will slowly unlock according to the same rules as Exit Stage Left and the other perks in this chain.


Advanced Perks: Demiplane or Dungeon?

You may take one of two directions with your pocket space, opening it up to other realities or further concentrating its power on itself. You may initially only choose one of either Demiplane or Dungeon. Upon doing so, the cost of the other perk changes to 1 IMG.

By further concentrating the power of the space upon itself and making it your own Demiplane, you increase its defenses and your control over its space. If you instead expand it out to other realities, you are better able to shape its physical form and bring it into a world as a Dungeon. In both cases, you may make any decisions about your Sweet Home’s layout, design, and rules via your Company provided Smart Device. Any changes take a week to fully settle into place, no matter how small or grand. Unwanted teleportation into, out of, or from point to point within your owned space(s) is nearly impossible for people not part of your retinue.

There are two major mechanics that are involved with the two upgrade paths, Laws and Retinue Devotion, mostly correlating to Demiplanes and Dungeons respectively.


Mechanic: Laws

Laws are forbidden actions that automatically apply effects on those that violate them. By default, all are equal under the eye of your Laws, and they apply equally to all beings within your Jurisdiction except the Contractor. You can set all conditions in an app on your smart device.

Laws are made up of three main components: the Infraction, the Severity, and the Consequence. An Infraction is the specific action of breaking a specific Law. The Consequence is the effect inflicted upon the Offender. The Severity is the degree of the effect inflicted. Laws can only be made regarding or related to things within a Contractor’s Jurisdiction.

A Contractor has Jurisdiction within company- provided spaces (Pocket Apartment and its upgrades, Dragon Cabin, enclosed Rides, etc), meaning Laws only function (and apply their Consequences) within those areas. Alterzelu Creep requires Stained-Glass Sky to benefit from Demiplane Laws. A Contractor does not have a default set of Laws or actions they can make Laws about, but the default Consequence that all Contractors have access to is to affect an Offender's libido, arousal, or sensitivity.

Consequences operate similarly to adjustment sliders provided via Tempest Jewelry, Operating on a scale of 0% - 100%. Unlike that binding’s Runes, Consequences cap at 500%. You may cap the effect for either specific laws or offenders in general lower than the maximum. Past 300%, most changes become extremely debilitating: examples include breasts the size of their torso or submissiveness to the point of bowing and begging forgiveness for tiny offenses. Offenders that are not applicable targets (such as being featureless geometric robots or formless AIs) instead have a ‘failure’ slider, that upon being filled causes the Offender to break down, fail, or otherwise be rendered inoperable.

While a single action may break multiple laws, and thus suffer multiple Consequences at once, a specific Law will only apply once per Infraction. A continuous violation (such as flying in a no-flying zone) will apply its Consequences once per hour. A Law’s Consequences may adjust multiple ‘sliders’ that the Contractor has access to at once, but only adjust each one up to the maximum severity of the infraction. Any particular Law will have a maximum severity any Consequences it causes can be, though you may set laws to have smaller effects as desired. By default, these changes fade over time while outside your controlled spaces at a rate of 1% per day.

A Minor infraction may instill changes up to ~1% per infraction. Major infractions may instill up to ~5% changes per; Severe infractions up to ~10%, and Extreme infractions up to ~25%.

For example, the Consequence for assaulting the Contractor in their Demiplane could be the standard, provided weakening effect from Demiplanes, or instead it could increase the Offender’s arousal, or, if the Contractor possessed Laws of the Jungle it could instead increase the target’s breast size, or all of the above at once, adjusting each slider up to 25%.

There is no hard limit to the number of Laws you can have active in your Jurisdiction, though the Company does not recommend having more than 100 without significant mental upgrades on the Contractor’s part or a dedicated waifu to manage the Laws.

The Company App comes with several preset ‘punishment states’ that offenders can be transformed towards, though these may be customized and new templates added. These include Nymphomaniac, Gyaru, Femboy, Bimbo, and Himbo.

Demiplane

Cost: 15 credits or 1 IMG

Requires: Sweet Home

By locking away your Sweet Home and transforming it into a proper Home Demiplane, you gain greater control and safety within it. You may now specifically invite third parties into your demiplane, even if they are otherwise neutral or hostile. Invited parties have the same privileges as any other valid user as described in Pocket Apartment. You may control this whitelist from the company app.

While within your Domain, you and your retinue heal and recover faster, require less sustenance, and your abilities are more effective. You may also eject anyone in your Demiplane as if you had pushed them out through a portal to their home reality.

Attacking you, your waifus, or your allies within your Demiplane is an Extreme Infraction, and the Consequence saps strength from the offender. Every 100% change reduces the offender’s effective tier by 1.

Finally, the severity of all Infractions within your Demiplane are increased by one step, from Minor to Major, from Major to Severe and so on.

Persistent Corruption

Cost: 10

Requires: Demiplane or Dungeon

Changes caused by your Laws are permanent and do not fade over time outside of your Domains unless specifically allowed to do so via the Company App.

Rewards and Lobbying

Cost: 50

Requires: Demiplane

Consequence Templates may now grant Talents or Perks which you already possess. These gradually ramp up in power as the infractions stack until maxed out at 100%, which grants full access to the Company Talent or Perk.

While referred to as ‘Infractions’, nothing prevents a Law from being keyed to someone donating money to you, and the Consequence being to provide a portion of the Everlasting Talent to them. Even without this perk, nothing requires the effects of laws to be seen as a punishment from the ‘offender's’ perspective, such as someone paying money to have their breast size increased.

Laws of Man

Cost: 25

Requires: Demiplane

This perk adds any actions that affect sapient individuals or their property to your personal Jurisdiction, and adds pain and discomfort to the Consequences you may inflict. At 100% pain, a target will feel pain equivalent to a broken femur or bone marrow injection. It also enables restitution or the ability to pay a ‘blood price’. An Offender may make efforts to seek penance for any infractions committed, and will know instinctively what the proscribed action to remove their punishment is. By default, this is to accept the advances of the sapient individual affected by their actions.

These can only punish undertaken actions, not require them. These rules are universal, but may be conditional, such as ‘stealing is only okay on Tuesdays’, or ‘Combat is only acceptable in designated spaces.’

Typical Laws include “Don’t attack the Contractor,” “Don’t steal from the Contractor,” “Don’t harm the Retinue,” and “Don’t damage the Contractor’s property.”

Laws of Man are at most Major Infractions.

Laws of the Jungle

Cost: 25 (50)

Requires: Demiplane, Life's a Beach

This perk adds any actions undertaken by or that directly relate to or affect non-sapient flora and fauna to your Jurisdiction, and adds the ability to modify the same traits as Advanced Runes: Body to your available Consequences, except for hybridization. Additionally, this allows you to set the weather patterns in areas you control, as well as the general nature of the ecology.

Non-sapients brought into your Domain or that are controlled, tamed, or guided by others feel compulsions to follow through with the laws set out. If they are made to do otherwise, infractions apply to both the creature as well as the master of the creature.

The Flora and Fauna in an area may be modified gradually by these laws, taking on fantastical shapes, up to T4 or the most powerful native variant, whichever is higher. A repurchase of this Law increases that limit to T7.

Typical Laws include “Don’t attack the Contractor,” “Capture Intruders,” and “Don’t steal from the Contractor,” “Don’t resist the Contractors Advances.”

Laws of the Jungle are at most Major Infractions.

Laws of Science

Cost: 50

Requires: Demiplane

This perk adds any actions, equipment, or skills that would fall under the Engineering or Science Talents to your Jurisdiction, and your potential Consequences now include mechanical failure chances, increased scientific magic failure chances, or hybridization from Advanced Runes: Body could implement, provided any racial template abilities would fall under the purview of Engineering or Science Talents.

While in an area governed by these Laws, forbidden equipment, technology, or ‘tech levels’ will quickly begin to misfire, and eventually entirely fail. People attempting to use them will also suffer a minor Infraction.

Laws of Science are at most Major Infractions.


Laws of Magic

Cost: 50

Requires: Demiplane

This perk adds any actions, equipment, or skills that would fall under the Soul or Blessed Talents to your Jurisdiction, and your Consequences can now affect things like mana regen, mana capacity, chakra, current mana, spell slots, and similar things related to magic, or hybridization from Advanced Runes: Body, provided any racial template abilities would fall under the purview of Soul or Blessed Talents.

While in an area governed by these Laws, forbidden equipment or magic can have increased difficulty and energy costs.

Laws of Magic are at most Major Infractions.

Laws of Cognition

Cost: 50

Requires: Demiplane

This perk adds any actions, pieces of equipment, or skills that would fall under the Psychic Talent to your Jurisdiction, and adds the ability to modify the same traits as Advanced Runes: Mind to your available Consequences, as well as hybridization from Advanced Runes: Body, provided any racial templates abilities would fall under the purview of the Psychic Talent.

While in an area governed by these Laws, forbidden pieces of equipment or psionics will begin to have increased difficulty and energy costs.

Laws of Cognition are at most Major Infractions.

Tax Laws

Cost: 50

Requires: Any one other Law

While most Laws only allow actions to be prohibited, this allows actions to be required within the jurisdiction of the corresponding Law.

Additionally, there may be requirements set out for the usage of equipment or their power sources, such as all gynoids requiring semen as fuel, or all magic requiring the user to have had sex within the past day.

High tier targets may power their way through this effect, but at significantly increased cost and effort.

Laws of Reality

Cost: 200

Requires: Laws of Man, Laws of the Jungle, Laws of Science, Laws of Magic, Laws of Cognition

This perk adds the laws of gravity, distance, temperature, inertia, mana and/or psi density, and similar fundamental concepts to your Jurisdiction. Much like with the weather or non-sapient flora and fauna in Laws of the Jungle, you may freely set these traits within your spaces, and Infractions come from interfering with those Laws.

This allows for floating islands, corridors that loop upon themselves if you’re not holding the proper key, and even areas of accelerated time.

You have the mass/energy of a G-type main-sequence star to work with, though you may take material from other realities to add to this. For safety reasons, you and your retinue will be locked out of areas that would not be survivable for a human without explicit intent and confirmation of entry. Additionally, for your safety, time cannot be turned off, only either accelerated or slowed down, to a maximum factor of 500.

Careful, fine manipulation of rules can allow for a wide number of effects such as absurdly sized insertions without harm, an effect similar to the hyperbolic time chamber, intimacy taking no objective time no matter how much relative time is experienced, sex empowering an individual for a period of time, sex causing an energy transfer from one gender to another, and more. If you desire a specific rule, you may put in a ticket for a custom request at our Help Desk, whose expert post-singularity consciousnesses will provide these settings within one week.

People adjusting or altering the local factors without permission are subject to Severe Infractions.


Mechanic: Retinue Devotion

By devoting a significant amount of their power and time to something, a subject can increase the power, output, or scope of various Company products. The measure of power this provides is measured in Devotion Points, and while Devoted, a retinue member provides points equal to the purchase value for their effective Tier (after Step 3) under the standard rules. These points are used to acquire bonuses based on the perk they are interacting with.

For example: A T7 retinue member would provide 100 points while Devoted to a Dungeon. These points could be used to purchase 3 additional floors (30 points) and 700 sq meters of floor space per floor (70 points).

Additional retinue members can almost always be Devoted to a task, site, or company perk that provides such functionality. The points they provide are pooled and only associated with the one task or site they are Devoted to. If the source of the points is removed (such as the retinue member’s death or reassignment), some of the things purchased will begin to fail, collapse, dissolve, or otherwise cease to apply over 24 hours. Which things are lost first are selected via the Company app.

For example: Ten T2 retinue members are Devoted to a Dungeon, for 20 points. Another layer (10 points), 50 sq. meters of floor space per layer (5 points), and 5 T1 traps (5 points) are purchased. If 3 of the retinue members were reassigned to a different Dungeon, the contractor would have to choose which 6 points of functions would be given up.

A Devoted retinue member must stay close to the object of their Devotion, and spend significant amounts of their time and energy attending to it. The further away they get from their object of devotion, the weaker they become. Even being on the other side of a small city from their object of devotion reduces their power and effectiveness by an entire tier. Being on separate planes of existence or different worlds can render weaker copper star retinue members unconscious until returned to their object of devotion or reassigned.

Changes to assignment of a retinue member’s Devotion, or if they’re Devoted to anything at all, are managed via the Company app and take 24 hours to apply.

Dungeon

Cost: 15 or 1 IMG

Requires: Sweet Home

By opening up your pocket dimension up to other realities, you are able to create bases of power. Your Sweet Home is now a Home Dungeon, and you may create additional World Dungeons. Dungeon structures are nearly indestructible, able to withstand T6 efforts indefinitely. T7-10 efforts will, at a baseline, find it difficult to breach.

You may now Devote retinue members to a Dungeon. The points gained may be used to do any of the following:

  • Create Portal - You may create and sustain a portal to a reality. The cost to create the portal is 1 point for a DR 1 world, 2 for a DR 2, 5 for a DR 3, 10 for a DR 4, 20 for a DR 5, 50 for a DR 6, and so on. These costs are such that a retinue member can sustain a single portal to a world with a DR matching their Tier. This may be a reality you already have access to or a random new reality of the targeted DR. For safety reasons, portals turn off instantly when they lose power. Anyone may perceive and use these portals.
  • Increase Size - Increase the size of the Dungeon by 10 sq meters per point spent
  • Increase Depth - The dungeon either excavates or builds another floor for every 10 points spent. Every floor has the same amount of floorspace as the original layer, but do not need to share a layout, only have a connection between them.
  • Traps - Automatic defenses built into the Dungeon itself that target outsiders. Traps that threaten blue-star (T1-3) targets cost 5 points. Those that can threaten copper-star (T4-6) targets cost 25 points. Those that threaten silver-star (T7-9) targets cost 250 points. Those that can threaten gold-star (T10) targets cost 1000 points. While default traps are purely physical and non-lethal, traps may be designed based on the special abilities of any retinue member Devoted to the Dungeon.

Using a sustained portal as the initial anchor point, you may Devote retinue members to a new Dungeon in another world.

A World Dungeon must be an enclosed, contiguous structure, and has several aesthetic presets and default layouts available in the Company App. New structures may be generated, excavated, subsumed from existing ones, or otherwise acquired. A Dungeon does not need to encompass the entirety of a structure, but any layout modifications must maintain connection to existing, unclaimed sections of a structure.

Each Dungeon has its own point-pool, and World Dungeons do not have a base size like your Home Dungeon. Each Dungeons’s theme and layout is controlled separately, though you may use provided templates or create your own to copy and paste.

Spawning Room: Breeding Pits

Cost: 50

Requires: Dungeons

Devotion Points may now be spent to purchase respawning minions or monsters. Their DP costs are equal to the cost to buy a waifu of the same Tier. These monsters heal or respawn over the course of 24 hours if they are damaged or killed.

A Dungeon can also create creatures that are capable of utilizing your chosen Binding to Capture targets, such as respawning Symbiote Larvae, androids capable of deploying Tempest Jewelry, or entities made of fragments of your Shroud. This increases their DP cost by half over what their Tier would normally cost.

Symbiote Larvae and Tantric Arts ‘magi’ or sustained, self-aware magic patterns must be at least Tier 5, but Tempest Jewelry and Shroud based Creatures are at least Tier 6. Despite the Company R&D’s best efforts, creating self-sustained, self-usable Stamps remains out of reach, and there exists no Stamp-based creature. You must possess a Binding for a Dungeon creature to utilize it.

Commerce Room: Hotel California

Cost: 20

Requires: Dungeons

Devotion points may now be spent to provide services and encourage the use of it for commerce. This better enables the Dungeon to act as a place of commerce, such as hospitality, restaurants, storefronts, brothels, strip clubs, or other such things.

You may spend DP equal to the purchase cost of a waifu to encourage targets up to that tier that enter a Dungeon to partake of its services, to look upon it positively, to return to the venue, and to bring others to it. This is an encouragement, not a compulsion.

Additionally, potential capture targets are encouraged to put themselves or others present they have clear and significant authority over (such as children, spouses, or prisoners) on the metaphorical table as a potential bargaining chip. This includes things such as offering sexual acts as a substitute for payment, washing the metaphorical dishes, or a period of service, and they may also attempt to convince friends, family, or subordinates to act as additional collateral. Unless otherwise enticed to do so (such as by Lures), a potential target will only do so when unable to pay normally, but is compelled to follow through with these acts should they offer.

By default, no one finds this offer or following through with it strange or shocking. It's entirely natural for the capture target to deepthroat the manager to pay off her tab. There's nothing weird about a high end adventurer paying for her new armor by spending time as a public use hole in the shop. You may deactivate this effect for non-capture targets, waifus, or otherwise exclude individuals from this effect via the company app.

Subjects sold to the establishment are Captured as if they had made a love confession.

Broadcast Room: Eye of Sauron

Cost: 25

Requires: Dungeons

Devotion points may now be spent to provide scrying and surveillance in and around a Dungeon, though your accuracy and ability to project your abilities drops off with distance from the Dungeon. Practice extends the effectiveness of your ability projection, though it takes time to develop.

An initial investment of 2 DP allows you to scry any point within the associated Dungeon via the Company App or 3rd party abilities.

For an additional 3 DP you may also scry anywhere that has a direct line of sight to your Dungeon.

You may spend 5 DP to scry anywhere within a 1 kilometer radius of the Dungeon Instance. Every additional 5 DP you spend doubles the distance which you may scry.

By spending 25 DP, scrying within or from that Dungeon instance now pierces any illusions, deceptions, or obstructions.

For 50 DP, you may project non-physical abilities via your scrying, such as telepathy, casting spells, or using your Shroud. When it matters, the focal point of your scrying is “you” and is the origin of these powers.

Lure Room: My Precious

Cost: 25

Requires: Dungeons

Devotion points may now be spent to draw people towards a Dungeon. The lure criterion can be as broad or specific as desired, such as ‘people carrying a kind of item,’ ‘People with dreams of being heroes,’ or similar categories. The more specific the criteria, the more powerful the effect, which is at its strongest at a focal point in the Dungeon and weakens with distance. It starts at the level of curiosity for anyone made aware of it, causing desirable rumors to pop up about it within range of the effect. While within the area of effect, the more someone learns about the Dungeon, the more intense the effect becomes. The more a person's theme, desires, goals, or history align with the theme of the Dungeon, the more intensely they are drawn. The less they align, the weaker the effect. A Dungeon may have more than one kind of Lure active at a time.

Once a person reaches the Dungeon and acquires the target of their desire, the effect ceases to compel them, though they may be drawn back in by renewed curiosity, new treasures, or if the original point of interest was a consumable.

Starting at 5 DP, the effect will reach out to blue-star beings within several kilometers of the Dungeon Instance, and will cap out at a level of interest where the average person may spend money or take time out of their day to come to the Dungeon Instance, but wouldn't take significant risks or break societal norms to do so.

Further DP may be spent to increase the Tier of targets it may draw in. Up to copper-star (T4-6) targets may be lured by spending 25 DP. Drawing up to silver-star (T7-9) targets costs 250 DP. And finally, drawing gold-star (T10) targets cost 1000 points.

You may spend 5 DP to extend the effect to all nearby settlements or cities. An additional 5 DP to extend it to the entire region (such as a county, city state, or fiefdom of a noble). Another 5 DP will increase the range to that of the entire country or the rough equivalent in appropriate settings. An additional 5 DP will increase it to that of an entire continent or similar scale region on a planet. A further 10 DP from there will extend its range to the entire planet. And a final purchase of 20 DP (for a total of 50 DP) will eliminate range as a component. Anyone in the same local universe as the dungeon instance that hears the rumors will be affected.

By spending DP, you may also increase the maximum intensity of the compulsion. For 25 DP, the compulsion can become strong enough that the average person would spend a significant portion of their income to at least visit the location, or bend some laws or rules in order to reach it, but only if they were reasonably certain they wouldn't get caught. An additional 50 DP increases the cap such that they may take meaningful risk at getting caught breaking the law in order to reach it. A final upgrade at 75 DP will cap out the compulsion at where an average person will actually take serious risks in order to reach it, such as trying to get across a short tightrope without training or to murder another person.


Talents

Aside from Body Tune-Up and Everlasting and Blessed Talents, all Talents are experience and skill acquisition multipliers, not flat improvements, and scale to the strength and skill of your opponents, rivals, and trainers: the better they are than you, the faster you learn, until you’ve caught up to them.

This rubberbanding effect also lifts any skill caps that may otherwise apply, first raising the cap to the skill level of the person you’re learning from - whether their role is intentional or not. With Talent Sharing, Co-op, PvP, or other situations where the person you’re learning from also has the same Talent, the rubberbanding will benefit both of you at once, completely removing any skill cap for as long as the competition, spar, etc. continues.

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen. Some of these perks may be partly or entirely redundant, depending on your choice of Origin.

Body Tune-Up

Cost: 5

You lift. Your body is now in perfect fitness and health, with significant muscle growth, within healthy standards for your species. For most humanoids, if your natural height was less, you are now between 170 and 210 cm tall - or will be, if you aren’t yet fully grown. Your clothes are all resized and your muscle memory adjusted to fit. (You may opt out of this height boost.)

In the event of a mismatch, your body will change to match your gender identity, reflecting what you might have looked like if you’d been born as such, unless you created or maintained a mismatch with your choice of targets for Substitute or Possess. You knew what you were getting into when you did that.

All unwanted pre-existing medical conditions, from skin blemishes and unwanted body hair to chronic disease, missing limbs, detrimental genetic irregularities, and physical transformations are erased. (Cyborgs will find their reproductive system restored and augmentations optimized within their technological base.) This full heal will automatically trigger only once for each member of your retinue, including yourself: when you first purchase this perk or when the person joins your retinue, whichever happens second. You are immune to further minor illnesses, but not diseases or injuries. All healing or medical operations performed on you will complete without complications, residual pain, or unwanted scars.

The individual benefits of this Talent may also apply, at your discretion, to any/all of your purchased and captured subjects. Unwanted conditions are erased according to your wants, not theirs. If you purchased Extra, Substitute, or Possess, this perk will be retroactively applied to your new body, with the exception noted above.

Everlasting Talent

Cost: 10

You live. You have weak immortality and eternal youth. If you are older than the peak age for your species (25 years for humans), your body is reset to that point; otherwise you'll continue to physically mature to that point but not experience any aging afterwards. This will not interfere with deliberate age-manipulation effects from within your retinue, whether from the company’s transformation suite or third-parties. If your maturation process had been halted by any means, it will now continue until your peak age. The "Fog of Ages," including atrophy of unused skills, will never affect you.

This perk will not make you unkillable or grant any form of auto-resurrection. It just means you won’t grow feeble and die of “natural causes,” so don’t try anything foolish. The benefits of this perk will always apply to your purchased and captured subjects, but you can disable it for specific individuals if you wish.

Athletic Talent

Cost: 5

You can rapidly learn any non-supernatural athletic skills you encounter: acrobatics, physical sports, parkour, swimming, etc. This includes physical ability as well. Skills directly related to combat fall under Martial Talent instead, while supernatural extensions of skill are affected by Psychic, Soul, or other Talents.

Martial Talent

Cost: 10

You fight. You have prodigious martial talent and can rapidly learn any personal, non-supernatural combat skills you encounter, whether melee or ranged. Supernatural extensions of martial skill are instead affected by Psychic, Soul, Science, or Land Talents. This Talent applies to both command ability and personal skill.

Wild Talent

Cost: 5

You camp. You have a knack for living in the wilderness, with a natural feel for how to identify and make use of edible food, potable water, suitable shelter, animal tracks, etc. You know how to ride a mundane horse. In worlds that don’t use horses, you can quickly adapt your riding methods to whatever appropriate beasts are available.

Aesthetic Talent

Cost: 10

You design. You have a prodigious talent in the visual arts: painting, sculpture, photography, fashion and makeup, etc. The creation of things that have practical purposes is instead covered under Engineering Talent.

Communication Talent

Cost: 10

You understand. You can read a room, spot deceit or employ your own, know when to speak and when to hold your tongue, and find the right words to say for good or ill. You will neither be That Guy whom women warn their friends about, nor the otaku nerd whose obsessions drive others away. This does not lend any additional power to your words - that’s what Siren’s Song is for - nor will it make you enjoy social interactions for their own sake. It only guarantees knowledge and competence.

Additionally, you are immediately fluent in any spoken language you encounter and will speak it like any native in only a few days, with mastery of the written form taking a week on average; this part always applies to your retinue as well. Finally, you have a prodigious talent for writing, regardless of whether the subject is fiction or nonfiction.

Performance Talent

Cost: 10

You express. You have a prodigious talent in the kinesthetic arts: music, dance, acting, etc. Audiovisual and stage production are instead covered under Engineering Talent.

Covert Talent

Cost: 10

You lie, cheat, and steal. You have a prodigious talent for larceny, trespassing, theft, espionage, counterintelligence, and other forms of covert activity, whether it’s performed on a government’s dime or not. You can disappear into any crowd, no matter how sparse.

This synergizes with many other Talents. For example, with Engineering Talent, you can learn to hack any device. With Communication or Performance Talents, you can grift the best con artists out of their money. With Aesthetic Talent, you can make perfect forgeries of any artist’s style. Athletic Talent also synergizes with this perk.

Science Talent

Cost: 20

You know. You can keep up with scientific babble, operate any computer, smart device, or vehicle as if you grew up with it, and rapidly learn any scientific magic you encounter and are capable of using.

Many magical styles benefit from both Science and Soul Talents. In these cases, Science Talent helps you build skill and finesse, for improved spell complexity.

To unlock new types of scientific magic beyond “styles anyone can use” and whatever might be unlocked by your Extra, Substitute, or Possess origin, use Added Potential or various Heritage perks.

Engineering Talent

Cost: 30

Requires: Science Talent

Most so-called “mad scientists” are actually mad engineers. You can apply your natural knowledge toward practical purposes, whether personal or large-scale, for peace or war. Different engineering fields require different knowledge bases - just because Science Talent has taught you how one principle works doesn’t mean you can achieve the same result using a principle you haven’t learned yet.

Soul Talent

Cost: 10

You feel. You have prodigious talent for ki arts (aura, chi, Hamon, Phonic Gain, Spiral Power, etc.) and magic, and will rapidly learn any such personal mystical arts you encounter and are capable of using.This does not apply to purely scientific forms of magic.

Many magical styles benefit from both Soul and Science Talents. In these cases, Soul Talent improves your improvisation ability and raw power.

 To unlock new types of personal mystical arts beyond “styles anyone can use” and whatever might be unlocked by your Extra, Substitute, or Possess origin, use Added Potential or various Heritages.

Blessed Talent

Cost: 30

Requires: Communication Talent and Soul Talent

Fortuna and her peers smile upon you. Higher powers, whether they’re deities, demons, or merely greater elementals or other spirits, will warm up to you more quickly than just anyone. Blessings or gifts given to you will be more powerful or useful, and curses or smitings aimed at your enemies will be more effective, scaling to how much the specific higher power likes you compared to who- or whatever you’re calling upon them for.

If you are a god, the use of your own godly powers benefits from Soul Talent instead. In that case, if you also have Talent Sharing for this perk, it will remain useful for anyone in your retinue who calls upon your power.

Land Talent

Cost: 30

Requires: Wild Talent and Soul Talent

You are one with the environment. You have additional prowess with magical styles that draw mystical power from one’s surroundings. This includes, but is not limited to, Warhammer’s Winds, a Planeswalker’s Lands, Geomancy, The Force, The Immaterium/Warp, or anything powered by leylines or background magical fields. These arts and styles are more effective and easier to control.

Your green thumb also extends to agriculture, mining, and other forms of resource gathering.

 To unlock new types of ambient mystical arts beyond “styles anyone can use” and whatever might be unlocked by your Extra, Substitute, or Possess origin, use Added Potential or various Heritages.

Psychic Talent

Cost: 20

You think. You have prodigious psychic talent and can rapidly learn any psychic techniques you encounter: from the telepathy and telekinesis that are so common in otherwise-hard sci-fi to the extremes typical of western comic-book psychics. This applies to any supernatural ability with neither magical nor technological trappings, or is not otherwise covered by Science, Engineering, Soul, Blessed, or Land Talents. If an ability requires a specific organic component, such as Element Zero nodes, you must still acquire it by other means.

Unlike techniques, psychic powers such as To Aru Espers, Quirks, or the results of the X-Gene are distinct to the individual and cannot be copied directly. When this talent pings off of such a power, it instead helps you develop your own.

Projections such as Stands or Personas are subject to this Talent, not Soul. If you were not already capable of manifesting one, you are now theoretically capable of doing so, provided you have a Stand Arrow, someone who can awaken your Persona, etc. You can only have one such projection; if you already have a Persona when you’re pierced with a Stand Arrow, the Arrow will upgrade the Persona, and vice versa. Wild Cards (typically, those who Substituted or Possessed a Persona protagonist) are subject to their usual limit instead.

Administrative Talent

Cost: 10

You work the red tape. You have a prodigious talent for organization, logistics, and bureaucracy, using the available levers to smooth activities you favor and throw up obstacles for those you don’t. This applies to any form of administration, whether commercial, industrial, political, religious, educational, military, or criminal, and synergizes with many other Talents, including Martial, Communication, Performance, Blessed, and Covert.


Defenses

Defense perks protect you and your retinue members, regardless of whether they were purchased or captured, from the relevant effects. All Defenses are purchased in two stages. The first stage, or copy, of a Defense offers resistance to the effects it covers, and the second expands that to total immunity. Both purchases are the same price. The total cost of both copies appears in parentheses. No lasting effect inflicted on you that is covered by an active defense will ever be permanent - everything will wear off over time, depending on circumstance or the effect’s strength.

The descriptions for each Defense represent the starting points for each defense. At the resistance level, exposure to any specific effect allows you to gradually increase your resistance to it, making that effect weaker, less unreliable, and/or faster to wear off. Immunities are built separately for each specific type of effect, even if they both fall under the same defense - a single poison or disease, a single method of divination or mind control, etc. At most, resistance to one effect may partially apply to closely related other ones, such as a family of poisons with similar properties, a closely related family of pathogens, or a narrow school of divination or type of mind control method. Building up immunities to every effect can take centuries, for each member of your retinue, and those immunities will not be permanent. The second purchase of a Defense bypasses all of this, giving you blanket immunity to everything it covers.

Authors Note

Don’t let perfect protection get in the way of a good story. All quantitative specifics for each defense are left purposely vague so you can interpret them according to your needs.

Each Defense has an associated rebate, conditional on the traits of your Origin and retinue members, equal to the list price of the qualifying individual’s effective tier after step 1a and capped at 40% of the list price of each Defense stage. This is a canonicity factor and thus affected by Power Swap. Walk-in Origins are an exception, as they paid nothing to be themselves. One individual can qualify you for multiple rebates, but no individual may be applied to the same rebate twice. The sum of all rebates from the same individual is capped to the list price of the individual’s effective tier after step 1a. Rebate calculations ignore all modifiers to a retinue member after step 1a in their effective tier calculation.

If you have multiple separate rebates for the same Defense, they’ll stack: three full rebates to the same Defense will make one stage of it free and then reduce the second stage (if applicable) by 20%, while a total of five full rebates will make both stages free. If that happens, any extraneous free copies of that Defense from your Controls or Heritage perks will instead discount those perks by the Defense’s full value, up to the standard cap on that kind of discount. If you sell or otherwise lose a retinue member whose presence granted you a rebate, you’ll lose the rebate as well.

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen. Some of these perks may be partly or entirely redundant for you as an individual, depending on your choice of Origin, but the same is not necessarily true for your subjects.

The Outer Shell

If you or a member of your retinue is a genius loci or otherwise large enough to hold people inside them, their passengers and cargo will be protected by Defense perks as well. This includes your pocket dimension and vehicles acquired via Waifu Perks or Catch-a-Ride, but does not protect against effects that originate from within the barrier.

Body Defense

Condition: <Individual> is known for working with diseases, chemical medicine, or poisons.

Base Cost: 5 (10)

Requires: Body Tune-Up

You have protection from all diseases, poisons, and targeted radiation. Lethal or crippling afflictions will leave you sick enough to most likely stay in bed, unless you really have to move - because you're attacked, for example. Anything short of that will leave you weakened and uncomfortable, but functional.

Additionally, you get an extra one-time full heal, identical to the one offered by Body Tune-Up, with the first purchase of each level of this Defense. These are counted separately for each member of your retinue, including yourself and anyone acquired after the purchase of this Defense. These may be kept for future use.

This perk still does not protect against injury or provide any sort of healing factor; if you want one, you’ll have to find it yourself.

Wild Defense

Condition: <Individual> hails from a harsh climate.

Base Cost: 5 (10)

You are equally comfortable on a glacier as you are in a sandy desert, steamy jungle, irradiated wasteland, or temperate floodplain. Combined with Body Defense, you are never at risk of suffocation in a gaseous atmosphere. You can dive far deeper than any human, provided you bring an air supply with you. At the base level, survival will not necessarily be pleasant. Non-fatal/crippling injuries (burns, crush or decompression injuries) are a real possibility.

Environmental Defense

Condition: <Individual> can ignore hazardous environments.

Base Cost: 25 (50)

Requires: Wild Defense

Wild Defense’s protections now apply to true extremes, allowing you to enter the oceanic abyss or hard vacuum, or even go sun-diving and live. This also protects against purposeless, degenerative, relatively mundane mutations. This perk does not protect against injuries.

Creature Defense

Condition: <Individual> is known as a monster-tamer or otherwise being good with animals.

Base Cost: 10 (20)

Non-sapient living things - beasts, flora, or fungi - will not attack you without provocation, i.e. coming too close to it, its family, its food, or its territory, or appearing too threatening, such by making sudden moves or loud noises. Wildlife will always attempt to obviously scare you off before attacking. Extremely hungry wildlife may still approach or stalk you to size you up, but will not ambush you, and you can scare them off with some effort.

Stress Defense

Condition: <Individual> is known for keeping a cool head or having great willpower.

Base Cost: 5 (10)

Get that dirt off your shoulder. You can act calmly under pressure and are protected from degenerative mental effects.

Addiction Defense

Condition: <Individual> is known for having a material vice.

Base Cost: 10 (20)

Requires: Stress Defense

“The key word in that sentence is functional!” You can indulge in the joys of life without risking any sort of physiological or psychological dependence. At the resistance level, you will still experience cravings and withdrawal, but in a relatively mild form that you can push through with a bit of effort. This Defense also protects you from the relevant effects of your own lures, notably Faerie Feast and the Tantric Talent form of Sticky Fingers.

Mind Defense

Condition: <Individual> is known as a mind-manipulator or psychic.

Base Cost: 25 (50)

You are protected from all mind control effects from outside of your retinue and unwanted attempts from within. Attempts to influence you will be weaker and you have an easier time noticing them and fighting them off. At least part of your mind will always remain beyond any control, leaving you free to fight your controller from within - creatively reinterpreting orders, temporarily suppressing or weakening their influence, leaving part or all of your body locked in indecisive spasms, or even throwing off their control entirely if what they're trying to make you do goes too far against your true self. Successful mind control within your retinue will require your consent, not the victim’s. Friendly psychics may still contact you or your retinue through telepathy.


Possession Defense

Condition: <Individual> is known for bodyjacking others.

Base Cost: 10 (20)

Requires: One of Body or Mind Defense

Nobody controls your body except you. You are protected from parasites, spiritual possession, remote body control, and body-swapping shenanigans, whether you’re conscious or not. The same forms of resistance from Mind Defense can manifest with this perk as well.

Drain Defense

Condition: <Individual> can drain or feed on life, mana, or souls.

Base Cost: 25 (50)

You are the master of your soul. You are protected from all vitality-, mana-, and soul-draining effects. At the resistance level, attempts to feed on you will have diminishing returns, leaving your attacker unable to drain you completely. Waifus who feed on souls or lifeforce can get all the nutrition they need from you or your other waifus without causing harm, even from side effects such as loss of fluids. This protects you and your retinue from third parties, but not vice versa. This perk does not reduce the energy use from your own efforts in any way or prevent self-harm from your own abilities - you want Inexhaustible for that.

Fatality Defense

Condition: <Individual> is known for inflicting instant death or not dying even when killed.

Base Cost: 50 (100)

Requires: Everlasting Talent

Conceptual instant death and other soul-destroying effects may hurt and weaken you, but never kill you. Alternatively, you will be able to cling to life as a disembodied shade until your retinue can produce a replacement body for you to inhabit, or you simply force yourself to resurrect after some time.

Polymorph Defense

Condition: <Individual> is known for polymorphing others.

Base Cost: 50 (100)

Requires: One of Body Defense, Wyldscape Defense, or Corruption Defense

You can resist targeted supernatural transformations. Such attacks will take more effort and tend to remain incomplete and weaken you less than they should unless repeated for long enough. For example, an attempt to turn you into a tiny newt may turn you into a giant newt or a still-functional newt-man. Any loss of strength, durability, or similar traits from transformation will experience diminishing returns.

At the immunity level, If you are transformed in such a way, even before you were protected by this perk, you may easily reverse the effect, entirely or in piecemeal, at will. All detransformations in your retinue will require your consent, not the victim’s. Contagious transformations that you allow will not spread from you or your retinue to third parties unless you choose to let that happen as well.

Wyldscape Defense

Condition: <Individual> hails from a region where the local reality is unstable.

Base Cost: 50 (100)

Requires: One of Environmental Defense, Polymorph Defense, or Corruption Defense

You can resist ongoing supernatural transformations that just affect anyone who enters the area of effect. The same forms of resistance from Polymorph Defense can manifest with this perk as well.

At the immunity level, if you are transformed in such a way, even before you were protected by this perk, you may easily reverse the effect, entirely or in piecemeal, at will. All detransformations in your retinue require your consent, not the victim’s. Contagious transformations that you allow will not spread from you or your retinue to third parties unless you choose to let that happen as well.

Corruption Defense

Condition: <Individual> is known for forcibly bringing out others’ dark sides.

Base Cost: 50 (100)

Requires: One of Mind Defense, Polymorph Defense, or Wyldscape Defense

Metaphysically corruptive effects, whether environmental or targeted in nature, are slower to affect you, with diminishing returns the farther the corruption would take you from your fundamental self. After they wear off, you may choose to retain effects that would normally be permanent (plus any attendant transformations, if you have those defenses) as a sort of superpowered evil side, or a separate alter ego to converse with. These remain fundamentally you, just a different version of you seen through a different lens. Other Defenses such as Body, Stress, Addiction, Mind, and Drain may prove extremely useful, depending on the specifics of such a scenario.

Information Defense

Condition: <Individual> is known for their ability to read or sense people.

Base Cost: 25 (50)

Scouters can’t read your power level. Information about you, from mind-reading, super-analysis, or metaphysical senses will tend to be unclear, incomplete, misleading or even flat-out wrong, or similarly unreliable - the more important any secret of yours is, or the more dangerous to you, the more difficult it will be to perceive, much less perceive accurately. This applies to both attempts from outside of your retinue and unwanted attempts from within, but not Conjunction. You may still allow friendly or neutral third parties to use such abilities on you.

Trace Defense

Condition: <Individual> is known for using divination or other non-technological remote viewing.

Base Cost: 50 (100)

You are the master of your trail. Hostile and neutral remote viewing attempts: precognition, postcognition, scrying, dream visitation, etc. will have a harder time perceiving you. The same forms of resistance from Information Defense can manifest with this perk as well. At the immunity level, supernatural observers might only see a world where you don’t exist. This does not apply to direct naked-eye observation, other forms of mundane (technological) surveillance and analysis, or Dragon Aura’s pull on higher-tier waifus.


Destiny Defense

Condition: <Individual> is known as a fate- or luck- manipulator.

Base Cost: 50 (100)

You are the master of your fate. Attempts to change your fate or luck will be more difficult, less reliable, and weaker than they would normally be - increasingly so the more directly they target you instead of just your surroundings, the more improbable they are, and the more precision they require. Changes that do go through will be more easy to reverse than they would be otherwise.

        As with the other Defense perks, you may still experience any beneficial effects of these sorts of manipulation even if you have the second perk for immunity.

Paradox Defense

Condition: <Individual> is known as a time-manipulator.

Base Cost: 50 (100)

You are the master of your timeline. Temporal slowdowns will have increasingly weaker effects on you the stronger they are - a weak slowing effect will be even weaker, but a stronger one and even a total time-stop will not leave you completely unable to react. You will retain memories of previous timelines, loops, or other resets, even if they are faded or incomplete, and any attempts to spy on or change your timeline will have the same problems mentioned under Information, Trace, and Destiny Defenses. Attempts to erase you entirely will merely leave you weakened, faded, or flickering into and out of existence randomly.

        This perk also blocks forced unwanted teleportation, whether that involves sending you somewhere else or sending something into your current position. Resistance to such effects may make the teleport require more effort or send you somewhere inconvenient to both yourself and the teleporter.

Other Perks

Like all company-supplied powers, the powers granted by these perks cannot be nullified, copied, or stolen.

Calibration Perks

Einstein would turn over in his grave. Not only does God play dice, the dice are loaded.

-Chairman Sheng-ji Yang, "Looking God in the Eye"

Universal Calibration

Cost: 10

Entering a new world, only to learn that the capture targets are out of your strike zone, can be… inconvenient. This perk will automatically adjust the ages, sexes, and sexualities of any canon characters, and the population’s average beauty level, to better suit your preferences. This will occur before you or anyone in your retinue enter each world for the first time, and even affect the portions of the population that you have no interest in.

The locals of that world will not notice these changes - from their perspective, that’s just how things are. Any events of canon that would be affected by the alterations are adjusted as little as possible to keep the same general flow of events, keeping the scenario recognizable even though the participants are possibly decades older or younger. This perk cannot fundamentally shift a setting’s danger rating or make capturing individual targets any easier.​

Meta Shift

Cost: 15

Requires: Universal Calibration

        An unwitting anime protagonist once stumbled into a portal to the “Real World,” discovered an anime convention after being mistaken for a cosplayer, and brought back (hentai) doujins as proof of her experiences. The next time she opened one of the doujin volumes, however, she saw only blank pages, as her world mistook the stories within for anecdotes that hadn’t occurred yet and integrated them into its common sense. She remained the only one in her world who was aware that it wasn’t always as erotic as it quickly became.

This perk allows you to do just that, via a special app in your company smart device. Any physical copy of merchandise or doujin material may be permanently sacrificed through this app, in an inherently destructive process. A material’s effectiveness scales with its artistic quality, with no requirement that it be purchased. Materials that anyone in your retinue created yourselves, even with Aesthetic or Communication Talents, work just fine. Materials sacrificed must have been created in other worlds, including your Demiplane or Dungeon. Multiple sacrifices may be applied to the same world, whether simultaneously or successively, but each sacrifice may only affect a single world. If you sacrifice material while anyone in your retinue is within the target world, the changes will proliferate over the course of the next week (168 hours). Otherwise, the changes will have already taken full effect the next time anyone in your retinue visits.

Contractors and their subjects, including their Demiplanes, Dungeons, and registered Catch-a-Ride vehicles including Heavenbuilt Proto, may, by the contractor’s choice, be directly affected by these alterations. By default, they will be aware that any differences created are not the standard way of things, but must discover the exact nature of the changes themselves. Cheat-sheets detailing these alterations, beyond the general theme, are not available.

Alternatively, every member of the contractor’s retinue who calls the altered world home may be affected, all of the contractor’s subjects, or the contractor as well. The contractor may also choose to only accept physical changes to their retinue, limit mental changes to common knowledge and episodic memories of any altered pasts, or accept all changes. As with Advanced Runes, any sufficiently-disabling effect on the contractor will have an automatic time limit of 48 hours so they don’t get stuck. If they return to that same transformation within 10 minutes, the time limit will be doubled each time until their streak ends. The contractor may set a shorter limit if they like.

Potential reality alterations include, but are not limited to: hentaification of a wholesome setting and vice versa, common fashions, aesthetic eras, large-scale genre rewrites, and fusing the target setting with the specific one represented by the sacrificed material (if one exists). This perk, and any that follow from it, follow a karmic balance of sorts: it will not cleanly resolve any problem in a world without introducing at least the same number or degree of new ones.

A fusion setting will have the highest danger rating of all components, but will not add any actual characters from the material’s setting. Instead, the target setting’s locals will be matched to their closest equivalents and their roles and abilities changed to fit, while still remaining recognizable as themselves; this can affect their individual tier ratings. The one exception to this is for worlds with many alternative continuities, where members of a common cast are present in some continuities but not others. This most frequently occurs in the western superhero genre, but is not limited to such. This perk can spawn in missing cast members with no penalty other than the karmic balance.

Meta Shift II

Cost: 10

Requires: Meta Shift

The results of Meta Shift are vastly expanded. Sacrifices previously made may now be copied and pasted to affect other worlds, without an additional copy of the material. You may now remove a particular sacrifice’s impact on a target world. This will not return the material, but the effect may be re-applied to the same world (or a different one) at a later time. Removed effects have the same cooldown and conditions as new effects.

You may also apply different sacrifices or combinations of such to different parallels of the same target world. These may be accessed separately via Exit Stage Left or Rainbow Bridge perks, multiversal Heritage abilities, your waifus’ powers, or even local technology.

Additionally, the app will now include detailed cheat-sheets for each world’s changes. Any modifications you make to these lists will be reflected in the target world. This is far more intricate and precise than just using raw sacrifice results, but may be overly daunting to the average contractor.


Sexual Calibration

Cost: 2

The little inconveniences that can make sex less fun no longer apply to you. Your partners will always be as clean as needed and smell just as you like. If you have a refractory period, it is removed. Any unintentional or incidental damage that your sexual sessions might cause simply doesn’t take place. This includes unwanted pregnancy and any complications of pregnancy. This perk cannot guarantee a desired pregnancy.

Exhaustion will not be an issue for any participant in your sexual sessions until at least you are satisfied. You can extend all of this to your partners as well.

Fertility Calibration I

Cost: 2

Requires: Sexual Calibration

You now have total control over the chances of pregnancy in any sexual encounter involving anyone in your retinue, even overriding any fertility control your waifus may employ. This perk does not alter the chance of multiple fetuses relative to the chance of just one.

Fertility Calibration II

Cost: 6 (48)

Requires: Fertility Calibration I

You can now ensure that a sexual encounter involving anyone in your retinue will result in twins. This perk may be purchased up to eight times, with each purchase allowing you to guarantee up to twice as many fetuses: second purchase quadruplets, third purchase octuplets, fourth purchase 16, etc. This perk does not apply to Symbiote larvae or other spawn with a different body structure than yourself.

A sufficiently large pregnant belly will count as an opponent for the purpose of Athletic Talent.


Navigation Perks

Mapper

Cost: 10

This app offers maps of the current world you’re on, with points of interest annotated. No information that could not be discovered by casually asking around is listed, so while a public facing organization like a merchant's guild will be annotated, the local thieves' guild will not. This map will update itself if you discover a point of interest that would normally be left off of the map. You are also able to search for points of interest. Tapping on a point of interest (or the equivalent for your smart device) will bring up a short description of it. You can add any number of your own annotations to the descriptions. Descriptions will update in real time if there are significant changes, such as a store closing.

If you have Rainbow Bridge, you can toggle to any world you have access to at the current time.

Target Tracker

Cost: 10

Requires: Mapper

This app adds the ability to track any mobile target you take a picture of, whether it’s a person, a vehicle, or anything else capable of moving under its own power, appearing as a stylized but recognizable icon of the tracked target. Basic status information will also be displayed if you tap on the icon. You can hide specific icons and cancel tracking of a target at any time. You will need to take a new picture of a target once you cancel tracking if you want to resume. “Missing” personal familiars of retinue members you’ve captured, who didn’t have their familiars yet when you did so, will automatically be entered into this tracker.

Bounty Tracker

Cost: 50

Requires: Target Tracker

This app integrates the catalog bounties with the map. Any bounty targets listed in the catalog for the current world can be added as tracked targets. Additionally, for any captures that you acquired “early,” the personal familiars and standard equipment that they would have if you had purchased them will automatically appear in this app, with different markers than the ones used for new bounties.

Travel Perks

Exit Stage Left

Cost: 5

The company app in your smart device has a new feature. Its main display is simply a progress bar that measures everything you and your subjects do in each world you visit, whether that’s capturing local waifus, defeating baddies, or otherwise accomplishing story goals. Once a world’s bar is full, a button on the screen will light up that opens a portal to a randomized new world within one danger level of that world. (If you have Pocket Apartment or We Will Meet Again, you can easily progress multiple worlds in parallel.) If you purchase this perk after chargen, it will still count everything your retinue has done in each world visited since the start of your contract.

These portals are one-way only and will last no more than two minutes or until you and all of your waifus have passed through, whichever is shorter. This includes any vehicles your group is using. If any of your waifus stay behind, this perk will not help you retrieve them.

If your destination world has a lower danger rating than the world that you unlocked it in, a second “penalty” bar will appear above the regular progress bar. It must be filled before the regular progress bar will start to move. The larger the gap between the two ratings, the more work you’ll need to do in the new world.

We Will Meet Again

Cost: 15

Requires: Exit Stage Left

You may freely return to previously-visited worlds using the Exit Stage Left app. All worlds you’ve visited since the start of your journey, including your Pocket Apartment if you have one, will be listed with their danger ratings. (Pocket Apartment does not have a danger rating.) You can sort the list alphabetically, by danger, or by your first or most recent visits. Your return portal will always be within 2 km of its last location, at the least dangerous point in that radius. If you have not purchased Pursued by a Bear, Exit Stage Left’s basic functionality will now display the next world’s danger rating. Time is assumed to pass at the same rate in every world you visit, including your Pocket Apartment, unless you explicitly use magical, technological, or other means of time travel or dilation.

This perk also enables travel to any world that any of your subjects have visited personally, even if you haven’t been there yourself. This often occurs when subjects have their own method of multiversal travel, or were stolen subjects in PvP or purchased Slightly Used. For inter-contractor safety, the latter two cases will not permit travel to the exact parallels that their previous owners captured, sent, or brought them to. Instead, they will unlock new instances of each world visited. After the previous owner sells a subject, we take a snapshot of the world as it is the next time that none of the previous retinue are present in that world, then copy that state to create a new instance for your use. Without Slightly Used or Yoink, all purchased subjects have only been to two worlds: the world you bought them in and the factory where they were made. Don’t bother trying to go there. It’s employees-only.

Pursued by a Bear

Cost: 40

Requires: Exit Stage Left

The Exit Stage Left app now allows you to select your next world. It will offer seven worlds to choose from, with their danger ratings clearly displayed. Worlds may have any danger rating. In addition to choosing a world, you can also save an option for later or reject one outright. Rejected world choices will not appear for the next selection. Saved choices will continue to appear until you choose them. Choices that you don’t go to, save, or reject will return for up to three selections including the first. After the third miss, it will stop appearing for a time, until the randomizer offers it again. Rejected worlds will never reappear, unless you remove them from the app’s list of rejected worlds.

Blank Slate

Cost: 75

Requires: We Will Meet Again, Meta Shift II

The Meta Shift app can now generate a fresh parallel of any world you’ve visited at any time. You can apply or remove sacrifice results to these new parallels just like anywhere else.

Miscellaneous Perks

Memoria

Cost: 5

Requires: Possession

Special: Chargen only.

You… actually want the episodic memories and emotional connections of your Possess target? We can do that. The extra data will be downloaded into your Possess target alongside your own personality. As with Extra and Substitute, you can distinguish between your original memories and those of your Possess target without difficulty.

Psychic Paper

Cost: 5

Exactly like in Doctor Who, this blank white card shows the reader whatever you want them to see. In most practical cases, this will likely be a form of local identification, but that's far from the only use. Psychic paper will not work on geniuses or people with feeble imaginations. People with basic psychic training are also immune; powerful psychics can reflect its effect back on the user. Illiterate people can still read psychic paper, provided their civilization has invented writing.

Talent Sharing (___________ Talent)

Cost: 10

The effects of one of your purchased Talents now apply equally to every member of your retinue, as if you had shared them through a Binding or Heritage perk. This must be purchased separately for each valid Talent: Athletic, Martial, Wild, Science, Engineering, Aesthetic, Communication, Performance, Soul, Blessed, Land, Psychic, Covert, Administrative, and Sticky Fingers (as “Tantric Talent”). Body Tune-Up and Everlasting Talent are always shareable. This perk is obsoleted by Controls or Heritage perks that share Talents and may be refunded completely after such purchases.


Inexhaustible

Cost: 140

Requires: Everlasting Talent and Drain Defense (2x)

You will never run out of inner mystical energies - vital, magical, psychic, or soul power - to fuel your abilities with. This perk does not help you use an ability that requires more energy than your reserve - that can be developed over time with training and Soul Talent - but any abilities below that threshold can be used freely. The benefits of this perk will automatically be shared with any of your subjects who are soul-bound to you, whether they’re connected by Conjunction, Art of Sympathies, a familiar bond, or some other means. If you have Evolutionary Engine Array, the engines’ effective output and storage capacities will be doubled.

Heavenbuilt Proto

Cost: 2 IMG

Run the Built in the Heavens CYOA, (interactive version), ignoring the origins choice and all personal perks. The only allowed complications are the ones that grant followers. These followers will count as their original inspirations: Broken Toy (YorHa A2), Jewelled Collar (Starfire and Blackfire), All According to Plan (Taldeer), Forgotten and Lost (Dragon from Worm, in the body of Cibo from Blame!) or A Loyal Vizier (Caster Tamamo-no-Mae). Yan Yan Dere Dere (Just Monika) and From Heights Brought Low (Shub-Niggurath) must be purchased separately. These followers cannot be refunded for credits, so you should only take the ones you want. Otherwise, follow its rules as written.

You will start aboard your ship, in the same star system as your starting world, unless you also purchased Life’s A Beach. Your ship's AI counts as a purchased waifu of Tier 6. Alternatively, you may plug one of your purchased or captured waifus into your ship to make her a pseudo-AI or shipgirl and take a 50-credit toward future purchases, you monster. All characters with alternate outfits, shown in any official source, will find them stored in their room or closet.

In addition to the ship’s Imaginary Tier-granted multiversal capability, if you have a subject capable of time-travel, they'll be able to channel their power through your ship so it can make such journeys too, even if you keep the Heavenbuilt AI as a separate subject.

Piece of Silver

Cost: 2 IMG

Whoever warned you not to pick up loose change was right. You are now partnered with a Denarian fallen angel from the Dresden Files, either Lasciel (“Lash”) or an OC of your (author’s) design. With Empty Hand or the Stamp, she will be bound to her coin, able to assume a physical form within a 10 meter radius of her coin or you but not able to touch her coin herself: if it moves, so must she. If you have at least a company-provided personal space, such as Dragon Cabin, Pocket Apartment, or a registered Catch-a-Ride vehicle, she will be able to move anywhere inside. If you have a higher binding, that will replace her coin and remove her physical leash completely. Your other purchased and captured waifus can see, hear, feel, etc. the Denarian at all times.

Warranty Plan

Cost: 160

Any purchased or captured subject who dies on you will be re-delivered to you at no additional cost. This perk will not help if you die, even if you took the Substitute or Possess origins. The default respawn time for your subjects is 90 days (2160 hours). Respawned subjects will retain all of their previous incarnation’s memories, including anything related to their previous incarnation’s cause of death, except for some minor trauma reduction. All relevant effects of Lures, Binds, Perks, and waifu perks will be re-applied before shipment. If you have Everlasting Talent, characters whom you’ve blacklisted from it will be considered expendable and their automatic respawn will likewise be disabled; you may still trigger it manually.

Each amazon subject of yours will reduce the respawn timer by 1 day (24 hours), to a soft limit of 60 days. Additional amazon subjects after the first 30 will still decrease the timer, but are subject to Diminishing Returns. See the appropriate section in Additional Rules for details.

If a subject has a soulbound artifact along the lines of an Exaltation or Sacred Gear, an exact duplicate of the artifact will be produced for her specifically, and persist through respawns, while the original one released back into the waifu’s homeworld. You will also benefit from this feature, if one of your subjects resurrects you with their own abilities.

For the purpose of this perk, an “amazon” is:

  1. A waifu who identifies as an Amazon.
  2. A female warrior from a female-dominated warrior society.
  3. A female warrior from a gender-equal primitive society.
  4. A warrior in an all-female military unit.
  5. A warrior from a monogender-female species.

Soldiers do not count for conditions B, C, D or E. Neither do female warriors, rulers, or outlaws from male- dominated societies. Body type does not matter.

If a subject you’ve Stamped dies before the full tattoo can complete, the company will send you a fresh copy, free of charge. This is not affected by the amazon respawn bonus above. This death must occur through no fault of your own: any intentionality to the individual’s death on your part, including both deliberate action and knowing inaction, but not unintended consequences from deliberate action, will void that individual’s warranty.

If one of your subjects is merely mission-killed in a way that’s prohibitively difficult to undo (petrified, stuck in a black hole, etc.), an option in the company app will let you actually-kill their current body and force a respawn.

Express Delivery

Cost: 640

Requires: Warranty Plan

You are now on the priority list for warranty resurrections. The default respawn time for your subjects is now only 72 hours. Each amazon you purchase or capture will reduce the timer by 1 hour, to a soft limit of 48 hours. Additional amazons in your retinue after the first 24 will still decrease the timer, but are subject to Diminishing Returns.


Waifu Perks

Upgrades, downgrades, and other premium options for your waifus are available in this and the next section. If your Origin choice is compatible with a Waifu Perk of any kind, you can buy it for yourself, even in a starting build. (If you have Substitute and apply a Waifu Perk to yourself, the perk-modified cost of your target cannot exceed 20% of your intensity-adjusted budget. This limitation only applies at chargen.) Unlike other purchased abilities, your waifus do not lose access to waifu perks if you die.

Generic waifu perks may be purchased more than once and applied to any waifu or husbando that qualifies. Specific waifu perks, however, may only be purchased once unless stated otherwise, even if multiple waifus qualify. If you give a subject their associated perk using in-universe means - “earning” the perk - you’ll earn the full capture value for the new tier, according to your intensity. This includes IMG as appropriate. All specific waifu perks are sorted by source medium.

Generic Waifu Perks

Yoink

Cost: +20% of the regular price for subject’s tier, minimum 1

Special: Chargen only. Cannot be taken with Slightly Used.

Your purchased subject is actually a local capture from your starting world. They are teleported to your starting location and Bound (or not) the same as all the other subjects you purchased. You may purchase this perk once for each purchased subject who happens to be from your starting world. You may not apply this perk to dead targets, or any valued at more than 20% of your intensity- adjusted starting budget, after accounting for any waifu perks applied at chargen (excluding Power Swap). Note that weaponized use of this perk can potentially lower a world’s Danger Rating and, in turn, your starting budget.

If you are a Drop-in or Walk-in and start in a new world, individuals from your homeworld may be dragged along and inducted into your retinue using this perk. If you purchase this together with Extra or Substitute, the relevant subjects will all have been brought to your starting location by fate or coincidence, not teleportation.

Slightly Used

Pricing: See Additional Rules, minimum 1

Special: Cannot be taken with Yoink.

This waifu is an original version, captured by a previous contractor and resold to you. All direct effects of previous contractors' controls and perks are removed during reprocessing. This includes Defenses, Talents, and Binding benefits, but not any non-baseline abilities they trained in using their former contractor’s Talents, equipment they wield, Added Potential, Template Stacks, Power Swaps, or Heritage upgrades applied to them. When you select this perk for a purchase, you will see three options for which specific version of the subject you wish to buy.

Slightly Used: Author Directions

Roll 6 six-sided dice for each option, twice. (Just use an autoroller.) The sum of the first set of rolls determines the subject’s effective tier after step 3: higher rolls mean both higher tiers and higher prices. Compare to the names you recognize in the regular Catalog to determine what kinds of extra abilities or equipment a used purchase has compared to their baseline self.

The sum of the second set of rolls determines the subject’s physical, mental, and/or spiritual state after their experiences with their previous owner: higher rolls mean both more trauma and steeper discounts. The full chart is in the Additional Rules section.

A used purchase’s extra abilities and/or equipment will be listed in full for the contractor to see, but their current state will not be visible, beyond its effect on their price.

Adoption

Cost: 1/subject

You may find yourself adopting a kid - and not just because you killed one parent and captured the other into your retinue. Under normal circumstances, that kid will forever be your Follower, never equal to your true-blooded offspring. This perk will tell our systems to treat them as your descendants and follow the relevant Offspring rules instead.


Canvas

Cost: 1/subject (10)

Requires: any higher Binding-type control

The Stamp’s tattoos are now permanently visible, even after the purchase of higher bindings. This option is purely aesthetic. Once you’ve purchased this perk ten times, it will apply to every member of your retinue.

Paper Trail

Cost: 1/subject (10)

In some worlds, anonymity is a danger in and of itself. This perk retroactively modifies all local records (paper, digital, and even memories) to create a faked legal existence for your waifu. Where applicable, the waifu will receive any real documentation she would be expected to have, along with a briefing on her role in the new world. This perk will not actually make the backstory true, no matter how many locals believe it.

You may also purchase and apply this perk to yourself; the all-waifus package will always apply it to you. If you chose the Extra or Substitute origins, you already have a backstory in your first world. Thus, this perk will not apply to you until you visit your second world. Similarly, this cannot give a captured or Yoinked retinue member a new identity in their own homeworld. Once you’ve purchased this perk ten times, it will apply to every member of your retinue.

By default, this history is of a middle-class or analogous citizen. If plausible and desired, they will instead be of a social class that can associate with you. Under the same conditions, any powers they have may be documented in a way that best fits your needs. If you have Trace Defense, any attempt at remote viewing where failure or invisibility would itself be a red flag will seemingly succeed, showing either a convincing match to their documented past or a present or future with nothing important to note.

When entering a world for the first time, you may instead choose to not use this perk. If so, you may not change your mind and activate this perk for that world at a later time.

Added Potential (___________)

Cost: 5. Must be repurchased for each use.

        The rules of other worlds often bar just anyone from learning or developing special powers. Travelers often find themselves unable to learn any local abilities, even with the help of Science or Soul Talent, simply because they weren’t born in that world. This perk bypasses that limitation for any single ability local to any world that you or any subject have visited, or that you or any subject has, allowing the person it’s bought for, whether yourself or a subject, to develop it just like anyone else who would normally do so. “A single ability” can be quite broad, ranging from an X-mutation or Quirk unique to the individual, to Nasuverse Magecraft or Halkegenian Four Elements Magic. These are all generic abilities, in the context of their home worlds. Imaginary Tier abilities are not eligible.

Unlike Template Stacking I, this perk does not grant practical power immediately: all purchases start from level zero, as it were, and must be trained before they’ll become usable. Self-study can help in some circumstances, but is no substitute for a proper trainer, whether purchased or a local. Neither this perk, nor any perks that follow from it, will grant episodic memories or emotional connections of a life in the applied template’s source world.

        Abilities that are generic in their source but are expressed uniquely, such as Sacred Gears, Semblances, Academy City Esper powers, Quirks, or the results of the X-gene, will be unique to you as well. You may not use company means to acquire more than one of each type of ability at a time.

If you purchase the same Potential for any ten individuals in your retinue, including through Power Swap or Template Stacking 1, the rest of your retinue will gain this perk for that specific template for free.

Template Stacking I (___________)

Cost: 20. Doubles in cost for each application of this perk to the same individual.

Sometimes you just want to copy a powerset, either a generic one or a specific character’s. This perk lets you do just that. The target ability must be copper-, silver-, or gold-star in tier; the use of this perk on blue-star abilities produces incoherent results. Imaginary Tier abilities, abilities that originated in other CYOAs, and abilities found elsewhere in this catalog, including the loadouts of other contractors, are not eligible. The exact capabilities at the time of purchase will be scaled down to Tier 4.

This perk is not necessary for any abilities that your subjects might grant you via surgery, ritual, or other means. Templates for characters who are only purchasable in sets must be bought separately. Templates for alternative versions of the same character must also be bought separately, unless otherwise specified. Characters who are represented as Specific Waifu Perks may be purchased as templates for individuals who are not eligible for the actual perks, whether natively or with Power Swap, and follow any mutual exclusivity rules stated in the perk descriptions.

All templates come with a skill framework, identical in principle to the ones that “early” captures receive to ensure they learn their missing abilities. This applies to technological abilities as well. Iconic equipment is included with this perk, but may see its parameters and functionality locked until you’re capable of using it safely or have trained enough with the more basic features.

After the skill framework runs out and you’ve achieved the typical heights of the template, the appropriate Talent will let you continue to train beyond that point, as described in the opening of that section. Any personal familiars that would normally come with a template (i.e. are included with a purchase or Power Swap) must be purchased, captured or otherwise spawned separately.

For racial templates (Kryptonian, Metallic Dragon, Newtype, Saiyan, etc.), unlike Advanced Runes: Body, a living, natural example of that template is not required for your selection with this perk. Racial templates otherwise follow the same rules as in that perk.

Other powers that are only available to those who were born with them, such as hereditary magic systems, may be acquired through this perk at any time, just as with Added Potential.

Abilities that are generic in their source but are expressed uniquely, such as Sacred Gears, Semblances, Academy City Esper powers, Quirks, or the results of the X-gene, can be unique to you or copied from a specific character. You may not use company means to acquire more than one of each type of ability at a time.

Template Stacking II (___________)

Cost: 20. Must be repurchased for each use.

Requires: Matching copy of:

  • Origin: Extra (10c version), or
  • Template Stacking I

 You or your subject’s template is upgraded to a version of the template rated at Tier 5. This is a flat increase to starting power, skill, and gear functionality.

Power Swap (___________)

Cost: Take a refund for 80% of the purchase price for the subject’s tier at step 1a, then pay the purchase price of the tier of the new power’s original owner. Swapping out a Tier 4’s power for a Tier 10’s thus costs (-8 + 1000) 992 credits, while a Tier 5 for a Tier 5 costs (-16 + 20) 4 and a Tier 6 for a Tier 2 gives you a refund of (-40 + 2) 38 credits. Only Purchased subjects refund credits if reduced to a lower tier by this perk. Captured subjects grant capture credits, and do not have a refund value.

This perk replaces your subject’s original powers and skills, including both their original gear and the results of additional training with the appropriate Talent, with a copy of someone else’s. This changes their tier at step 1a and ignores all powers that are counted in steps 0, 1b, or 2+. The results of any additional training with the original power, through Talents or otherwise, are saved to a backup, should you ever want to switch back. If you purchase this perk for yourself, it will replace any powers gained from your Origin, if applicable, or previous uses of this perk. Knowledge is a power. Communication Talent will ensure that basic language skills are not lost, only added.

Like Template Stacking, this perk does not accept abilities found elsewhere in this catalog or abilities that originated in other CYOAs. All other powers are still allowed, including both “no powers” and Imaginary Tier powers (assuming that you have enough IMG). It’s all the same skill download at our cloning facilities. Unlike Template Stacking, this is the full power, not nerfed down to Tier 4. Subjects whom this perk is purchased for will count as “canon” users of the new power, for all perks and rules that consider canonicity, instead of their original one.

If you purchase this perk for yourself at chargen or a purchased subject when they’re purchased, the effects are immediate. If you purchase this perk at a later date, or for a captured subject, the person will lack an original power for one week (168 hours) before the new power manifests. This perk cannot be repurchased for that person during that time. If you have Warranty Plan, a subject that this perk is applied to will vanish immediately. Their respawn time, with the new power, will be seven days or your retinue’s standard Warranty Plan respawn, whichever is less.

Retrofit

Waifu: (Any eligible Azur Lane shipgirl)

Cost: 0 (T4 → T4), 10 (T4 → T5),  0 (T5 → T5), 30 (T5 → T6), 0 (T6 → T6), 50 (T6 → T7)

Your shipgirl is her post-retrofit version, with updated abilities, hull, and rigging. This perk is free for all eligible shipgirls except the following, whose tiers are changed as a result:

  • T4 → T5: Curacoa, Curlew, Pamiat Merkuria
  • T5 → T6: Juneau, Long Island, Bogue, Leander, Achilles, Ajax, London, York, Hermes, Kinu, Mogami, Shouhou, Karlsruhe, Koln, Jintsuu, Emile Bertin
  • T6 → T7: Saratoga, Warspite, Ark Royal, Souryuu, Hiryuu

Type II

Waifu: (Any eligible Azur Lane shipgirl)

Cost: 0 (T4 → T4), 10 (T4 → T5),  0 (T5 → T5), 30 (T5 → T6), 0 (T6 → T6), 50 (T6 → T7)

Your shipgirl has her Type II hull, with updated abilities, hull, and rigging. This perk is free for all eligible shipgirls except the following, whose tiers are changed as a result:

  • T5 → T6: Langley II, Laffey II
  • T6 → T7: Hornet II, Yorktown II, Bismarck Zwei

Third-Party Riggings

Waifu: (Any Azur Lane collaboration shipgirl)

Cost: 20/waifu (200)

Special: Requires at least one first-party Azur Lane shipgirl.

Dead or Alive, Neptunia, Utawarerumono, Hololive, and others have all had guest appearances on the high seas. This perk grants these characters their shipgirl riggings, allowing them to play by those rules instead and making them eligible for Bifurcation and Space Shipgirl below. If a collaboration shipgirl’s tier after step 1a is less than the following, it will be raised to that value.

  • T4: 22, 33, Akizuki Ritsuko, Futami Ami, Futami Mami, Minato Aqua, Princess Hime, Homura
  • T5: Marie Rose, Misaki, Miura Azusa, Namiko, Minami Yume, HDN Neptune, Noire, Blanc, Black Heart, White Heart, Kuon, Nekone, Rurutie, Uruuru, Saraana, Kizuna AI, Elegant Kizuna AI, Natsuiro Matsuri, Nakiri Ayame, Lila Decyrus, Kala Ideas, Ikaruga, Yuuyaki
  • T6: Honoka, Kasumi, Nagisa, Nyotengu, Monica, Amami Haruka, Takarada Rikka, Shinjo Akane, Hass, Mujina, Vert, Purple Heart, Green Heart, Fumiruiru, Shirakami Fubuki, Murasaki Shion, Ookami Mio, Reisalin Stout, Klaudia Valentz, Serri Glaus, Luna, Asuka
  • T7: Kisaragi Chihaya, Minase Iori, Asukagawa Chise, Anniversary Kizuna AI, Super Gamer Kizuna AI, Tokino Sora, Patricia Abelheim, Tamaki, The 2nd, Yumi, Fubuki (Senran Kagura)

Bifurcation

Waifu: (Any Azur Lane Shipgirl)

Cost: 15/waifu (150)

Your chosen Shipgirl’s Wisdom Cube receives a slight boost to its power, allowing her to manifest her rigging and full ship forms simultaneously. This lets her enter the fray personally while still allowing usage of her ship for transport, defense, support, etc., opening up many new tactical options.

There is a price to pay for this convenience. First, the strain of manifesting both her rigging and full ship form at once will reduce the performance of both by approximately 50%. This can be returned to normal levels with appropriate training. Second, while both forms are manifested, any damage the ship form takes will immediately be reflected upon the Shipgirl’s rigging, and vice versa.

Upon ten purchases of this perk, all Shipgirls you may purchase will automatically have this perk applied to them.

Space Shipgirl

Waifu: (Any Azur Lane shipgirl)

Cost: 30/waifu (300)

Just as a group of humans once revived the mighty battleship Yamato as a spaceship in order to save humanity, so do the shipgirls under your command gain the ability to traverse the final frontier. The chosen shipgirl’s full-size hull is refurbished to be completely spaceworthy: the insides of the hull are sealed against the vacuum of space, all their armaments are perfectly capable of functioning in space, and even planes from carriers can fly just as well in the vacuum of space as they do in air.

If you don’t want a naval-ships-in-space aesthetic, shipgirl hulls are also available in space counterpart culture varieties. For example, Star Trek’s Federation designs are suitable for Eagle Union and Royal Navy, while the Klingon look is appropriate for Sakura Empire and Romulans for Dragon Empery. Further upgrades may be installed if you have another source of space-era technology.

While her rigging is manifested, the shipgirl retains all upgrades made to her armaments. Should you lack Environmental Defense, she gains a personal atmospheric bubble that allows her to survive in space for a time.

Upon ten purchases of this perk, all Shipgirls you may purchase will automatically have this perk applied to them.

I'm on a Boat

Waifu: (Any Kantai Collection Shipgirl)

Cost: 10/waifu (100)

Your chosen Shipgirl may now summon her full ship form under her instead of just manifesting her rigging. This lets her carry other members of your retinue around and lets her fairy crew take on human size and be interacted with. Understanding their speech, of course, requires Communication Talent. Additionally, Kancolle Shipgirls with this perk become eligible for Bifurcation and Space Shipgirl. Upon ten purchases of this perk, it will automatically apply to, all Kancolle Shipgirls in your retinue.

Spiritual Inversion

Waifu: (Any Date A Live spirit)

Cost: 40

The Spirit can now enter her Inverse Form, greatly increasing her strength and changing her Angel into a Demon King. The Spirit will remain in full control of herself. This perk may be applied to any Spirit from Date A Live, including those who lack a canonical Inverse Form or aren’t listed in the catalog as Spirits. This perk may be purchased for any Date a Live spirit in your retinue, including those created through Template Stacking. This perk is free if you capture the Spirit while she’s in her Inverse Form, or if she unlocks it herself by force.

Checkmate

Waifu: (Any Highschool DxD Devil of T6 or higher)

Cost: 50/Waifu

Select an eligible retinue member to receive a standard set of Evil Pieces: 1 Queen, 2 Knights, 2 Bishops, 2 Rooks, and 8 Pawns. We do not supply King or Mutation pieces.

Evil Pieces allow you to turn others into Reincarnated Devils, giving them increased strength, durability, senses, demonic power, and a massive lifespan. If you have the intensity option Intact Weaknesses, they will become lethargic in the sunlight (mitigated by Wild Defense) and weak to light magic and holy magic (mitigated by Blessed Talent). New Devils are immediately raised to Tier 4, if they were not already.

Each type of Evil Piece has direct benefits to combat. Knights gain increased agility and martial skill, Bishops gain increased power and skill to all of their supernatural abilities, Rooks gain increased strength and durability, and Queens gain all of the above. Pawns instead gain the ability to temporarily promote themselves to Knight, Bishop, Rook, or Queen while they are inside enemy territory. Rooks additionally have the ability to Castle, to switch places with their King (the recipient of this perk) across any distance, even between multiverses.

If you add someone to your personal peerage, they will be captured immediately, as if by the Stamp, and receive an active binding tattoo. If your retinue member adds someone to their peerage, the new Devil’s binding tattoo will automatically activate after three days (72 hours). Evil Pieces can resurrect the dead, but only within one hour of the time of death.

All DxD Devils qualify for this perk, whether they’re naturally-born or converted from another race by natural means, Power Swap, or Template Stacking.

Authors Note

An Evil Piece’s ability to reincarnate someone depends on its owner’s personal power. As the author, you must determine how many pieces the king needs to turn someone into a devil. A good guideline is two pawns to reincarnate someone that is one tier lower than your current power. This is affected by both dormant abilities and overall potential.

Tower Access

Waifu: (any Reyvateil Origin from Ar tonelico)

Cost: 180 (T5 → T8)

Without their Towers, Reyvateil Origins (and Mir, through hacking Shurelia’s tower, Eoria), are limited in power and range. With this perk, you become a conduit to a Tower for them. If you have Life’s a Beach and at least one of the three canon Origins (Frelia, Shurelia, and Tyria) their Towers will be physically present in your world, increasing her range to 400 km (measured from the last used portal site) and power, allowing them to truly warp the reality around them with suitable Songs. Your entire personal world is always covered by these towers, regardless of the usual range.

This perk may be purchased for any Reyvateil Origin in your retinue, including those created through Template Stacking. Each repurchase adds 400 km to the range of every girl who has this perk: with two purchases, 800 km from the last-used portal, with three purchases, 1200 km, with four purchases, 1600 km, etc.

Blade of Endings

Waifu: (Any Keyblade wielder)

Cost: 1000

The Origin of Keyblades, the Ⲭ-Blade is the companion to the True Kingdom Hearts, and the only blade which can open its door. With this perk, your Keyblade wielding character (yourself included, if you have a Keyblade) can now summon the legendary blade itself. With it, you can call upon both its powers and the powers of Kingdom Hearts itself by summoning it.

You may only have one Ⲭ-Blade at a time, whether or not this perk is applied. It can be passed around your various Keyblade Wielders, but only the one whom this perk is applied to can summon or unsummon the blade at will. This perk may be purchased for any Keyblade Wielder in your retinue, including those created through Template Stacking. You can change which Keyblade Wielder in your Retinue this perk is applied to in your Company App, but you must wait one week (168 hours) after purchasing or after changing targets before you can do so (again).

Heart of Light

Waifu: (Any Non-Evil waifu from Disney or Square-Enix)

Cost: 10/Waifu

Your chosen Disney or Square-Enix Waifu has now become a Princess of Heart, giving them a Heart of Pure Light. They're now protected from Corruption, even if you lack Corruption Defense, and can sense and push away corruptive forces, with their abilities growing stronger the more of them gathered in one place. Purchasing this perk will elevate the character to Tier 4, if she wasn't already. Repurchases for the same character would do nothing and thus are not allowed.

By default, you can only have 7 Princesses of Heart. Additional sets of 7 Princess Titles become available with each member of your retinue, including yourself, whose effective tier after step 4a is at least T8: one for each T8, two for each T9, five for each T10, ten for each TX, twenty for each TY, and fifty for each TZ. If one of your Waifus is already a Princess of Heart when you capture her, that counts against your total, unless you take a refund for this perk. If this puts you over your cap for Titles, you must refund the perk.

Giga-Graviton

Waifu: (any Final Fantasy X summoner)

Cost: 1000

The aeon summoner has one more option available: Sin, the whale-like beast that ravaged their homeworld for a millennium. Sin acts as a superheavy battlecarrier, capable of operating in all planetary and void environments, and can be sustained indefinitely without cost.

Sin has all of its normal weaponry, including gravity and dream magic, and an uncountably high number of Sinscales, Sinspawn, and fiends that may be deployed in army-scale engagements or as anti-boarding defense. If Sin’s summoner is female, these fiends qualify her for special Alterzelu Symbiote theming. At least four layers of interior pocket universes serve as further protection and segregate the fiends from the customizable command and living spaces near the aeon’s core. An empathic link connects the summoner’s will to Sin and, in turn, the fiends that protect it. This link doubles as an IFF, preventing any deadly or otherwise unfortunate encounters between Sin’s guards and its guests or other inhabitants.

You may only have one Sin at a time, whether or not this perk is applied. You can change which Aeon Summoner in your Retinue - yourself included if you are one - that this perk is applied to in your Company App, but you must wait one week (168 hours) after purchasing or after changing targets before you can do so (again). This perk may be purchased for any FFX Summoner in your retinue, including those created through Template Stacking. This perk does not affect the summoner’s tier rating.

l’Cie Summoner

Waifu: (any l’Cie from Final Fantasy XIII)

Cost: 50 (T6 → T7)

In a l’Cie’s moment of greatest despair, the goddess Etro sends an Eidolon to test them in combat. Should the l’Cie win, the Eidolon will obey their new master, granting the master an eidolith crystal to call upon the Eidolon at any time so it may fight at the l’Cie’s side.

If you purchased your l’Cie but not this perk, their Eidolon will be sealed until such a moment, so that it may initiate the trial without Etro’s involvement. For captured l’Cie who are taken away from the worlds of Cocoon and Grand Pulse, the Eidolon will still meet their l’Cie as normal.

Here is the full list of known l’Cie and their Eidolons:

  • Snow Villiers: Shiva (Stiria and Nix)
  • Lightning Farron: Odin
  • Sazh Katzroy:  Brynhilder
  • Oerba Yun Fang: Bahamut
  • Hope Estheim: Alexander
  • Oerba Dia Vanille: Hecatoncheir

Unison

Waifu: (Any Pokémon trainer)

Cost: 40/trainer

The enhanced spiritual bond between your Trainer waifu and her mons allows her to blend with one of them, take on its physical traits, and operate as one being, raising her tier at step 5 to the higher of her own or the blended mon’s. Any of her mons are eligible for this, but only one at a time. She will also receive her seventh most iconic or strongest mon from her canon appearances, if she has one, so she can have a full party of six alongside the one she’s blended with.

Mirage Master

Waifu: (Any T1-T3 waifu + any Fire Emblem character rated T6 or below)

Cost: 50/pair (500)

Your list of Mirage users is no longer limited to canon. If you have a blue-star waifu and any Fire Emblem character rated T6 or below, you may convert the Fire Emblem character into a Mirage who’ll serve as the blue-star waifu’s partner. The duo now operate on Tokyo Mirage Sessions rules and will, with few exceptions, be stronger than the Fire Emblem subject on their own.

Most types of enhancement methods for Mirages, however, must be administered by a Fire Emblem divine dragon rated T7 or higher (e.g. Naga, Nagi, Mila) and will not be available otherwise. Tiki has prior experience with this, from the canon events of Tokyo Mirage Sessions, but the others will have to figure it out as they go. If you have an eligible Mirage administrator, the cost of each application of this perk will be discounted to only 20/pair, with the difference refunded back into your account.

Upon ten purchases of this perk, you may apply this perk as many more times as you want at no further cost.

Four Seasons

Waifu: (Any female user of RWBY Aura)

Cost: 20/mantle

Maidenhood is special on Remnant, but not particularly so. Anyone can become one under the right circumstances. By default, this perk may be purchased up to four times, once for each temperate season (Spring, Summer, Fall, Winter). Purchasing this once will elevate a character to T6, if she isn’t already. Repurchases for the same character are allowed, but only one for each season and will not affect a tier further. This perk may be purchased for any female Aura user in your retinue, including those created through Template Stacking.

Additional sets of Maiden mantles become available with each member of your retinue, including yourself, whose effective tier after step 4a is at least T8: one for each T8, two for each T9, five for each T10, ten for each TX, twenty for each TY, and fifty for each TZ. If one of your waifus is already a Maiden when you capture her, that counts against your total, unless you take a refund for this perk. If this puts you over your cap for a particular mantle, you may not buy any more of that mantle until you’ve raised the cap further.

Galactic Presence

Waifu: (Any Warhammer Fantasy deity)

Cost: 500 (T9 → T10)

Malleus and the year 40,000 are both Warhammer, but operate on vastly different scales. This perk pulls one of the Fantasy goddesses up to the same level as her galactic counterpart. It must be purchased separately for each one you have.

Enemy Within

Cost: 100

Requires: Must have visited any Marvel world or have a subject from one.

Your chosen retinue member is now the host to a Klyntar, the slime-like symbiont race of which Venom is the most famous member. This will raise any blue- or copper-star subject to T7 and a T7 to T8. It will also noticeably strengthen any host who started at T8 or higher, but not enough to increase their tier.

Klyntar hosts experience enhanced physical abilities, regeneration, and shapeshifting (just the Klyntar suit itself), as well as a limited ability to mimic any ability covered by Psychic Talent - provided the Klyntar keeps an appropriate biological sample. Klyntar tend to grow attached to specific biological samples and will maintain long-term possession of only one such sample at a time.

This perk may be used to purchase a specific Klyntar for the chosen retinue member or to spawn an original, generic member of that race for your retinue’s use. As this is a purchase, you will not receive capture credits for binding a Klyntar spawned by this perk.

Salvation

Waifu: (Any Puella Magi)

Cost: 20/meguca

When your waifu's soul gem darkens completely, she may choose to manifest her Doppel: a materialization of her witch-self which may take the form of a discrete projection, an extension of her body, or even a partial physical transformation, depending upon the details of her relationship to her witch-self and what it represents. An activated Doppel is extremely powerful in its own right, but draws upon the darkness in its master's soul gem to manifest, quickly and completely purifying its master's gem until she can no longer support it - leaving her Doppel as a briefly activated trump card or a simple magic recharge mechanic, unless it's somehow further refined. If you have Inexhaustible, any meguca in your retinue, whom this perk has been applied to, will only benefit from this perk. The Doppel would never activate otherwise.

All Puella Magi in your retinue qualify for this perk, including those created through Template Stacking. If you have Madokami, Akuma Homura, Satomi Touka, Lapin, or any other meguca who is canonically capable of breaking the balance of hope and despair in your retinue, then this perk is free. If you already have this perk when you acquire a relevant waifu, then take a full refund on the value of this perk for as many times as you've purchased it. Upon ten purchases of this perk, it will automatically apply to all meguca in your retinue.

Mamonomorphosis (Papillon)

Waifu: (any Monster Girl Encyclopedia Greenworm)

Cost: 5 (T3 → T4)

The Greenworm’s youthful appearance comes from her nature as the larval forms of Papillon, a butterfly mamono. This perk skips the natural maturation process, immediately converting the target Greenworm into a Papillon. All Greenworms qualify for this perk, whether they’re naturally- born or converted from another race by natural means, Power Swap, or Template Stacking.

Mamonomorphosis (Succubus)

Waifu: (any Monster Girl Encyclopedia Lesser Succubus)

Cost: 40 (T4 → T6)

Any Lesser Succubus will eventually mature into the full-blooded variant with enough time and sexual energy intake. This perk skips the natural maturation process, immediately converting the target into a full Succubus. All Lesser Succubi qualify for this perk, whether they’re naturally-born or converted from another race by natural means, Power Swap, or Template Stacking.

Lilithspawn

Waifu: (any Monster Girl Encyclopedia Mamono, except for Lilims and the Demon Lord)

Cost: 200 (→ T8)

The iconic Lilims are all Succubi, but the term simply applies to any daughter of the Demon Lord. In theory, any mamono, of any breed, could be elevated to the role. The Queen of Hearts is a Lilim Alice, for example.

This perk augments your mamono into a Lilim, granting her the associated prowess and magical power of a T8. All Lilims, even artificial mamono created by Template Stacking before they received this perk, qualify for special Alterzelu Symbiote theming.


Anime, Manga, Light and Visual Novels

My Foolish Self

Waifu: Enoshima Junko (Danganronpa)

Discount: 8 (T4 → T2)

Enoshima Junko is instead Otonashi Ryouko, her amnesiac fake identity. Ryouko does not have Junko’s neurological disorder.

Aedes Vesta

Waifu: Hestia (Danmachi)

Cost: 100 (T7 → T8)

Hestia can now swap to her alternate form, Vesta. While Vesta, the full power of her Arcanum is much greater than it was as Hestia. While Hestia and Vesta are the same person and thus share the same memories and desires, their personalities are slightly different, with Vesta being more serious and goal-focused. Hestia/Vesta will take note of which form you prefer and default to that one naturally.


Double Vision

Waifu: Yamai Kaguya & Yamai Yuzuru (Date A Live)

Cost: 50

Kaguya and Yuzuru may now freely merge into their original self, Kazamachi Yamai, and split back apart at will. As a result of this fusion, Yamai exhibits a sharp increase to her abilities, in comparison to her component selves, and can access her Angel Raphael’s full power. This perk does not change Yamai’s tier rating.

Dual Angels

Waifu: Tokisaki Kurumi (Date A Live)

Cost: 50

Kurumi obtains a copy of Nia’s Sephira Crystal, allowing her to use the Angel Raziel’s abilities in conjunction with her original Angel. Kurumi will always have this perk if captured after the events of Mio True End. This perk does not change Kurumi’s tier rating.

Dea

Waifu: Yatogami Tohka (Spiritual Inversion) (Date A Live)

Cost: 400 (T7 → T9)

Tohka gains the final remnants of Mio’s Sephira Crystal. With it, Tohka and her inversion, Tenka, may manifest a pocket reality in which they may exhibit god-like control over through the usage of Mio’s Angel Ain Soph authority. Tenka, whether inside or outside this reality, may also manifest herself in a separate body from Tohka. Tohka and Tenka may re-merge with each other to become the Spirit codenamed Dea, wielding both the Angel Sandalphon and the Demon King Nahemah at once, and gaining a tremendous boost to their strength. Tohka will always have this perk if captured after the events of Mio True End.

This perk may not be applied to the same Tohka as Beast. If you already have that perk and want Dea, you may still purchase this perk, pre-applied to a new Tohka, for 550 credits.

Beast

Waifu: Yatogami Tohka (Date A Live)

Cost: 100 (T7 → T8)

Tohka is now the version of herself from a parallel world who went insane after the demise of her version of Shido and became the Spirit codenamed Beast. As Beast, Tohka wields the Angels of the other Spirits and the Demon King of her Inversion, Tenka, as a set of ten swords, allowing her to use the powers of each Angel. Her original Angel, Sandalphon, has become a claw hovering over her hand.

This perk may not be applied to the same Tohka as Dea. If you already have that perk and want Beast, you may still purchase this perk, pre-applied to a new Tohka, for 200 credits.

The Power Wished For

Waifu: Tobiichi Origami (Date A Live)

Cost: 80 (T5 → T7)

Origami now possesses her Sephira Crystal once more, becoming the Spirit codenamed Angel. With this perk, Origami gains the Angel Metatron and the associated powers she had as a Spirit. Origami will always have this perk if captured after the events of Tobiichi Devil.

Spirit of Origin

Waifu: Murasame Reine (Date A Live)

Cost: 990 (T4 → T10)

Reine reveals her true identity as the First Spirit, Takamiya Mio. By default, she will primarily take Mio’s form and identity. Regardless of the primary personality, this perk provides Reine the tremendous power of the Spirit of Origin, as well her three Angels: Ain, Ain Soph, and Ain Soph Aur.

Mio/Reine may manifest the secondary identity into her body at will, maintain her own body while they’re separated, and re-combine with the other on contact. The secondary personality will take on the role of Phantom.

Mio/Reine will always have this perk if captured after the events of Kurumi Ragnarok. To earn this perk before that occurs, you must capture both Reine and Phantom/Mio.

Lastly, Mio/Reine may create up to ten Sephira Crystals using portions of her own power. When given to a waifu, the waifu may transform into a Spirit wielding one of the ten canonical angels, skipping the purification process she had to use in canon and avoiding most capability issues.

Just Monika

Waifu: Monika (Doki Doki Literature Club)

Cost: 2 IMG, -1 credit refund (T1 → Tχ/X)

Monika has learned how to manipulate reality as if it were her game. She'll need training to master this ability. The more complicated the world, the more she'll have to work to implement any changes or modifications. Captured copies of Monika will never have this perk. She needs a senpai with admin access to a world’s operating system to teach her the basics first. Potential senpai candidates include BB from the Nasuverse and the higher-ups from Ah My Goddess.

Don’t You Look Delicious

Waifu: Android 21 (Dragonball)

Cost: 250

Android 21 has evolved beyond her original parameters. In her source material, she did so by devouring Perfect Cell and making his power her own. She can still split into her Good and Evil halves and switch into her human form at will, but her power in all forms has significantly increased. This perk can be obtained the natural way, by going to the Dragonball universe and having 21 eat Perfect Cell, or by having her eat another being of comparable power. This does not affect Android 21’s tier rating.

November Rain

Waifu: Ayanami Rei, Rei Q (Evangelion)

Cost: 2 IMG, -20 credit refund (T5 → Tχ/X)

Rei has merged with her universe’s Lilith, as in End of Evangelion. In addition to the multiversal travel granted to all TXs and what she did on-screen, her AT Field strength and manipulation are enhanced to divine levels. She can spawn the canon Angels, except Tabris, as her minions or implant them into your hosts in your retinue. Each host may have no more than one Angel and may not be above T5 before implantation. Israfel may be implanted into a pair of twins. Lilith/Rei qualifies for special Alterzelu Symbiote theming. Lilith/Rei and independent Angels can assume humanoid forms within the standard height range. You may only have one Lilith/Rei.

Shikinami-Type

Waifu: Souryuu Asuka Langley (Evangelion)

Cost: 45 (T3 → T6)

Asuka is instead Shikinami Asuka from Rebuild. Compared to Souryuu Asuka, she has greater piloting experience, her ground combat ability and personal Lance of Longinus from the Honkai Impact 3rd collaboration, and a remnant of Bardiel in her eye that gives her a greater talent for AT Field manipulation. She can also activate the remnant to enter a berserker mode that temporarily raises her tier rating at step 5. If Asuka’s tier before activating this Angel Blood is T9 or below, it will add one tier to her rating; if she’s already T10, it will double her power but not raise her tier any further. Without practice, Angel Blood can only be activated for five minutes at a time and has a cooldown of one week (168 hours).

Think Tank

Waifu: Kusanagi Motoko (Ghost in the Shell)

Cost: 10 (T4 → T5)

Motoko now has a Tachikoma tank as an AI personal familiar. Additional Tachikomas may be produced by a sufficiently capable AI- and vehicular engineer. Fuchikomas and Logicomas are also available. This perk may be purchased multiple times, once for each Section 9 operative in your service, not just the Major.

Spiral Out

Waifu: Nia Teppelin (Gurren Lagann)

Cost: 5 IMG, -10 credit refund (T4 → TΨ/Y)

Nia is instead the emotionless messenger of the Anti-Spirals, with all the power of her creator, including the ability to manifest Mugann units and seal targets in the Multiverse Labyrinth. Applying this perk to an existing Nia will not impact her personality.

Haja Magic Overhaul

Waifu: Falfa and Shalsha (Killing Slimes for 300 Years)

Cost: 98 (T2 → T7)

This improves the efficiency of the slime twins' Haja magic to a mere 1 hour of charging per second of usage, and allows them to change their targets once a month. It might not seem like much, but their original powers were overspecialized to the point of uselessness, making this a significant improvement.


Debauchery Tea Party

Waifu: Kanami (Log Horizon)

Cost: 50 (T6 → T7)

Instead of the LV90 Monk, this Kanami is the LV90 Swashbuckler from her time with the Debauchery Tea Party. The founding member of the legendary group regains her lost strength and prowess of one who led other legends of Log Horizon into battle to overcome impossible odds and one of the few to match Shiroe in sheer competence and proficiency as a player.

Aimo

Waifu: Ranka Lee (Macross Frontier)

Cost: 190 (T4 → T8)

Ranka’s personal familiar Ai-kun is actually an infant member of the Vajra, the hostile bug race of her home series. This perk allows a purchased Ranka’s Ai-kun to mature to adulthood and qualifies Ranka for special Alterzelu Symbiote theming. A Captured or Substituted Ranka will earn this perk when Ai-kun fully matures.

Epilogue

Waifu: Kurokami Medaka (Medaka Box)

Cost: 900 (T7 → T10)

The Tier 7 purchase of Kurokami Medaka possesses only the abilities that she has gained until the end of the Thirteen Party Arc. With this perk, Medaka will gain all abilities copied afterward and through the canon epilogue, including All Fiction and the portion of the quadrillion skills copied from Ajimu. If a captured or purchased Medaka gains the copied quadrillion skills from Ajimu by copying them normally, this perk is automatically gained for free, including any missing abilities.

Eye of the Tiger

Waifu: Hanekawa Tsubasa (Monogatari)

Cost: 30 (T5 → T6)

Tsubasa can now summon the manifestation of her envy, Kako, a “Hysteria Tiger” with a penchant for arson. This version of Kako is much better-controlled than the original, only burning what his master directs him to burn, and will disappear back into Tsubasa’s mind when she no longer needs his services. Tsubasa’s hair will also gain a natural black-and-white tiger-stripe pattern. If Tsubasa is captured after the events of Tsubasa Tiger, she will always have this perk.


The Deeper the Love

Waifu: Sengoku Nadeko (Monogatari)

Cost: 48 (T2 → T6)

Nadeko has joined with the Kuchinawa of her delusions to become a snake goddess herself, freeing herself of her emotional burdens and allowing her true yandere nature to shine forth. If Nadeko is captured between the events of Nadeko Medusa and the finale of Hitagi End, she will always have this perk.

Heart-Under-Blade

Waifu: Oshino Shinobu (Monogatari)

Cost: 180 (T5 → T8)

Shinobu has returned to her full power as the vampire Kiss-Shot Acerola Orion Heart-Under-Blade, with extreme regenerative abilities, even by vampire standards, and the two swords Kokowatari and Yumewatari.

In Koyomi Vamp, Shinobu retrieved and devoured each of her legs, arms, and heart to restore herself. This is obviously impossible for purchased Shinobus, but we’ll allow her to emulate this feat by devouring five other vampires. Two must be at least Tier 6 at step 2, two more must be at least Tier 7 at step 2, and the fifth must be at least Tier 8 at step 2. She may devour them in any order, but must deal the killing blow to each target vampire.

Versions of Shinobu who were captured before or after, but not during, the events of Koyomi Vamp, will always have this perk.

Vogelchevalier

Waifu: Selesia Upitiria (Re:Creators)

Cost: 80 (T5 → T7)

Selesia, the main heroine of the light novel and anime series Elemental Symphony of Vogelchevalier - a blend of elements from Escaflowne, Fire Emblem, and Sword Art Online - now has her personal mecha, the titular Vogelchevalier. It may not be especially titanic like Gigas Machina that she encountered during the events of Re:Creators, but she’s not complete without it.

Dual

Waifu: Ram & Rem (Re:Zero)

Cost: 480 (T5 → T9)

The oni twins, the rosette Ram (pictured) & the cerulette Rem, were born sharing a single pair of horns, one for each sister. This made them unable to use the natural extent of their oni powers and marked them as outcasts in their village. This perk rights the injustice, granting each sister a second horn of her own.

Reaping the Harvest

Waifu: Rimuru Tempest (Reincarnated as a Slime)

Cost: 400 (T7 → T9)

Rimuru has awakened a latent Demon Lord seed, becoming a true Demon Slime after absorbing thousands of human souls. With the Ultimate Skills of Raphael and Beelzebuth as just the initial prizes from this bloody rite, Rimuru's potential is nearly limitless. Rimuru will always have this perk if captured after becoming a Demon Lord. Contractors outside of the world of Reincarnated as a Slime may also provoke Rimuru's Demon Lord awakening and acquire this perk by providing the corresponding amount of soul energy, at least equal to that of 10,000 standard humans.

Draconic Predation

Waifu: Rimuru Tempest (Reincarnated as a Slime)

Cost: 500 (T9 → T10)

With the analysis of Veldora complete, Rimuru has surpassed the slime race's limitations and become a fixture of the world, a True Dragon. Boasting even more impressive magicule generation and composition, along with a host of other racial and developed abilities, Rimuru is now one of the strongest beings in the whole world. As an avatar of nature, there are few who would ever dare to oppose this walking catastrophe and creator of chaos.  Rimuru still retains all previous racial abilities as a slime. There is no victory to be found in opposing a spirit bearing the will of nature. Rimuru will always have this perk if captured after becoming a True Dragon.

False Creator

Waifu: Rimuru Tempest (Reincarnated as a Slime)

Cost: 2 IMG, -1000 credit refund (T10 → Tχ/X)

Over a period of countless years, Rimuru’s Imaginary Space has accumulated enough energy to bring back the world the slime once knew, countless times over. Perhaps it wouldn't be the same, but it would be a world nevertheless. With the power to replicate every person the slime was ever involved with, and create a copy of what once was, Rimuru truly holds the power of a god. What else does one call a being able to contain a whole physical universe in their stomach? Rimuru Tempest will always have this perk after the slime’s final ascension.

Dea est Machina

Waifu: Iwakura Lain (Serial Experiments Lain)

Cost: 2 IMG, -10 credit refund (T4 → Tχ/X)

Lain has absorbed her shadow and ascended to become an omnipotent and omnipresent goddess of the internet and cyberspace. Without this perk, Lain will only be a skilled coder, hacker, and technopath, with significant psychic potential.


Unsealed Choushin

Waifu: Hakubi Washuu, Tsunami (Tenchi Muyo!)

Cost: 10 IMG, -1000 credit refund (T10 → TΩ/Z)

The three Choushin, the creator goddesses of Tenchi’s universe, originally sealed their full power in an effort to find someone more powerful than themselves. This perk removes that seal and must be purchased separately for each sister. The third Choushin, Tokimi, is only available in her unsealed form.

Starship Ryo-Ohki

Waifu: Ryo-Ohki (Tenchi Muyo!)

Cost: 900 (T7 → T10)

Ryo-Ohki can now call upon her crystalline ship-form that’s capable of taking planet-busting attacks - assuming they can even hit. Without this perk, Ryo-Ohki is restricted to her humanoid form. If you capture Ryo-Ohki in-setting, you will automatically receive this perk and the capture value of a T10.

Light Hawk Evolution

Waifu: Hakubi Ryouko (Tenchi Muyo!)

Cost: 2 IMG, -200 credit refund (T8 → Tχ/X)

Special: Must have Starship Ryo-Ohki

Ryouko achieves her full potential, generating up to 10 Light Hawk Wings to become the equal of the Choushin deities. Ryo-Ohki is required as a mediator for this power and will be included for free if this version of Ryouko is purchased in a starting build. Ascension without this perk requires Starship Ryo-Ohki, access to Washuu’s gems, and a few hundred years minimum.

Swaying One

Waifu: Othinus (To Aru)

Cost: 5 IMG, -200 credit refund (T8 → TΨ/Y)

Othinus has her spear Gungnir once more. Normally limited by anything she does only having a 50% success rate, having her spear back grants her complete control of her power as a Magic God. A purchased Othinus will not have full control without either this perk or constructing her version of Gungnir manually.


Darkness

Waifu: Konjiki no Yami (To Love-Ru)

Cost: 950 (T6 → T10)

Konjiki no Yami was created as a transformation weapon, but her creators left a hidden Darkness transformation in her that would activate if she ever felt a sense of peace in her heart. This form is so powerful that it can slice planets in half and (allegedly) destroy the universe itself. The purchase of this perk enables Yami to change into this mode at will. This form may also be forcibly activated via the Company smart device, which will also result in the more hyperactive and perverted personality associated with this form coming to the fore. If you capture Yami in-setting, you will automatically receive this perk and the capture value of a T10.


Gaming

Prime Evil

Waifu: Leah (Diablo)

Cost: 980 (T5 → T10)

Leah is possessed by Diablo, the Prime Evil from her home plane. Their personalities are fused together, creating a new Leah who is still recognizable but (without controls) just as powerful and evil as her father. If this perk is earned instead, you will only need Mind or Corruption Defenses. Leah/Diablo qualifies for special Alterzelu Symbiote theming.

The Word of the Mother

Waifu: Minfilia Warde (Final Fantasy XIV)

Cost: 998 (T2 → T10)

Above and beyond her own power, Minfilia channels the existence of the Primal most ancient and famous - Hydaelyn. Bound together in body and spirit, what kind of person will this union create?

The Bosom of Pure Black

Waifu: Edda Pureheart (Final Fantasy XIV)

Cost: 45 (T3 → T6)

A naive conjurer, turned to dark arts by circumstance and earnest grief. No longer interested in healing, Edda becomes a spirit of shadow and wicked power, completely fixated on you. Should you happen to die, she’ll keep your head.

Mirror, Mirror

Waifu: Yotsuyu goe Brutus (Final Fantasy XIV)

Cost: 48 (T2 → T6)

Having reached the apex of her journey, Yotsuyu can now use the power and gain the appearance of mighty Tsukuyomi. Tsukuyomi may also be purchased separately, in her own body, for 50 credits.

Resonance

Waifu: Fordola rem Lupis (Final Fantasy XIV)

Cost: 30 (T5 → T6)

Power undeserved, obtained by sacrifices unwilling, this facsimile of an Echo lets Fordola read her opponents’ movements before they begin making them, as well as view someone’s past and resist most forms of mind control and soul invasion.

Long Live the Queen!

Waifu: Feo Ul (Final Fantasy XIV)

Cost: 95 (T3 → T7)

The mantle of the Faerie Queen changes hands, bestowing upon Feo Ul the full greatness of Titania in all of her splendor, influence, and unassailable might. Titania may also be purchased separately, in her own body, for 100 credits.

Dancing on Snow

Waifu: Ysayle Darigoulain (Final Fantasy XIV)

Cost: 40 (T4 → T6)

Through admiration and determined effort, Ysayle can now channel the spirit of Shiva by taking on her form. Shiva may also be purchased separately, in her own body and with any version’s appearance, for 50 credits.

Memories of Light and Ice

Waifu: Ryne (Final Fantasy XIV)

Cost: 80 (T5 → T7)

Ryne can access her Shiva and Oracle of Light forms without losing control.


Deus Ex

Waifu: Nael van Darnus (Final Fantasy XIV)

Cost: 50 (T6 → T7)

Her humanity, sanity, and body all but stripped away, Nael is infused with the essence of the Dreadwyrm - Bahamut, one of the most infamous Primals. This particular Nael may still exist in a human form despite the obtained power, but her sanity rests on a knife’s edge.

Shepherd of the Stars

Waifu: Warrior of Light (Final Fantasy XIV)

Cost: 400 (T7 → T9)

The Warrior of Light is now a Paragon, an Unsundered Ancient of Amaurot. Their soul has been reunified and they possess all the power and the memories of Azem, Shepherd of the Stars and Fourteenth Seat of the Convocation of Fourteen. A powerful sorcerer of Eld, their power in their home dimension is now only outmatched by the First Primals themselves, Zodiark and Hydaelyn.

Fell Vessel

Waifu: Robin (Fire Emblem: Awakening)

Cost: 180 (T5 --> T8)

The Ylissean tactician is now the host to Grima, the Fell Dragon and big bad of their original story, with full access to the dragon’s power and the ability to switch between dragon and human forms like any Manakete. Grima-Robin qualifies for a special Alterzelu Symbiote theme. Applying this perk to an existing Robin will not cause unwanted effects on their personality. Grima may instead be purchased separately, in a new body, for 200 credits.

The Fódlan Star

Waifu: Byleth (Fire Emblem: Three Houses)

Cost: 30 (T5 → T6)

The goddess Sothis, previously reduced to a projection in Byleth’s mind, has merged with her host to create Enlightened Byleth. Despite the listed tier, Enlightened Byleth’s skill framework, available to both captures and purchases, also includes all of Sothis’s, ultimately matching the goddess’s Tier 8. Byleth will always have this perk if captured after their merger.

You may also keep Sothis’s projection around. In that case, just as before, you and your retinue can sense and interact with Sothis normally at all times. The Sothis projection is automatically part of your retinue, is not worth capture credits, and cannot be sold separately from Byleth.

More than Emergency Food

Waifu: Paimon (Genshin Impact)

Cost: 49 (T1 → T6)

Nobody knows why Paimon can still move while the rest of the world is paused, but it’s still sufficient inspiration for a waifu perk. This allows Paimon to stop time for all beings within 1 AU. Anyone entering this sphere will also find themselves frozen. Furthermore, Paimon now has a personal Pocket Inventory. Unlike the one offered by the perk, its interior volume is roughly the same as the entire Grand Manor’s. You and the rest of your retinue can access this storage space at any time.

Fallen Angel

Waifu: Azazel, the Curious Angel (Helltaker)

Cost: 80 (T5 --> T7)

Azazel, after falling into demonhood, has conquered Hell to become Loremaster, The Science Demon. She's become strong enough that even Lucifer has been forced into becoming her personal maid. While still just as curious, cheerful, and enthusiastic as she was as an angel, she's become merciless and sadistic after turning Hell into her personal research facility. Despite the thousands of years that it took to conquer hell, she still fully believes she's an angel, denying any evidence to the contrary. Loremaster qualifies for special Alterzelu Symbiote theming.

Reluctantly Regained Heart

Waifu: Larxene (Kingdom Hearts)

Cost: 300 (T8 → T9)

Larxene has become recompleted, returning to her Somebody, Elrena. Elrena retains all the abilities Larxene had, while also being able to use her Keyblade and its associated powers. Her base Keyblade is the basic form of Missing Ache, and she can form-change her blade into her Foudre Knives.

Memories are the Key

Waifu: Naminé (Kingdom Hearts)

Cost: 300 (T8 → T9)

Naminé can now wield her own Keyblade, just like her Somebody. She also receives an increase in skill and magic so as to be useful in combat, though not to the point of being a Keyblade Master. You can decide which Keyblade she gets upon purchasing this perk.

Millennial Gate

Waifu: Peach (Mario series)

Cost: 190 (T4 → T8)

Princess Peach is once again a vessel for the Shadow Queen, an ancient demonic entity that served as the true final boss of the second Paper Mario. The Shadow Queen may assume her true form, but will generally maintain her corrupted version of Peach’s form. The Shadow Queen qualifies for special Alterzelu Symbiote theming.

Justin Bailey

Waifu: Samus Aran (Metroid)

Discount: 30 (T6 → T5)

Samus is instead a less experienced version, from before her first mission to Zebes. She still has her Power Suit and ship, but has not yet fabricated her Zero Suit or let her hair return to its natural blonde. If you already have Metroid Hybrid Samus from the perk Killer Instinct, you may still buy this perk, pre-applied to a new Samus, for 20 credits.

Killer Instinct

Waifu: Samus Aran (Metroid)

Cost: 50 (T6 → T7)

The Metroid DNA from Fusion is active in Samus’s system, turning her into a succuboid with incredible psychic potential. Lifeforce is a required part of her diet; physical contact is not recommended without Drain Defense. She’ll gradually mutate into a human-Metroid hybrid, then follow the SR-388 Metroids’ life-cycle into the queen stage… and beyond.

Once she’s become a Metroid queen, she can learn to project a humanoid form for regular interactions; this ability benefits from Bifurcation. She may also lay Metroid eggs at that stage and higher, but only voluntarily and not without extreme persuasion. Her Metroid offspring will also follow the SR-388 life-cycle and are limited to stages lower than her own.

Metroid Hybrid Samus qualifies for special Alterzelu Symbiote theming. If you already have Justin Bailey, you may still buy this perk, pre-applied to a new Samus, for 100 credits.

Dark Apocalypse

Waifu: Red Girl (Nier: Automata)

Cost: 5 IMG, -200 credit refund (T8 → TΨ/Y)

The Terminals of the Machine Network have merged with the Seed of Destruction, and become Her Inflorescence, the reincarnation of the final song responsible for the tragedy that spread across multiple worlds: The Grotesquerie Queen. Her Inflorescence is capable of creating multiple instances of the Red Girl still, as well as still holding her prior control over Machines.

Essence of Zerus

Waifu: Sarah Kerrigan, Nova Terra (Starcraft)

Cost: 50 (T6 → T7)

Kerrigan is instead one of her Zerg versions, whether the (Infested) Queen of Blades from late SC1 through Brood War and early WOL or the (Primal) Queen of the Swarm from late HOTS and most of LOTV. Infested Zerg and Primal Zerg versions of Nova are also available through this perk and may be purchased alongside Kerrigan. Zerg Kerrigan and Zerg Nova both qualify for special Alterzelu Symbiote theming.

Heir of Yamatai

Waifu: Samantha Nishimura (Tomb Raider (Reboot))

Cost: 98 (T2 → T7)

Sam has been possessed by Himiko, the Sun Queen that once took the bodies of her successors to rule Yamatai for over a thousand years. Himiko is also a powerful weather controller with great knowledge of curses and minor superhuman strength.

If you captured Sam before the Ascension Ritual or after Himiko was finally exorcized from her body, or there was any amount of time between buying her and this upgrade, she will gain Himiko’s costumes and additional power, but her personality will not be affected.

If you capture Sam during the Ascension Ritual or the events of the comics, while Himiko was in control, she will always have this perk. Exorcizing Himiko without the use of company assets will allow Sam to keep this perk.

Himiko may instead be purchased separately, in her own body, for 100 credits.

No One Runs From The Conqueror!

Waifu: Lotara Sarrin (Warhammer 40K)

Cost: 500

Lotara Sarrin is a captain, and what is a captain without her ship? Lotara once again has command of the Conqueror, the mighty Gloriana-class battleship that served as the flagship of Angron, Primarch of the World Eaters. This perk does not affect Lotara’s tier rating.

The Storm Follows In Her Wake!

Waifu: Kalena Maxus (Warhammer 40K)

Cost: 200

Kalena Maxus may be a noblewoman, and she may be the lone survivor of the Knight Houses of Kamador, but even she is lesser without her steed, the mighty Dominus Castellan-type Imperial Knight known as Stormwalker. This six-story war-machine will lay waste to anything that opposes the will of its pilot. This perk does not affect Kalena’s tier rating.

A Matriarch's Mount

Waifu: Solaria Varlock (Warhammer 40K)

Cost: 200

Lady Solaria, Matriarch of House Varlock, is not to be underestimated under any circumstance by anyone with half a brain in their heads. However, only the truly insane (or the Ork menace) would consider attacking her when she is astride the Questoris-type Imperial Knight Drakaina. A 'mere' 12 meters tall, this war-machine helps define the phrase 'peace through superior firepower'. This perk does not affect Solaria’s tier rating.

Machina

Waifu: Fiora (Xenoblade Chronicles 1)

Cost: 180 (T5 → T8)

Fiora has been rebuilt: better, faster, stronger. Her half-Mechon body is also the host to Lady Meyneth, the goddess-avatar of the continent-sized kaiju known as Mechonis. Meyneth may instead be purchased separately, in her own body, for 200 credits.

Powered Panzer Inferno

Waifu: Poppi (Xenoblade Chronicles 2)

Cost: 30 (T5 → T6)

Poppi has the Poppibuster, a personal tank that she pilots remotely through her doppelganger, Poppi Mk. II. Who the hell do friend think Poppi is? This perk must be purchased separately if you Possess or Substitute into Tora, even if the Substitution is after Poppibuster’s construction.

Master Driver

Waifu: Pyra & Mythra (Xenoblade Chronicles 2)

Cost: 900 (T7 → T10)

Pyra and Mythra can now fuse into their true form, Pneuma. Pneuma can split off both Pyra and Mythra into their own bodies at will, maintain her own body while they’re separated, and re-combine with the other two on contact.

This perk must be purchased separately if you Possess or Substitute into Rex, even if the Substitution is after he’s met Pneuma. If you capture Pyra & Mythra in-setting, you’ll automatically receive this perk and the capture value of a T10, as if you had captured Pneuma as herself.

Pneuma also owns a personal mecha, the Echelon Siren, with demonstrated capabilities of orbital flight and surface bombardment. The Echelon Siren is included in the purchase of this perk, but must be acquired separately if Pyra & Mythra or Pneuma are captured in-setting.

Western Animation, Comics, Literature

The Girl in the Tower

Waifu: Salem (RWBY)

Discount: 50 (T7 → T6)

Instead of the Grimm-corrupted Salem of the canon era, your Salem is her younger self with strong immortality, magical talent, and no command over the nightmare creatures that plague her homeworld. Light Salem isn’t necessarily any better of a person than Dark Salem, but at least you have a way to troll her ex-husband.

Phoenix Force

Waifu: Jean Grey, Madelyne Pryor (Marvel)

Cost: 2 IMG, -200 credit refund (T8 → Tχ/X)

Jean or Madelyne has the Phoenix Force. Phoenix Jean or Phoenix Madelyne may be purchased at chargen on Danger X, just like any other TX waifu. A purchased Jean or Madelyne will not have the Phoenix Force without this.


Honkai Impact 3rd

Void Drifter

Waifu: Kiana Kaslana (K423)

Cost: 30 (T5 → T6)

After shaking off her possession by the Herrscher of the Void, Kiana has taken ownership of the Gem of Serenity and begun to mantle her predecessor’s power as her own. This perk represents Kiana’s Void Drifter form - a partial manifestation of the Herrscher - as well as the Knight Moonbeam mode of her White Comet battlesuit. Neither one is available to her otherwise. Kiana will always have this perk if captured after Himeko’s Final Lesson (Chapter 9) and before the events in the Theater of Domination (Chapter 25). Capturing Kiana during that period will also eject the Herrscher of the Void into a new body, allowing her to be captured separately, as a version of Sirin with the Herrscher of the Void perk.

Ich Liebe Dich

Waifu: Sirin

Cost: 48 (T2 → T6)

Inspired by Sirin's wish to have another chance at life as Cecilia Schariac's daughter, this perk grants Sirin all equipment - including the Gem of Serenity - signature outfits, and combat skills that Kiana Kaslana (K423) has from both her baseline T5 version and the Void Drifter perk. If this perk is applied to Sirin at the time of her purchase, she may have either her own body or a copy of Kiana (K423)’s. Otherwise, she will retain her own appearance by default.

Sirin cannot be captured with only this perk. Instead, she will only ever be her T2 baseline self, the T8 Herrscher of the Void, or T9 Revelation.

Herrscher of the Void

Waifu: Void Drifter, Ich Liebe Dich

Cost: 150 (T6 → T8)

Kiana or Sirin has attained her full power as the Herrscher of the Void. and may call the white dragon Benares to the battlefield once more as a personal familiar. This perk must be purchased separately for Kiana (K423) and Sirin, but will only summon one copy of Benares. The two sisters will have to share her. If Sirin is captured at any point from her reawakening in Schicksal custody (chapter 8) to her final defeat in the Theater of Domination (chapter 25), she will always have this perk. Capturing Sirin during her assault on Schicksal will eject K423 into a new body, allowing her to be captured separately in her baseline Tier 5 form.

Herrscher of Flamescion

Waifu: Kiana Kaslana (K423) (Herrscher of the Void)

Cost: 20

Kiana (K423) has reclaimed Himeko’s legacy, defeated the Herrscher of the Void for good, and used the power of both the cores of Void and Flames to become a new Herrscher, different from her predecessor. Gathering additional Herrscher cores, as Sirin did during the Second Honkai War, will increase her tier further. This perk adds the Herrscher of Flamescion battlesuit to Kiana’s panoply, in addition to the suits granted by its prerequisite, as well as ELF Sirin as a personal familiar. Kiana will always have this perk if captured after her ascension in the Theater of Domination (Chapter 25). This perk is unavailable to Sirin and does not increase Kiana’s tier rating.

Revelation

Waifu: Sirin (Herrscher of the Void)

Cost: 300 (T8 → T9)

Sirin has reclaimed the powers she gained during the Second Honkai War, granting her the Core of Reason, the Gem of Desire, the Gem of Conquest, and the Gem of Haste in addition to the Cores she already possesses. If you capture Sirin during the Second Honkai Eruption, she will always have this perk. This perk is unavailable to Kiana (K423).

Herrscher of Finality

Waifu: Herrscher of Flamescion

Cost: 2 IMG, -220 credit refund (T8+ → Tχ/X)

The Herrscher of Flamescion has reached the Cocoon of Finality and passed its test. This perk adds the Herrscher of Finality battlesuit to Kiana’s panoply, as well as ELF Kiana Kaslana as a personalfamiliar. Kiana (K423) will always have this perk if captured after her canonical ascension in chapter 35. This perk is unavailable to Sirin.


Lightning Empress

Waifu: Raiden Mei

Cost: 30 (T5 → T6)

Mei has begun to mantle the powers of the Herrscher of Thunder as her own. This perk represents her Lightning Empress form - a partial manifestation of the Herrscher - as well as the Striker Fulminata and Danzai Spectromancer upgrades to her existing Valkyrie Bladestrike and Shadow Dash battlesuits, respectively. Mei cannot be captured with only this perk. Instead, she will either be her T5 baseline self, Captain Mei, the Herrscher of Thunder, or the Herrscher of Origin.

Captain Mei

Waifu: Raiden Mei (Lightning Empress)

Cost: 20

Mei is instead the veteran captain of the reformed Schiksal from A Post-Honkai Odyssey. Buying this perk for an existing Mei will give her new skills, memories, and gear from the decade or so between the end of the main story and APHO. This perk is not mutually exclusive with Mei’s Herrscher perks and does not raise her tier rating.

Herrscher of Thunder

Waifu: Raiden Mei (Lightning Empress)

Cost: 150 (T6 → T8)

Mei is now in full control of her powers as the Herrscher of Thunder, including the service of ELF Bella and the red dragon Kurikara as her personal familiars. Gathering additional Herrscher cores, as Sirin did during the Second Honkai War, will increase her tier further. Mei will always have this perk if captured during the main story, after her return to Nagazora (chapter 17). This perk is not mutually exclusive with Captain Mei.

Ascendance of Origin

Waifu: Raiden Mei (Herrscher of Thunder)

Cost: 300 (T8 → T9)

Mei has accepted both sides of herself - her kind normal self and the partially-awakened stigma that she shunted her negativity into - and inherited Elysia’s will in the Land of Origin to become the new Herrscher of Origin. Mei will always have this perk if captured after her canonical ascension in chapter 34.


HUA: Wings of Origin

Waifu: Fu Hua

Cost: 150 (T6 → T8)

Fu Hua gets access to all her memories of the past without any negative effects or periodic cleaning with Fenghuang Down, as well as the physical capabilities of her time as a MANTIS Flame Chaser, and both Jingwei’s Wings and the Book of Fuxi as personal familiars. Fu Hua will always have this perk if captured during the Previous Era or medieval Shenzhou, or after the events in Kolosten (chapters 26-28). She will not have the battlesuits Phoenix or Azure Empyrea without this perk.

Fenghuang of Vicissitude

Waifu: Fu Hua (Wings of Origin)

Cost: 300 (T8 → T9)

Fu Hua now has full control of her Active Honkai Reaction, the expression of the Garuda beast used for her MANTIS surgery. She will always have this perk if captured after the events in Phosphorus and Hesperus (chapters 40-42).

Herrscher of Reason

Waifu: Bronya Zaychik

Cost: 50 (T6 → T7)

Bronya has inherited Welt Yang’s mantle as the Herrscher of Reason, using that power to thoroughly remodel her personal machine familiar Project Bunny and escape the Sea of Quanta. Gathering additional Herrscher cores, as Sirin did during the Second Honkai War, will increase her tier further. Bronya will always have this perk if captured after her reunion with Seele (chapter 11).

Metamorphosis of Reason

Waifu: Bronya Zaychik (Herrscher of Reason)

Cost: 100 (T7 → T8)

Bronya has absorbed the other 300,000 souls that make up the Herrscher of Reason, metamorphosing her power into the Herrscher of Truth. In Extremum form, Bronya fights with a spear and uses her Authority to conjure flying drones. In Continuation form, she assembles a mech suit around herself for extreme firepower. Bronya will always have this perk if captured after the events of New Atra and the Final Crater (chapter 31).

Silverwing N-EX

Waifu: Bronya Zaychik

Cost: 20

Bronya is instead her adult self, the veteran captain of the reformed Schicksal (and game developer) from A Post-Honkai Odyssey. Buying this perk for an existing Bronya will give her new skills, memories, and gear from the decade or so between the end of the main story and APHO. This perk is not mutually exclusive with Herrscher of Reason and does not raise Bronya’s tier rating.

Spina Astera

Waifu: Rita Rossweisse

Cost: 50 (T6 → T7)

After taking temporary custody of the bubble realm that had been anchored to Durandal, Rita has gained the Spina Astera battlesuit, associated outfits, and ability to travel between worlds in the same local multiverse. Rita will always have this perk if captured after the events of Kolosten (chapter 28).

Rita Kaslana

Waifu: Rita Rossweisse (Spina Astera)

Cost: 100 (T7 → T8)

Rita gets access to Kevin Kaslana’s powers and abilities from the bubble realm (Su’s illusion) where she became humanity’s strongest warrior and took Kevin’s place. This perk also gives Rita the Judgment of Shamash, defaulting to its twin-pistol form.

Dea Anchora

Waifu: Bianka “Durandal” Ataegina

Cost: 50 (T6 → T7)

As a veteran Schicksal valkyrie, Bianka has traveled to bubble realms within her local multiverse, anchored one within her, and additionally earned the Godslayer-type battlesuit, Bright Knight Excelsis. Durandal will always have this perk if captured during Honkai Impact 3rd’s main storyline.

Sumeru Durandal

Waifu: Bianka Durandal” Ataegina (Dea Anchora)

Cost: 20

Durandal gains access to the memories and abilities of Su. Kevin’s friend and fellow Flame Chaser for MANTIS. This perk also gives Durandal the Star of Eden, in twin-pistol form, and the Second Divine Key, Interdimensional Locomotive. This does not increase Durandal’s tier rating and is not mutually exclusive with Palatinus Equinox.

Palatinus Equinox

Waifu: Bianka “Durandal” Ataegina (Dea Anchora)

Cost: 100 (T7 → T8)

Durandal’s ancestry has tested her and found her worthy. Now aware of her birth identity, she rides into battle on the Honkai horse Krishna, wielding the full power of the combined Kaslana and Schariac bloodlines. If captured or purchased, she will also regain her childhood memories, seeing Kiana (K423) and Sirin as her younger sisters. Durandal will always have this perk if captured after the events in Kolosten (chapter 28), and this perk is not mutually exclusive with Sumeru Durandal.

Twilight Paladin

Waifu: Theresa Apocalypse (A-310)

Cost: 50 (T6 → T7)

The limiters built into Theresa during her creation are released, allowing her to access her full power as a clone of Kallen Kaslana. This perk represents the Godslayer-type battlesuit, Twilight Paladin. Theresa will always have this perk if captured after the events of chapter 12. This perk is not mutually exclusive with Sakuno Rondo.

Death Awakening

Waifu: Seele Vollerei

Cost: 20

With this perk, you can split Seele into her two halves: Saule (original Seele) and Veliona, the awakened stigma that was once the Previous Era’s Herrscher of Death. Saule uses her original battlesuit Swallowtail Phantasm, while Veliona uses the battlesuit Starchasm Nyx. Seele will always have this perk if captured after arriving in Salt Snow Holy City (chapter 36). This does not change Seele’s tier rating.

Herrscher of Rebirth

Waifu: Seele Vollerei (Death Awakening)

Cost: 380 (T7+ → T9)

Seele has recovered from Sa’s reset of Salt Snow Holy City to become a new type of Herrscher, one whose power comes from the Sea of Quanta. Saule can use her Authority as Herrscher of Rebirth in two distinct forms. Her Soul Shaper form is joined by the deer spirit Diana, while her Life Binder form is joined by the flower spirit Flora. As a bonus, Veliona once more has her old power to wither as the Herrscher of Death by the Cocoon of Finality. Note that these two Herrschers only truly differ in their sources, not capabilities. If you have Bronya with the Herrscher of Reason perk or higher, this perk will also upgrade Project Bunny into its ELF form. Seele will always have this perk if captured after her ascension (chapter 39).

Present Era Database

Waifu: Lizelle Einstein and Frederika Tesla, Jackal, Elizabeth “Nagamitsu” McSmith

Cost: 100

This hard drive contains all scientific and technological data of the Current Era of Civilization. This includes mechs, weaponry, battlesuits - those not locked behind Waifu Perks, at least - vehicle designs, and stigmata. With additional work, your techs may even develop a safe way to hot-swap between different stigmata, a feat that’s normally just game mechanics. This perk may only be purchased once and does not increase tier ratings.

Rimestar

Waifu: Ana Schariac

Cost: 150 (T6 → T8)

Ana gains the abilities of the Herrscher of Rimestar, a form that combines her regular powers as Herrscher of Ice with those of Owl’s Herrscher of Earth. “Earth” is more appropriately “Stars,” primarily focusing on gravity manipulation, including black hole creation. As Rimestar, Ana can use both Herrscher cores freely.


Purified Corruption

Waifu: Yae Sakura (medieval)

Cost: 50 (T6 → T7)

Yae Sakura has purified the Black Box of Corruption and forged that core into the Divine Key it always was meant to be. Now able to wield the curse that once haunted her, she and her personal familiar Higokumaru can now unleash the deadly force that is the 12th Herrscher of the Previous Era.

Lunar Vow

Waifu: Luna (A-872) (Luna Kindred)

Cost: 100 (T7 → T8)

After eons of self-imposed exile in the Sea of Quanta, the vampire Luna has emerged a new, grown, woman, with an unquenchable thirst for her Captain and a cross- ornamented chainsword. If purchased, Luna will regard her original contractor as her Captain, even under No Bindings; this is reset by Slightly Used and does not apply to captures. Luna will always have this perk if captured at any time during or after the climax of After the Blood Moon Fades.


Ritual Imayoh

Waifu: Kallen Kaslana

Cost: 20

Kallen gains the Ritual Imayoh battlesuit, a representation of her abilities in the in-universe video game Kallen Fantasy VII. Set in a modern-day high school AU, KFVII is a parody of a variety of different works, including Lyrical Nanoha and Kill la Kill. This perk does not increase Kallen’s tier rating.

Sakuno Rondo

Waifu: Theresa Apocalypse (A-310)

Cost: 20

Theresa’s experiences in Yae Sakura’s stigma space have turned her… foxy. “Magical Girl TeriTeri” can now switch to her Sakuno Rondo battlesuit, an emulation of Yae Sakura’s appearance and many of her abilities. Theresa will always have this perk if captured after the events of Sakura Samsara. This perk does not raise Theresa’s tier rating and is not mutually exclusive with Twilight Paladin.

The TeRiRi of the magical girl universe where the Captain of Hyperion met and recruited Sirin (Miracle Magical Girl) is visually identical to Sakuno Rondo but otherwise unrelated.


Cosmic Expression

Waifu: Griseo

Cost: 100 (T7 → T8)

Griseo has returned from space as a grown woman, having developed her color empathy into a fully-usable form, absorbed most of what MEI, Mobius, and Vill-V’s manuals could teach her about engineering, and also learned the art of the blade from a few strange planets full of civilized Honkai beasts. Griseo will always have this perk if captured after her awakening in Phosphorus and Hesperus (chapter 41).

If this perk is applied to a Griseo who was captured directly from the Elysian Realm, she will also receive a full upload of the memories and personality development of her original physical self up to the end of the Phosphorus arc (chapter 42).


Nasuverse DLC

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Waifu: Ryougi Shiki

Cost: 400 (T7 → T9)

The personality in Shiki’s body is neither the male one that sacrificed itself to save her life in high school, nor the female one that was in control for most of her adult life and guest-starred in FGO as an Assassin, but the technically nameless embodiment of Void that guest-starred in FGO as a Saber. Without this perk, the only personality present in Shiki’s body will be the female one.

Sion TATARI

Waifu: Sion Eltnam Atlasia

Cost: 50 (T6 → T7)

Sion is fused with the 13th Dead Apostle Ancestor, the Night of Wallachia aka TATARI. She has White Len as a personal  familiar, if you don’t already have a White Len via Aozaki Aoko, and qualifies for special Alterzelu Symbiote theming.

Artificial Apostle

Waifu: Aizome Noel

Cost: 50 (T6 → T7)

Noel's wish for strength has been granted, turning her into an artificially created Dead Apostle, with all of one’s usual abilities, as well as Mystic Eyes of Rita Rozay-en. Versions of Noel captured after receiving any dosage of Idea Replica will always have this perk. Any version of Noel with this perk will be stable and capable of using her Mystic Eyes as if they were the original.

The Future King

Waifu: Artoria Pendragon (Saber)

Discount: 50 (T7 → T6)

Instead of the detached King of Knights, there is only Saber Lily. Artoria’s personality now more accurately reflects the idealistic youth who first drew Caliburn and qualifies for special Alterzelu Symbiote theming (purification). Her outfits, skills, and Noble Phantasms are changed accordingly. This perk may also be applied to the male Arthur Pendragon of Fate/Prototype, but not an Artoria or Arthur who already has The Everdistant Utopia. If you already have Avalon, you may still purchase this perk, pre-applied to a new Artoria or Arthur, for 50 credits.

The Everdistant Utopia

Waifu: Artoria Pendragon (Saber)

Cost: 100 (T7 → T8)

Artoria has her sheath, Avalon, granting her enormous health regeneration and other lore effects. This perk may not be applied to the same Artoria as The Future King. If you already have Artoria Lily, you may still purchase this, pre-applied to a new Artoria, for 200 credits. The male Arthur Pendragon of Fate/Prototype is also eligible for this perk.

Swapped Vessel

Waifu: Tohsaka Rin

Discount: 10 (T5 → T4)

Rin is instead the non-canon Matou Rin, a version of her who was traded to that family instead of her sister. If you already have Tohsaka Sakura alongside this Rin, they will recognize each other. This perk may not be applied to the same Rin as Nameless Red Devil, Mistress of Heaven, Blessing of Kur, or Kaleidostick Magical Ruby. If you have any of those perks and want Matou Rin, you may still purchase this, pre-applied to a new Rin, for 2 credits.

Mistress of Heaven

Waifu: Tohsaka Rin

Cost: 80 (T5 → T7)

Rin is instead the Archer-class Pseudo-Servant Ishtar, the Mesopotamian goddess of love and war, with additional access to Summer Ishtar’s outfits, skills, and Noble Phantasms. If you purchase or capture Rin first and apply this perk later, Rin will gain Ishtar’s memories and emotional connections; their two personalities are so alike that Ishtar can’t even tell that Rin’s better traits aren’t her own. if you purchase Rin and this perk simultaneously, you will only get Ishtar. If you capture Ishtar or Ereshkigal within the Babylonia Singularity while they share a body, the one who isn’t in control at the time will be ejected and rendered vulnerable to an immediate Binding.

This perk may not be applied to the same Rin as Swapped Vessel, Nameless Red Devil, Blessing of Kur, or Kaleidostick Magical Ruby. If you already have any of those perks and want Ishtar, you may still purchase this, pre-applied to a new Rin, for 100 credits.

Bull of Heaven

Waifu: Ishtar

Cost: 500

Ishtar’s personal familiar, Gugalanna, was the greatest of the Mesopotamian Divine Beasts. The bull the size of a mountain required Gilgamesh and Enkidu to work together to defeat it. Ordinarily, Gugalanna is only available for capture during the Snowfield Grail War, as the version of Ishtar at the Babylonian Singularity and Chaldea sheepishly admitted that she lost her pet - though she later manifested it as a diminutive mascot. This perk restores “Gugalanna Lily” to its full power, but does not raise Ishtar’s tier.

Blessing of Kur

Waifu: Tohsaka Rin

Cost: 80 (T5 → T7)

Rin is instead the Lancer-class Pseudo-Servant Ereshkigal, the Mesopotamian goddess of the underworld. If you purchase or capture Rin first and apply this perk later, Ereshkigal will keep her host’s memories and a blend of both host and Servant’s personalities, as if she had taken Substitute into her host’s life; if you purchase the host and this perk simultaneously, you will only get Ereshkigal. If you capture Ishtar or Ereshkigal within the Babylonia Singularity while they share a body, the one who isn’t in control at the time will be ejected and rendered vulnerable to an immediate Binding.

This perk may not be applied to the same Rin as Swapped Vessel, Nameless Red Devil, Mistress of Heaven, or Kaleidostick Magical Ruby. If you already have any of those perks and want Ereshkigal, you may still purchase this, pre-applied to a new Rin, for 100 credits.

Nameless Red Devil

Waifu: Tohsaka Rin, Tohsaka Sakura

Cost: 80 (T5 → T7)

Maybe it was a Demi-Servanting gone wrong. Maybe it was Class Card overuse. Either way, Rin (or a Sakura who would have owned the Jeweled Pendant) now has all the abilities of the Archer-class EMIYA or Nameless, albeit with a slightly... airier costume. You may only apply this perk to one of the two. This perk may not be applied to the same Rin as Mistress of Heaven, Swapped Vessel, Blessing of Kur, or Kaleidostick Magical Ruby. If you have any of those perks and want Archer Rin, you may still purchase this, pre-applied to a new Rin, for 100 credits.

Kama Sammohana

Waifu: Matou Sakura

Cost: 190 (T4 → T8)

Sakura is instead the Assassin-class Pseudo-Servant Kama, the Hindu deity of love - originally male, but inhabiting Sakura’s female body and identifying with now-her host. If you purchase or capture Sakura first and apply this perk later, Kama will keep her host’s memories and a blend of both host and Servant’s personalities, as if she had taken Substitute into her host’s life; if you purchase the host and this perk simultaneously, you will only get Kama.

This perk may not be applied to the same Sakura as Tainted Vessel, Undivided, Knight of the Cherry Blossom, or Kouhai of Light. If you already have any of those perks and want Kama, you may still purchase this, applied to a new Sakura, for 200 credits.

Mara Avaloda

Waifu: Kama

Cost: 800 (T8 → T10)

Kama’s other half, Mara, the true Demon King of the Sixth Heaven, has awakened as Beast III/L (Lapse), the Evil of Humanity that would drown the world in unceasing, stagnant, pleasure. Kama/Mara is the true counterpart to Beast III/R (Rapture) Sessyoin Kiara and qualifies for special Alterzelu Symbiote theming.

Tainted Vessel

Waifu: Matou Sakura, Matou Rin

Cost: 490 (T4 → T9)

The adopted daughter of the Matou, whether Sakura or Rin, has been corrupted by Angra Mainyu as per the events of Heaven’s Feel. The subject of this perk only counts as directly captured if she’s already experienced her gothic makeover. Otherwise, you’ll still only have regular Matou Sakura or Matou Rin. Dark Sakura and Dark Rin both qualify for special Alterzelu Symbiote theming. If you already have Kama Sammohana, Undivided, Knight of the Cherry Blossom, or Kouhai of Light and want Dark Sakura, you may still purchase this, pre-applied to a new Sakura, for 500 credits.

All the World’s Evils

Waifu: Dark Sakura, Dark Rin

Cost: 500 (T9 → T10)

Dark Sakura or Dark Rin has fully merged with Angra Mainyu to become the Beast of Retribution, a possibility that the heroes of canon Fate/stay night successfully averted. Even if you have both Dark Sakura and Dark Rin, you may only apply this perk to one of them. Beast Sakura and Beast Rin both qualify for special Alterzelu Symbiote theming.

Undivided

Waifu: Matou Sakura

Cost: 10 (T4 → T5)

Sakura is instead the non-canon Tohsaka Sakura, a version who was trained in her Imaginary Numbers element and may or may not have separated from her sister. If you already have Matou Rin alongside this Sakura, they will recognize each other. This perk may not be applied to the same Sakura as Kama Sammohana, Tainted Vessel, Knight of the Cherry Blossom, or Kouhai of Light. If you already have either of those perks and want Tohsaka Sakura, you may still purchase this, pre-applied to a new Sakura, for 20 credits.

Knight of the Cherry Blossom

Waifu: Matou Sakura

Cost: 90 (T4 → T7)

Sakura (Matou) is grafted with the Berserker Class Card of Lancelot du Lac. She will see you as her Senpai at all times. When she has Lancelot’s card equipped, her morality will recede until only your wants and safety are on her mind. If you capture the Miyuverse version of Sakura, even before the Ainsworth Grail War, she will already have this. This perk may not be applied to the same Sakura as Kama Sammohana, Tainted Vessel, Kouhai of Light, or Undivided. If you already have any of those perks and want Berserker Sakura, you may still purchase this, pre-applied to a new Sakura, for 100 credits.

Kouhai of Light

Waifu: Matou Sakura (human), Matou Sakura (AI), Kasuga no Tsubone

Cost: 198 (Tsubone) or 190 (Human Sakura, AI Sakura) (T2 or T4 → T8)

Sakura or Tsubone is instead the Lancer-class Pseudo- Servant Parvati, the Hindu goddess and wife of Shiva. If you purchase or capture the intended host first and apply this perk later, Parvati will keep her host’s memories and a blend of both host and Servant’s personalities, as if she had taken Substitute into her host’s life; if you purchase the host and this perk simultaneously, you will only get Parvati. This perk may not be applied to the same Sakura as Tainted Vessel, Kama Sammohana, Undivided, or Knight of the Cherry Blossom. You can only apply this perk to one of human Sakura, AI Sakura, or Tsubone at a time.

Snow Fairy

Waifu: Illyasviel von Einzbern

Cost: 50 (T6 → T7)

Illya is instead the Alter Ego-class Pseudo-Servant Sitonai, an amalgamation of herself, the Ainu Heroic Spirit, the Finnish witch-queen Louhi, and the Norse love goddess Freyja.  She also has her pet polar bear, Shirou, as a familiar. If you purchase or capture Illya first and apply this perk later, Sitonai will keep Illya’s memories, as if she had taken Substitute into her host’s life; if you purchase Illya and this perk simultaneously, you will only get Sitonai. This perk may not be applied to the same Illya as Kaleidostick Magical Ruby. If you already have Prisma Illya and want Sitonai, you may still purchase this, pre-applied to a new Illya, for 100 credits.

Jungle Beast

Waifu: Fujimura Taiga

Cost: 40 (T4 → T6)

Taiga is instead the Lancer-class Pseudo-Servant Jaguar Warrior, an amalgamation of jaguar-related Mesoamerican deities. If you purchase or capture Taiga first and apply this perk later, Jaguar Warrior will keep Taiga’s memories, as if she had taken Substitute into her host’s life; if you purchase Taiga and this perk simultaneously, you will only get Jaguar Warrior. If you have Quetzalcoatl or anyone else involved in the Babylonia singularity alongside Jaguar Warrior, they will recognize each other.

Scales of Justice

Waifu: Luvia Edelfelt

Cost: 80 (T5 → T7)

Luvia is instead the Ruler-class Pseudo-Servant Astraea, the Greek goddess of justice as portrayed in Fate/Grand Order. If you purchase or capture Luvia first and apply this perk later, Astraea will keep Luvia’s memories, as if she had taken Substitute into her host’s life; if you purchase Luvia and this perk simultaneously, you will only get Astraea. This perk may not be applied to the same Luvia as Kaleidostick Magical Sapphire. If you already have Kaleido Sapphire and want Astraea, you may still purchase this, pre-applied to a second Luvia, for 100 credits.

Calling Agape

Waifu: Caren Hortensia

Cost: 98 (T2 → T7)

Caren is instead the host of the Ruler-class Pseudo-Servant Amor, better known as Cupid, as portrayed in Fate/Grand Order. If you purchase or capture Caren first and apply this perk later, Amor will keep Caren’s memories, as if she had taken Substitute into her host’s life; if you purchase Caren and this perk simultaneously, you will only get Amor.

Imperial Strategist

Waifu: Reines El-Melloi Archisorte

Cost: 30 (T5 → T6)

Reines is the host to the Rider-class Pseudo- Servant Sima Yi, a general of the Three Kingdoms era as portrayed in Fate/Grand Order. Unlike most other Pseudo- Servants, the two explicitly share her body in FGO canon.

Tradition Carrier

Waifu: Bazette Fraga McRemitz

Cost: 80 (T5 → T7)

Bazette is instead the Alter Ego-class Pseudo-Servant Manannán mac Lir, the Irish deity of the sea - originally male, but inhabiting Bazette’s female body and identifying with now-her host. This is the same god whose wife, Fand, was the one that Cú Chulainn famously cheated on his wife, Emer, with. If you purchase or capture Bazette first and apply this perk later, Manannán will keep Bazette’s memories, as if she had taken Substitute into her host’s life; if you purchase Bazette and this perk simultaneously, you will only get Manannán.

La Pucelle

Waifu: Laeticia

Cost: 49 (T1 → T6)

Laeticia is once again host to the Ruler-class Maiden of France, Jeanne d’Arc. If you enter the Grand Holy Grail War and capture Laeticia and Jeanne while they’re joined, the two will remain as they are, two souls sharing a body. If you purchase or capture Laeticia first and apply this perk later, Jeanne will keep Laeticia’s memories, as if she had taken Substitute into her host’s life; if you purchase Laeticia and this perk simultaneously, or capture Jeanne anywhere outside of the Grand Holy Grail War, you will only get Jeanne. If you have Mordred, Marie Antoinette, Altera, or anyone else involved in the Grand Holy Grail War, Orleans singularity, or Extella timeline alongside Jeanne, they and Jeanne will recognize each other.

Pandemonium Cetus

Waifu: Medusa, Medusa Lily

Cost: 100 (Rider) or 150 (Lily) (T6 or T7 → T8)

Medusa, either one, has overdosed on her Monstrous Strength to become the Gorgon that devoured her sisters and was in turn slain by Perseus. This is her Avenger-class form, as portrayed in Fate/Grand Order.

This perk may not be purchased or earned if you already have a Gorgon. If you have Corruption Defense, the transformation into Gorgon will not occur if you do not intend to earn this perk. If you have Ishtar, Quetzalcoatl, or anyone else involved in the Babylonia singularity alongside Gorgon, they will recognize each other. Gorgon qualifies for special Alterzelu Symbiote theming.

Gardens of Vainglory

Waifu: Semiramis

Cost: 50 (T6 → T7)

Semiramis’s Noble Phantasm, the Hanging Gardens of Babylon - never mind that she lived a century before the gardens’ construction in Nineveh - normally requires genuine Mesopotamian materials in its construction. As such, it is impossible to construct in a world where Mesopotamia doesn’t exist. This perk bypasses that restriction, allowing you to witness the power of the fully armed and operational battle station in any setting.

White Titan

Waifu: Altera

Cost: 800 (T8 → T10)

Altera may now access her original form, Velber 02, the White Titan Sefar. She will maintain her original mind and control her size while in this form, without any compulsion to destroy everything or self-destruct after doing so. If you have ten purchases of Bifurcation, Altera will benefit from that perk as well. If you have Demeter or any of the gods Altera killed in this form, or Hakuno or anyone else involved in the Extella timeline alongside Altera, they and Altera will recognize each other. If your Altera has this perk, you will also receive the T6 Servant Altera Larva for free.

Great Statue God

Waifu: Jinako Carigiri

Cost: 90 (T4 → T7)

Jinako is instead the Moon Cancer-class Pseudo-Servant Ganesha, the Hindu god of beginnings and wisdom as portrayed in Fate/Grand Order - and yes, she really is that plump. It’s canon. If you purchase or capture Jinako first and apply this perk later, Ganesha will keep Jinako’s memories, as if she had taken Substitute into her host’s life; if you purchase Jinako and this perk simultaneously, you will only get Ganesha. If you have Lakshmibai or anyone else involved in the fourth Lostbelt, Yuga Kshetra, they will recognize each other.

Breed of Calamity

Waifu: Altrouge Brunestud, Mash Kyrielight

Cost: 1000 (T10)

Altrouge’s or Mash’s pet, known by the former as Primate Murder and the latter as just Fou, is no mere personal familiar, but the dormant form of Beast IV (Comparison). When either of its mistresses is purchased or captured, it will appear in its non-sapient, depowered form as their familiar; merely applying a binding will not bypass the purchase of this perk, even if you capture the real Primate Murder/Fou before it’s depowered. This perk restores its intelligence and powers to their full potential and allows it to assume a humanoid form if desired.

You may only have one Beast IV at a time, whether or not this perk is applied. If you have both Altrouge and Mash, they will both take care of it. This perk will not affect Altrouge’s or Mash’s own tier ratings.

Infinity Chocolate

Waifu: Mysterious Heroine X Alter

Cost: 900 (T7 → T10)

Desire. Sugar content. Sales location. Cost price. Production. Demand. With these six elements, the Anti-Anti-Saber Ultimate Weapon gains infinity power, capable of turning half the universe into a confectionery factory. Mysterious Heroine X Alter technically always has this, as the skill “Black Bean Paste EX,” but the normal version of her doesn’t understand what she holds. This perk represents that understanding… though Ecchan may still lack the motivation to use it. As a bonus, this perk also grants Ecchan a body type comparable to Mysterious Heroine X’s adult form.

Kaleidostick Magical Ruby

Waifu: Tohsaka Rin, Illyasviel von Einzbern

Cost: 80 (Rin) or 50 (Illya) (T5 or T6 → T7)

The perverted and troublesome Mystical Code, capable of taking its user between worlds in the same local multiverse, may be given to Rin to create Kaleido Ruby or Illya to create Prisma Illya, but not both. If you purchase or capture Rin or Illya first and apply this perk later, the recipient will not receive any new memories from the Prisma Illya timeline; if you purchase Rin or Illya and this perk simultaneously, you will only get the version from the Prisma Illya timeline.

This perk may not be applied to the same Rin as Swapped Vessel,  Nameless Red Devil, or Mistress of Heaven, or the same Illya as Snow Fairy. If you already have any of those perks for Rin and want Kaleido Ruby, or have Sitonai and want Prisma Illya, you may still purchase this, pre-applied to a new Rin or Illya as appropriate, for 100 credits.

Kaleidostick Magical Sapphire

Waifu: Luvia Edelfelt, Sakura Edelfelt, Irisviel von Einzbern

Cost: 80 (Luvia, Sakura) or 50 (Iri) (T5 or T6 → T7)

The perverted and troublesome Mystical Code, capable of taking its user between worlds in the same local multiverse, may be given to Luvia to create Kaleido Sapphire, or her sister Sakura (Apocrypha timeline only) to create a new, non-canon alternative Kaleido Sapphire. If you purchase or capture Luvia first and apply this perk later, she will not receive any new memories from the Prisma Illya timeline; if you purchase Luvia and this perk simultaneously, you will only get the version from the Prisma Illya timeline. This perk may only be applied to one magus at a time, including Miyu Edelfelt, who is assumed to always have Magical Sapphire - this perk is not available if you have her. This perk may not be applied to the same Luvia as Scales of Justice. If you already have Astraea, don’t have Miyu or a Kaleido Sapphire Sakura, and want a Kaleido Sapphire Luvia, you may still purchase this, pre-applied to a second Luvia, for 100 credits.

Ruyi Jingu Bang

Waifu: Fujimaru Ritsuka (F)

Cost: 480 (T5 → T9)

The Female Master of Chaldea has blended with the Monkey King, Sun Wukong, to become a Lancer-class Pseudo-Servant. We’re not quite sure how it happened either - the Research Department’s best guess is that it had something to do with the Journey to the West event and the pair’s extreme compatibility. The Male Master of Chaldea is not eligible for this perk.

Lord Camelot

Waifu: Mash Kyrielight, Tachie

Cost: 150

The Round Table, a gathering place for heroes: the round shape of the shield Mash and Tachie share, and its direct connection to the original Round Table, are the catalysts for Chaldea’s FATE Servant-summoning system. This perk allows you to roll on Fate/Grand Order’s infamous gacha both in- and outside of the Nasuverse. Servants summoned using this perk will arrive already marked as yours with a dormant tattoo. They may then be controlled using Command Seals or further bound by your method of choice. This perk does not alter Mash’s or Tachie’s tier rating. It may only be purchased once; a repeat purchase would have no further effect. Individuals summoned through Lord Camelot will not award credits upon capture or sale.

You get one free 10-roll when you purchase this perk and can earn additional Saint Quartz under the same rules as Exit Stage Left, at a rate of 1 SQ per 5% progression. Saint Quartz may also be purchased with company credits. The rates on offer may be found in the chart above.

Other Gachas

If you have at least one character in your retinue who’s from a world that started as a mobile game, that gacha’s roll list will be added to Grand Order’s. For example, having Eula Lawrence or Beidou will add the Genshin Impact roll list, having Enterprise or Zuikaku will add the Azur Lane roll list, and having Siege or Ch’en will add the Arknights roll list.

Ortinax

Waifu: Mash Kyrielight

Cost: 30

When her decision to continue fighting for humanity cost her Galahad’s support and powers, Mash asked Da Vinci to build her a new set of armor so she could return to the field without him. This suit, dubbed Ortinax, was later upgraded with a replica of the god-killing superweapon Black Barrel. Buying this perk will not disable Mash’s normal Demi-Servant abilities, nor will it alter Mash’s tier rating.

Beautiful Journey

Waifu: Leonardo da Vinci

Cost: 100

This perk grants da Vinci an inexorable connection to the Shadow Border, the heavily-armored vehicle that served as Chaldea’s first mobile base during Cosmos in the Lostbelt. This version even has some slight improvements over the original. First, the condition of the vehicle is now tied to da Vinci's own health. As long as she is in top condition, the Shadow Border will self-repair from any damage taken. This only works one way, so da Vinci can't be injured by attacking the Shadow Border.

Second, it can Zero Sail through Imaginary Number Space and into other universes. Much like traveling to Lostbelts, however, you must establish a connection with something or someone in the target universe so you can anchor yourself to that location. In your case, captured, yoinked, and Slightly Used waifus count for their respective universes of origin.

Finally, Zero-Sailing is now 100% nonlethal. It still has a tendency to... misfire somewhat at times, but you’ll always end up in a place where you needed to be, even if it isn’t where you wanted to go. This perk does not affect da Vinci’s tier rating.

Magnificent Voyage

Requires: Beautiful Journey

Cost: 75

Using Hephaestus’s nanomachines, the Shadow Border has been fused with the Nautilus to create a new ship, the Storm Border. Larger than a nuclear submarine, this vessel is capable of traveling through the sky and underwater. It has all of the features of the Shadow Border, including Zero Sailing and an inner volume twice as large as its outer shell, as well as increased computational abilities, durability to survive a hit from Poseidon, and torpedoes as powerful as Triton’s trumpet.

Unlike the original, this version is staffed with partitions of Da Vinci instead of Nemo, with all of the same skills as the Nemo series. Though they lack any inherent combat value outside of the Storm Border, they will gradually respawn if killed. This can be accelerated with mana or by spending command seals. Additionally, the original Shadow Border may separate from the Storm Border, similar to a waifu using the Bifurcation perk.

Star of Calamity

Waifu: Tamamovich Koyanskaya

Cost: 800 (T8 → T10)

Koyanskaya’s attempt to collect nine tails has succeeded, ascending her into an alternative Beast IV. Koyanskaya is no longer limited to expressing one aspect of herself at a time, whether the Assassin-class Light form and personality or the Foreigner-class Dark form and personality, but can split into two and re-merge on contact. She gains raw power befitting a Tier 10 and can assume her monstrous Beast form at will when merged. If Koyanskaya attains this perk the natural way, by eating nine powerful creatures and converting them into tails, her Beast form will be an amalgamation of their forms. Otherwise, it will have the canon design.

Like regular Koyanskaya, Treasured Beast Koyanskaya also qualifies for special Alterzelu Symbiote theming.

Golden Arms Redemption

Waifu: Olga Marie Animusphere

Cost: 2 IMG, -20 credit refund (T5 → TX)

______________________________ Beast VII: Alien God ________ __________________________________________________________ __________________________________________________________ __________________________________________________________

Magical Girls DLC

Reinforce Eins

Waifu: Reinforce Zwei (Magical Girl Lyrical Nanoha)

Cost: 150 (100) (T6 → T8)

Instead of the second Reinforce, you have the original. This upgrades the Tome of the Night Sky to its full power, including a non-rampant NachtWal as a personal familiar.

If you have Reinforce Zwei and all four Wolkenritter, this upgrade only costs 100. If you captured Reinforce Zwei or there was any amount of time between buying her and this upgrade, Zwei will gain the complete Tome, NachtWal, and Eins’ full-size adult form, costumes, and memories, but her personality will not be affected.

Duotheism

Waifu: Kaname Madoka, Akemi Homura (Madoka Magica)

Cost: 5 IMG, -150 credit refund (T6 and T7 → TΨ/Y)

The two lead magical girls have ascended into their goddess forms, becoming Ultimate Madoka (”Madokami”) and Akuma Homura (”Homucifer”). You must have both Madoka and Homura to buy this perk as an upgrade; the 5 IMG cost will pay for both. Madoka will usually be the sole queen of an Alterzelu Symbiote swarm, due to Homura’s dedication to her partner, and qualifies for special theming. When this is purchased as an upgrade, the two will experience no changes to their personalities. If this is purchased outright, Akuma Homura may instead have her Original Series or “Moemura” personalities, depending on contractor preference.

Madoka’s divine ascension was the result of a wish to grant hope to all magical girls. A Madoka captured normally will already be a magical girl and thus cannot make a second wish, so some builds may find this perk impossible to earn. In that event, if you already have Homura in your retinue, and capture Madoka before or during Walpurgisnacht’s attack, this perk will be earned when Madoka joins the battle.

Mitama's Special Orb

Waifu: Hozumi Shizuku (Madoka Magica)

Cost: 150 (T6→T8)

Mitama crafted a duplicate of the Mirror's Cup prize using energy from the Mirror Witch's Labyrinth, only for it to be stolen by a Familiar copying Shizuku and her magic. The original opened a portal that brought Nanoha, Fate, and Hayate to Kamihama City. With this orb, the size and range of the portals Shizuku can create are increased, enabling her to open portals to other worlds and travel the multiverse instead of just one planet.

Uwasa of Kamihama's Holy Maiden

Waifu: Tomoe Mami (Madoka Magica)

Cost: 150 (T6→T8)

Mami is fused with the Uwasa of Kamihama's Holy Maiden, greatly increasing her magical power and stamina. She can freely switch between it and her normal magical girl outfit, with the change being purely cosmetic.

No Moon

Waifu: Chibiusa / Small Lady Serenity (Sailor Moon)

Cost: 100 (T7 → T8)

Chibiusa is instead Black Lady, her brainwashed Black Moon alter-ego with massive parental issues. Black Lady qualifies for special Alterzelu Symbiote theming. If you captured Chibiusa or there was any amount of time between buying her and this upgrade, she will gain Black Lady’s form, costumes, and additional power, but her personality will not be affected.

Pharaoh’s Herald

Waifu: Tomoe Hotaru / Sailor Saturn (Sailor Moon)

Cost: 300 (T8 → T9)

Hotaru is instead the Messiah of Silence, Mistress 9, with the corresponding power boost and no connection to Pharaoh 90. Mistress 9 qualifies for special Alterzelu Symbiote theming. If you captured Hotaru or there was any amount of time between buying her and this upgrade, she will gain Mistress 9’s form, costumes, and additional power, but her personality will not be affected.

Strangely, Black Lady x Mistress 9 is a frequent ship in the Sailor Moon fanart community, despite the two never meeting or even appearing in the same seasons.

Eternal

Waifu: Tsukino Usagi/Sailor Moon (Sailor Moon)

Cost: 5  IMG, -500 credit refund (T9 → TΨ/Y)

The 90s anime made Sailor Moon popular worldwide, but its divergent narrative left out lore from the later manga arcs that made the title character even more potent than she already was. This perk elevates your anime version of Usagi to the same heights. If you capture the manga/Crystal version of Usagi, she will always have this perk. Both versions of Usagi qualify for special Alterzelu Symbiote theming.

XV: Devil

Waifu: Kohinata Miku (Symphogear)

Cost: 300 (T8 → T9)

Miku is now the host to Shem-Ha Mephorash, the devil who betrayed her fellow Custodians, attempted to enslave humanity, and survived her defeat by embedding herself within human language. Shem-Ha may instead be purchased separately, in her own body, for 500 credits. Both versions of Shem-Ha qualify for special Alterzelu Symbiote theming.


Additional Rules

R.I.P.

In the event of your death, your retinue will have three days (72 hours) to revive you before your account is terminated. During this period, your companions or Executor (if you have Only Followers or a more restrictive intensity option) will gain the ability to interact with contractor-only functions on your smart device. This includes loans. The shopping app will additionally display a list of all potential subjects who could resurrect you, considering all relevant factors.

If you have an automatic resurrection system in place at the time of your death, including an ability that automatically resurrects you from the dead or a retinue member with the ability to resurrect you from the dead, then this mode will not trigger until that automatic resurrection method fails. It is possible to rely on third party resurrection methods to delay the activation of this mode, assuming that you know enough about that third party method to reliably plan around it. If your resurrection method fails, then R.I.P. will trigger at that point. The ability for your waifu to buy a resurrection method on the shopping app does not count as an automatic resurrection method.

If the local world has a “playable” afterlife, that interacts regularly with the mortal and other planes, this ruleset will not trigger until your soul body is destroyed. Additionally, treat your soul body as your regular body for the purposes of Drain and Fatality Defenses.

When your account is terminated, all of your former subjects will be freed and all perks that rely on our backing deleted. This includes our apps on your Smart Device, any Bindings (including physical aspects of Bindings such as individual Tempest pieces), Lures and Other Controls, your personal world, Talents, Defenses, and Other Perks. Any retinue member or purchased or registered Catch-a-Ride vehicle that is still inside your former personal world will be ejected into the last world they, personally, visited, as the pocket dimension ceases to exist. Freed retinue members will retain every ability and benefit up to step 3 on the effective tier calculations.


Diminishing Returns

The formulas that Warranty Plan and Symbiote Groves and Nurseries use to determine the benefit from an additional amazon or structure are in fact the same formula, but with different constants:

D= Fraction at which diminishing returns begin

N= Count variable

R= Initial increment, as a fraction of the total

S= Initial value

Manual use of this formula is not advised.

Offspring

All descendants of you and your subjects are members of your retinue from birth and benefit from all of your perks that apply to all retinue members. This includes artificial creations given life by you or a subject, but not the results of intercourse with beings that use others as hosts for asexual reproduction.

If you have any Binding, they will all have a simpler version of the stamp’s tattoo, a demi-tattoo, ensuring good behavior (according to your and their other parent’s standards) and loyalty to your family, without the other mental effects.

Children of your Extra or Substitute target that you capture are counted as descendants, even if they were already born when you took over. Capture credits are not awarded, however, for any descendant of yours, who was born or even conceived after your entrance, or anyone born into your retinue.

Under No Bindings: Your descendants will not have any bindings either, not even the demi-tattoo. You and their mother(s) will have to raise them the hard way.

If you’ve created Hybrids: Regardless of whether you used Advanced Runes: Body’s synergy with Absolute Order, Demiplane Laws, or some other method, they will all breed true.

If you have the Symbiote - live births: You may also produce regular humanoid babies - symbiote hybrids with your race (human, kitsune, vulcan, etc.) and the other parent’s - with any member of your swarm. Anyone born into your swarm will all have the demi-tattoo until puberty, when their symbiote abilities come in.

If you have a Shroud: Your descendants will develop shrouds of their own at puberty, with the specific theme dependent on their personality and interests. They will benefit from all of your perks that apply to your whole retinue, just like their parents, and may form their own retinues centered on themselves. If you have Complementary Colors, any of their ancestors who have a Cloak in your network can keep track of them through a unique Shroud connection. You and any of their ancestors who have a Shroud will not have any direct influence over them beyond the Stamp’s demi-tattoo. Their parents who are not connected by a Shroud or Cloak will not have any direct influence at all.

If you have Lures: Your descendants are immune to your lures. Food from Faerie Feast will still taste wonderful, but the addictive qualities won’t work on them.

If you have Hotel California: The company suggests abiding by all local laws and barring your descendants from sex work or serving alcohol until they’re of age.

If you have Dragon Scale: Your children will all be dragons as well, with their dragon abilities coming in at puberty and their elements dependent on their personalities and themes. Later generations may hybridize with whatever local races they encounter.

If you are a Transhuman: The nature of your natural descendants, if you have any, is highly dependent on your Transhuman type.

If you are an Outsider: ____________________________ __________________________________________________________ __________________________________________________________ __________________________________________________________


Slightly Used: Pricing

The top row lists a subject’s effective tier after step 1a (waifu perks). The left column is your result from rolling 6d6. “Tier” represents a subject’s effective tier after step 3 at the time they were sold back to the company - when repurchased by a contractor, this will become their new tier at step 1. “Trauma” represents the severity of a subject’s traumas or mental debuffs, heavily abstracted into a modifier to their effective tier value. The subject’s actual price is this many tiers less than the standard list price for their effective tier after the first roll. This value cannot result in a tier below 1. A Slightly Used purchase who’s normally Tier 5, with a 22 ability roll and 30 trauma roll, will instead have the ability of a Tier 6 but only cost as much as a Tier 4. Tier buffs and debuffs are rolled separately.

Roll

Tier

Trauma

6-8 (~0.0600%)

T1

-0

9-11 (~0.9302%)

T2

-0

12-14 (~5.0862%)

T3

-0

15-17 (~14.5083%)

T4

-0

18-20 (~24.7728%)

T5

-0

21-23 (~26.7040%)

T6

-1

24-26 (~18.2913%)

T7

-1

27-29 (~7.6796%)

T8

-2

30-32 (~1.7876%)

T9

-2

33-35 (~0.1779%)

T10

-3

36 (~0.0021%)

TX

-3

Dragon Aura: How does it actually work?

Every waifu or husbando in a setting, obeying your orientation, has a lure meter that’s filled by sufficient proximity to your aura. This meter is invisible to you, the target, and everyone else. The higher their Aura Tier, the farther away from you they can be and still fill it and the faster it fills when they’re the same distance as a target with a lower Aura Tier. All lust meters are capped at 4 to the 13th power, or just over 67 million. Ignoring the effects of ventilation and physical exertion, if a target is just inside the listed radius for their Aura Tier, their meter will tick upward at 1 unit per second. At this minimum rate, it will take just under 777 24-hour days to fill. Every ten times closer a target gets to you, their lust meter will tick up two times faster. If a target exits your aura’s radius, her lust meter will not recede, only stop increasing. This is, in theory, a smooth logarithmic curve, but authors are encouraged to simplify the process down to pure narrative for the sake of their sanity.

The chart below lists each tier’s effective radius. The scale continues indefinitely even beyond Aura Tier 22, but only within the local universe.

Setting-Specific Rules

Anime, Manga, Light and Visual Novels

Ah! My Goddess

Waifus from this setting can manipulate any local universe’s operating system as if it were Yggdrasil or Nidhogg, with their same level of access rights. This isn’t always a good idea without protection.

Attack on Titan

Everlasting Talent will remove the limit on a Titan Shifter’s lifespan.

Bleach

The default version of Giselle available for purchase is entirely female.

Bofuri

All characters benefit from their New World Online statistics (taking the higher value of the in-game number vs. the equivalent of their real-world abilities), skills, equipment, and pets. They no longer have explicit game mechanics, such as leveling or chat, but can still quick-change both old and new equipment as desired.

Chainsaw Man

Devil Contractors have their devils as personal familiars.

Danmachi

Non-deity subjects can have their Falnas updated through an app on the company smart device. If you visit this setting or have at least one deity from it, any deities in your retinue from other settings can learn how to grant and manipulate Falnas. If your starting build has Extra or Paper Trail and a foreign deity, that deity will already know how. All deities in your retinue who know how to manipulate Falnas can update any of your group’s normally, as a shared pool. This also applies to you, if you have a Falna for any reason. You will qualify as a deity yourself if you have the Heritage perks Elder Dragon, Incandescent Ascendancy Machine, or Prophet of Paradox, or achieve godhood by any other means.

For the starting condition “Artemis Bad End (Uncapped Dungeon),” Antares’ orbital strike on Orario (using Artemis’s power) succeeded, allowing the Dungeon’s monsters to break out into the overworld as they did in Argonaut’s era. Some high-level Adventurers within Orario may have survived as well.

Darling in the Franxx

All pilots and the Klaxosaur Princess can manifest power armor versions of their mecha as magical power armor; these are compatible with the Shrouds. 02 and the Klaxosaur Princess may also transform into full-sized mecha.

Date A Live

Corruption Defense will reduce Kotori’s loss of control, while using her powers as a Spirit, to a minor increase in bloodlust. If desired, and you do not already have Shiori, Kotori will identify you as her older sibling.

If you have Drain Defense, Kurumi may power her abilities by feeding on you and your other subjects.

A purchased Origami will, by default, arrive with her first timeline appearance and personality, though if requested she may also arrive as “Moegami,” possessing her second timeline’s personality and appearance. A blend of requested traits is also possible, such as her second timeline’s more open personality as a base, combined with the shameless perversion of her first timeline.

If you have the Fraxinus (EX) and Maria and Marina, they may take control of the ship's functions and work together as its AI. Having access to the Fraxinus also provides a general boost to their combat capabilities, boosting their tier up to T6/7, and allowing them to create copies of themselves for combat and other purposes.

Evangelion

Everlasting Talent will override the “Curse of EVA” that halts pilots’ aging in Rebuild. All pilots can learn to manipulate their AT fields; this counts as a mystical art and is affected by Soul Talent. Akagi Naoko may be captured posthumously by attacking MAGI instead; if so, she will be a set of triplet software AIs for whom separate bodies may be built to contain. Ikari Yui and Souryuu Kyoko Zeppelin have their full scientific knowledge, full control over their AT fields, and can transform into EVA-01 and -02, respectively. When transformed, their AT strengths are both on par with the stronger canon Angels. They can also manifest shipgirl-style avatars inside their cockpits, so you can ride them while you ride them. Original and Rebuild characters will recognize each other, if shared-timeline versions of themselves would have met.

Fairy Tail

Fatality Defense will protect against Mavis’s Curse of Contradiction. Purchased or captured Mavises will have their curses converted into a form of death magic under her complete control. This conversion will remain even after her master’s demise. Purchasing Irene gets you Heine & Juliet for free as her personal familiars. Kinana can assume her Cubellios form at will. The Dragon Slayers have their Exceed companions as personal familiars.

Fullmetal Alchemist

Lust has her 2003 characterization. Izumi and Julia’s bodies are fully intact.

Gurren Lagann

Spiral Power is an infinite escalation engine by nature, but could never instantly achieve its full might. Retinue members who can use it may only escalate to match the highest effective tier in your retinue, or an opposing force that the Spiral user is engaged against, after step 4a; this occurs during step 5. Imaginary Tiers such as Simon and Anti-Spiral Nia will obsolete this restriction. Spiral Power’s escalation lasts until the end of an active conflict stage or the user no longer feels hot-blooded, whichever happens first.

Hellsing

Vampires no longer suffer from any of their weaknesses.

High School DxD

Purchased and captured Angels, including Fallen, may Fall and Rise at your discretion. Purchased high-class Devils do not come with their own Evil Pieces, nor do purchased Angels come with their Brave Saint cards.

Canonically, Reincarnated Devil and Brave Saint statuses do not overwrite the individual’s original race. Kuroka never stopped being a nekoshou despite also being a Devil. Thus, neither Devil nor Angel races (including Fallen status) will count toward the usual racial hybrid penalty from Advanced Runes: Body and other sources. They will not overwrite the original race if purchased with Template Stacking, nor will either be overwritten by a different racial Template. Devil and Angel races are still mutually exclusive with each other, outside of rare exceptions.

If you purchase Ophis, or capture her before her spawn Lilith exists, you will get Lilith for free. Lilith will not be worth capture credits if you acquire her in this way.

Hololive

All characters are drawn from the Hololive Alternative setting. Haato and Haachama can merge into one body and split back into two at will; as long as one is alive, the other will resurrect as if you have Warranty Plan.

I’m a Spider, So What?

This setting has a globalized diegetic leveling system. Fatality Defense will block this system’s negative effects on its users.

Inuyasha

Sango has Kirara as a personal familiar. Kikyou has up to eight soul collectors as personal familiars.

Konosuba

If you have Grand Manor, Luna gets her Adventurer Card-issuing equipment as a workshop. Purchased versions of Luna will carry five blank cards to hold her buyer over until then.

Log Horizon

All characters benefit from Elder Tale mechanics, tied to your Demiplane or Dungeon if you have one.

Macross

Micronization: Zentraedi and Meltrandi characters are Microne (human)-sized by default. The presence of one will add a Micronization chamber to your Grand Manor, if you have one. Advanced Runes: Body allows them, and any other member of our retinue who’s used a Micronization chamber, to shift between Microne and Macrone forms on the fly. Body Tune-Up is enough to let Klan Klein maintain her adult figure while micronized. Additionally, all Zentraedi and Meltrandi combatants have a personal Pocket Space for their battlesuits. Battlesuits stored this way will automatically resize themselves to fit their wearer, regardless of whether the wearer is in Microne or Macrone form.

Other: Mylene has her pet… tribble(?) Guvava as a personal familiar. We don’t actually know what Guvava is, just that it’s cute and fuzzy. Ranka has her squirrel-like pet Ai-kun as a personal familiar.

Made in Abyss

Mitty maintains her cursed form’s unkillability even as a human.

Magi Series

All characters who have Household Vessels have the djinn inside their vessel as personal familiars.

Medaka Box

Shiranui Hansode’s Real Eater only works on Abnormalities or Skills, in the context of this setting.

Monogatari Series

Senjougahara Hitagi can consciously control her effective weight, as if using a slider that starts at 0G and goes as high as she might train for. Gravity over 1G cannot affect her if she doesn’t want it to. She also has a personal Pocket Space equal in size to the basic one offered to contractors.

Hachikuji Mayoi can apply a Lost Cow status effect to a nearby target for 24 hours or until the target finds what they're looking for, whichever comes first. If purchased, she will have the appearance of the tough adult version from Kabukimonogatari. Everlasting Talent, the body-modification suite, and other methods will allow captured versions to mature to the same state.

Hanekawa Tsubasa can transform between her regular self and Black Hanekawa at will.

Kiss-Shot Acerola Orion Heart-Under-Blade no longer suffers from any of her vampire weaknesses.

Monster Girl Encyclopedia

Despite their official lore as written, mamono have as much variety of appearance and personality types as humans. The “Generic” catalog entries are thus most useful for judging the price of a Power Swap or effectiveness of Template Stacking. Mamono types that merge with human women, such as Dark Matter, Parasite Slimes, and Ropers, may be purchased individually and merged with your waifus or female Followers or offspring.

Mamono races will not count toward the usual racial hybrid penalty from Advanced Runes: Body and other sources. They will not overwrite the original non-mamono race if purchased with Template Stacking, or be overwritten by a different non-mamono racial Template. Mamono races are still mutually exclusive with each other by company means.

Mamonomorphosis and Lilithspawn are waifu perks and thus apply at step 1a, even if the waifu they’re applied to was turned into a mamono by Template Stacking or natural causes, both of which otherwise apply at step 2.

The listed Inari and Youko tiers assume the foxes have only a single tail each. They grow more powerful with additional tails, capping out at T7 for a full set of nine.

The Fallen Brides and Fallen Knights are tiered for their mamono versions.

My Hero Academia

Eri has full control of her powers. Purchased versions of her are aged to adulthood. Toru can toggle her invisibility on and off at will, and it will include anything she’s wearing within the effect. While she’s invisible, the rest of your retinue will see a ghostly outline around her.

Naruto

The various jinchuuriki have their Tailed Beasts as personal familiars. Chakra is a form of ki, affected by Soul Talent, and usable by anyone. Clone techniques split the user’s internal energy pools evenly across the original body and all clones; Inexhaustible merely prevents these diminished pools from depleting. Stress Defense will protect against the drawbacks of mass clone-based training.

No Game No Life

Azriel has her full power. Shiro will believe you to be her sibling and cannot be convinced otherwise. Holou is the depowered form from LNs 9+.

One Piece

Devil Fruit users lose their water weakness. They can still drown the normal way, but they no longer instantly sink and will keep their powers and strength while submerged or touching sea-stone. Haki is a ki art and is thus affected by Soul Talent.

You can only have one Devil Fruit power at a time, unless you do what Blackbeard did or are a networked being with multiple minds and bodies such as highly- developed Transhumans or the Misaka Network - in which case each mind-body can have one power. Additional Devil Fruits after your first, whether through Template Stacking, an actual Devil Fruit, or some other means, will overwrite your current Devil Fruit power. If your previous power was acquired through an actual Devil Fruit, or Warranty Plan activates for you, the fruit will respawn elsewhere in the One Piece universe as normal.

We are aware that Yamato’s exact nature is a cultural landmine. The default version that we sell has been specifically programmed to identify as female; other versions are available upon request as per the relevant section of Extending Your Build: Purchases, just like with anyone else. The identities of any Yamatos that you capture in the field are not our concern.

Overlord (Maruyama)

Substituting into a member of Nazarick before the server shutdown will guarantee the existence of a second guild in the new world, hostile to the first and of comparable power. Its members will all be original characters. “Multiple Active Guilds” may have anywhere from three to forty guilds.

Ranma ½

As a subject, Ranma’s form changes or locks to fit your orientation. If purchased and mode-locked as a girl, by default, she will believe that she was born as such but raised as a boy.

In general, Jusenkyo curses have two parts: the transformation itself and the highly increased chance of the target getting splashed to trigger it, especially at an inopportune time. Destiny Defense can stop the latter, while Polymorph Defense is appropriate for the former.

Re:Creators

Hikayu has her martial arts powerup. Meteora’s “Delusion” appearance is always available as a preset if you have at least Basic Runes, Art of Transformation, or Demiplane perks.

Re:Zero

Rem and Ram both have one horn. Frederica has her transformation crystal. Emilia has Puck as a personal familiar.

Seishun Buta Yarou (Rascal)

Sakurajima Mai can disappear from others' memories and direct and indirect perception. This power is inactive by default and can be resisted by higher-tiered and more perceptive beings. You and all purchased and captured waifus are immune.

Koga Tomoe can create and end time loops of up to 30 days - basically Akemi Homura minus Time Stop and all non-temporal abilities. You and all purchased and captured waifus are aware of Tomoe's loops.

Futaba Rio can spawn one clone of herself at a time and live both lives separately. Both Rios are equally real until one despawns.

Toyohama Nodoka can swap minds and souls between bodies. Her time limit is 72 hours, unless she swaps herself, in which case the effect is indefinite until she cancels it. If you are part of the swap, and your original body takes fatal damage, you’re stuck until the body can be resurrected (or Warranty Plan brings back the other part of the swap) and the swap reversed. If the body you’re swapped into takes fatal damage, you will swap back just before death.

The default Makinohara Shouko available for purchase is the adult version from the movie. Her time travel method isn't particularly versatile, but it doesn't need technology.

Azusagawa Kaede gives all of your waifus cute, animal-themed onesies.

Sekirei

The titular Sekirei are psychic as a species and drawn to individuals with stronger psychic presences. Template Stacking (Ashikabi) is therefore unnecessary, just Psychic Talent or some other psychic template, together with sufficient training to build up a presence.

Sword Art Online

All characters with profiles in Sword Art Online, Alfheim Online, Gun Gale Online, and other VRMMOs will benefit from their toons’ statistics, skills, equipment, and other factors, but only from one toon at a time. They can quick-change between each profile as desired.

Tenchi Muyo!

Mitoto’s teleportation ability works as long as she has a mop or other cleaning tool in her hands. Anyone she brings with her must have one as well.

War on Geminar: The Sea of Ena, with its high density of Ahou energy, counts as a background magical field, though the locals primarily use it to power their airships and mecha and not for casting.

Those Who Hunt Elves

Ritsuko has her cat-possessed tank Mihke as a personal familiar.

To Aru Series

Misaka Network: The purchase just gives you Misaka Worst and Last Order. If you have Grand Manor or a Catch-a-Ride large enough to contain one, a Misaka cloning facility will appear within the structure within which you can grow the other 20,000. This replaces Warranty Plan, which instead only covers Misaka Worst and Last Order; designating which vat each numbered Misaka is to be re-grown in will ensure that she resleeves properly. Without Grand Manor or a large enough Catch-a-Ride, numbered Misakas will only return to your service one at a time, by the standard Warranty Plan rules. The full heal from Body Tune-Up and Body Defense can be triggered for each Misaka sister individually. The Will of your Misaka Network will eventually spawn on her own. Dolly is not one of the 20,002 networked Misakas, but can join the Network if you have it.

Others: Copies of Imagine Breaker within your retinue will only negate effects that their users would want negated. This works on a subconscious level. As the contractor, your own wants will overrule those of your subjects. Frenda Seivelun has a personal Pocket Space in her skirt, equal in size to the one offered to contractors, where can store her explosives and other weapons. If Kuriba Ryouko rebuilds her Doppelganger, she can transfer its consciousness to its new body without complications.

Esper powers: Esper power training benefits from Psychic Talent’s feedback loops if at least two Espers whom the perk applies to train together, even if their powers are wildly different and the principles behind one can’t be directly applied to the other. Psychic and Soul Talents together allow Espers to safely use To Aru-style magic, and vice versa.

To Love Ru

Memorze: Joined pairs of twins, such as Run and her brother Ren, are captured simultaneously. Their separation is a natural process and will occur in due time. It may also be accelerated using the body-modification suite.

Top o Narae!

Diebuster: The Serpentine Twins lack canon names.


Gaming

Arknights

The full heals from Body Tune-Up and Body Defense will not remove Originium from an Infected’s body. Instead, the cure will manifest as a stabilization and integration of the Originium present into a benign second nervous system, specialized for Originium Arts. Any external Oripathy lesions might remain in place, be recycled into tattoos, or sink into the body.

Originium Arts mostly fall under Soul Talent, with some few exceptions. Purchased copies of Kal’tsit will regard their original contractor as their master, even under No Bindings; this is reset by Slightly Used and does not apply to captures. Feranmut qualify as deities for all relevant rules and perks.

Alters: The abilities and outfits of Ch’en the Holoungday, Nearl the Radiant Knight, Specter the Unchained, Gavial the Invincible, Texas the Omertosa, Reed the Flame Shadow, Silence the Paradigmatic, and Executor the Ex Foedere are included for free with each of their basic loadouts. This applies to purchases, templates, and Power Swap. The standard rules apply to any missing equipment or personal familiars. Skadi Alter, the Corrupting Heart, is a separate individual from the original Skadi.

Robots: Eunectes has Lancet-2 as a personal familiar. Wild Mane has Justice Knight as a personal familiar. Closure has Castle-3 and THRM-EX as personal familiars. Ho’olheyak has Friston-3 as a personal familiar.

Assassin’s Creed

Valid targets for Pieces of Eden that your retinue uses are anyone of Tier 6 or below at step 5, not just humans from the Assassin’s Creed setting.

For characters with canonical immunity to Piece of Eden effects, this immunity extends to all mind-control effects that flow through a focus or artifact. For binding methods that use such tools, this will merely be a level of resistance before the target is captured. As with Mind Defense, mind-control effects within your retinue are not resisted. This applies to Kassandra, Alexios, Eivor Varinsdottir, Eivor Wolf-Kissed, Sigurd Styrbjornson, Harald Harfagri, Faravid, Svala, Halfdan Ragnarsson, and Basim Ibn Ishaq, and all Isu.

Azur Lane

All ships who have µ (idol) variants can swap to the alternative rigging in your Pocket Apartment. If you also have Apportation, they can change loadouts on the fly.

Bioshock

Infinite: Elizabeth’s Tears are limited to the local multiverse surrounding wherever she happens to be at the time.

Bloodstained

Miriam can absorb the soul-shards of monsters from other worlds, identically to how she does in canon. When copying her power through Template Stacking, the user will only start with the basics and have to fill a new soul library on their own.

Blue Archive

A destroyed halo will eventually regenerate. Purchased and captured versions of Beatrice can take her ascended form at will.

Castlevania

The Lecarde sisters are humans when first bought. Carmilla no longer suffers from her vampire weaknesses. Soma Cruz can absorb the souls of monsters from other worlds, identically to how he does to Dracula’s monsters. When copying his power through Template Stacking, the user will only start with the basics and have to fill a new soul library on their own.

Darkstalkers

Morrigan has Lilith as a personal humanoid familiar.

Disgaea

This setting has a globalized diegetic leveling system. Any subsystem that relies on infrastructure will only be available once you have a home turf that it can be built into, whether that’s a local property, Ride, Demiplane, Dungeon, or Heritage-granted personal world. Note that good experience, by Disgaea standards, is extremely rare outside of Item Worlds or the Disgaea setting itself.

The Elder Scrolls

Purchased versions of The Last Dragonborn will not have an Elder Scroll.

Exalted

Exalts: All purchased or captured Exalts are free from the Great Curse, Resonance, Torment, Clarity, and all other Limit Break effects. Each individual member of your retinue may only have one Exaltation at a time. This will generally be the one most suited to the individual in question, but you have the final say on who gets what.

Solar-Abyssal Mirroring: If you have a Glorious Shroud, you may reformat any of your Abyssal Exalts, including yourself, into Solars of the appropriate caste; the same applies in reverse to Solars if you have a Burial Shroud. If you have both Shrouds, your Solar and Abyssal Exalts may choose whether to be Solar or Abyssal at any time, but only one or the other.

Solar-Lunar Bonds: New Celestial Exaltations created through Template Stacking lack predefined mates, allowing us to pair them however we want. For ease of use, the first new Solaroid (Solar, Abyssal, or Infernal) template and first new Lunar template within any retinue will be paired with each other by default. If the Solaroid and Lunar have mutual positive intimacies, or the Solar knows the charm Sun-and-Moon Method, their bond will count as a soul link for the purpose of Inexhaustible.

Power Swap: All Exalts at Essence 1 are Tier 4. Solaroids ascend to Tier 5 at Essence 2, Tier 6 at Essence 3, Tier 7 at Essence 4, Tier 8 at Essence 5, Tier 9 at Essence 6, and Tier 10 at Essence 10.

Lunars and Sidereals ascend to Tier 5 at Essence 3, Tier 6 at Essence 4, Tier 7 at Essence 5, Tier 8 at Essence 7, and Tier 9 at Essence 9.

Alchemicals and Terrestrials ascend to Tier 5 at Essence 4, Tier 6 at Essence 6, Tier 7 at Essence 8, and Tier 8 at Essence 9.

All Second-Circle Demons are Tier 8. Third-Circle Demons are Tier 9, except for Fetich Souls, which are Tier 10. Deathlords are Tier 10.

When building an Exalted character of Essence 2, just use normal Exalted character generation. For Essence 3, assume that the character has 150 experience income, in addition to the cost of the essence increase. For Essence 4, assume that the character has 400 experience income; Essence 5, 750; and an additional 750 for each essence level after that.

Final Fantasy

Summons (general): Summoners in your retinue will call forth uncapturable phantasms. To capture a summon creature, and allow them to be active within your retinue full-time, you must seek out the summon’s physical location in their homeworld, whether that’s the Feymarch (IV), Esper World (VI), a Fayth stone (X), etc., and capture them on-site. The Shroud can reach through a phantasm and capture the real summon creature as normal. All of your summoners will share the same summon pool. Summons that appeared in many different games will have your preferred design, not necessarily the one that matches the first summoner you purchased or captured.

Summons (non-humanoid): Non-humanoid summons, including Phoenix, Valefor, and Anima, can switch between their humanoid and original forms at will. Anima’s human form can't use Pain or Oblivion, but knows all generic skills/spells from FFX by default. Her Aeon form is mobile, with no chains and a complete lower body. Her original lower half, "the Shadow," has its own complete lower body and lives in an explicit pocket universe. Oblivion feeds a target to the Shadow like normal. Anima may also temporarily switch places with her Shadow; this tends to result in extreme collateral damage.

FFI: White Mage has her characterization from 8-Bit Theater.

FFV: If you have anyone from FFV in your retinue, the four Crystals will spawn not too far out of your way, allowing your retinue access to the game’s job system. Lenna Tycoon has the wind drake Hiryu as a personal familiar - likewise for the other two female party members from FFV: Faris Scherwiz and her sea dragon Syldra, and Krile and her own wind drake that has no canon name.

FFVII: If you have anyone from FFVII in your retinue, and Grand Manor, a Mako Spring will appear in your Home and produce natural Materia at an accelerated rate. More springs will spawn with Life’s a Beach and Sweet Home Expansion.

FFX: The Sphere Grid is a globalized diegetic leveling system. Your retinue may have one single shared grid, several grids shared by subsets of your retinue, or individual grids for everyone.

FFXIII: Upon capture or purchase, l’Cie will be bound to you instead of the local deities that gave them power. Mind and Polymorph Defenses are not necessary to protect l’Cie in your retinue from crystallizing or becoming Cie’th.

Fire Emblem

Cavaliers, Pegasus Knights, Wyvern Knights, and other mounted units have their mounts as personal familiars.

Jugdral: Second-generation characters can have whichever gameplay-valid parents you want.

Awakening: Second-generation characters can have whichever gameplay-valid parents you want. Robin can have any gameplay-legal build.

Fates: Second-generation characters can have whichever gameplay-valid parents you want. Corrin can have any gameplay-legal build.

Three Houses: Byleth can have any gameplay- legal build.

Heroes: All heroes with alternative outfits can swap to those costumes in your Pocket Apartment and use the associated abilities and skills at will.

Genshin Impact

Lumine (and Aether) has the T1 version of Paimon as a personal familiar. If you have both, they’ll share her. Raiden Shogun’s sword is her connection to Raiden Ei, so the Shroud can only capture Ei from outside her realm if Shogun is wielding the sword.

Golden Sun

If you have any Adept in your retinue, a full set of the original 72 Djinn will appear in or near your path, allowing you and your waifus access to the game’s class system. Some sidequesting may be required. If you have Conjunction, retinue members within your network can access any combination of nine active (“Set”) Djinn that you’ve acquired. Djinn on standby or recovering from a summoning are on standby or recovery for everyone they’re connected to. Without Conjunction, this feature may still be accessed through certain Heritage perks, such as Philosopher’s Transmortality Engine.

Grandia

Sue has Puffy as a personal familiar.

Halo

Cortana will be plugged into your smart device. The Tier 6 version of her reflects her status at the end of the original trilogy. Body Tune-Up will give Spartans a functioning sex drive.

Honkai Impact 3rd

Each Herrscher qualifies for unique Alterzelu Symbiote theming. Herrscher cores count as soulbound artifacts for the purpose of Warranty Plan. Valkyries’ alternative battlesuits (and their associated weapons) will be stored in your Pocket Apartment if you have one. If you also have Apportation, valkyries may swap between different loadouts on the fly. Doctor MEI has a blank Divine Key that can temporarily connect to Herrscher cores, even those within other Divine Keys, and grant her a Herrscher form of her own at great physical expense. Everlasting Talent will allow Theresa to mature to adulthood.

If baseline Kiana (K423) is captured at any point after the first awakening of Herrscher of the Void within her body, until the Schicksal invasion, the Herrscher will be ejected into her own body, as a copy of Sirin with the Herrscher perk. This is identical to the result of capturing Void Drifter Kiana.

Our systems do not make a distinction between the original Flame Chasers and their uploaded copies that inhabit the Elysian Realm. Capturing an ER sim will grant them a physical body once more.

Vill-V is primarily an engineer and performer, and as such we couldn’t justify simply giving her the ability to distribute her multiple personalities into separate bodies and recombine at will. However, she still can learn such a technique from anyone in your retinue who already has it.

Purchased or captured versions of Misteln will have the Curse of Schariac converted into a controllable form of destiny manipulation, focused on life and death in particular. Without additional training, it will still only be useful for ensuring death in a wide radius. This conversion will remain even after her master’s demise.

Battlesuits: The basic, non-perk versions of each valkyrie, counting only the ones who have multiple suits, come with the following.

Kiana Kaslana (K423): White Comet, Divine Prayer, Valkyrie Ranger

Raiden Mei: Crimson Impulse, Valkyrie Bladestrike, Shadow Dash

Bronya Zaychik: Valkyrie Chariot, Snowy Sniper, Yamabuki Armor, Dimension Breaker, Black Nucleus, Wolf’s Dawn

Murata Himeko: Scarlet Fusion, Battle Storm, Valkyrie Triumph, Blood Rose, Arctic Kriegsmesser, Vermillion Knight Eclipse

Yae Sakura: Gyakushinn Miko, Flame Sakitama

Theresa Apocalypse: Valkyrie Pledge, Violet Executer, Celestial Hymn

Fu Hua: Valkyrie Accipiter, Night Squire, Shadow Knight

Kallen Kaslana: Sixth Serenade, “Nun Kallen”

Seele Vollerei: Stygian Nymph

Rita Rossweisse: Umbral Rose, Phantom Iron, Argent Knight Artemis

Bianka “Durandal” Ataegina: Valkyrie Gloria

Elysia: Miss Pink Elf, Human Ego

Griseo: Starry Impression

Luna (A-872): Luna Kindred

Familiars and Equipment Living Form (ELFs): Luna (A-872) has Blood Embrace. Kallen Kaslana has Selune’s Elegy. Zhuge Kongming (Starlit Astrologos) has Tesla ZERO. Cheng Lixue has Water’s Edge. Mobius has Klein Mk. 2. Durandal has Blade Durandal. Elysia has Fairy Elysia. Ai Hyperion Lambda has the Ai-chan units P, O, and E. All other ELF familiars are specified in waifu perks.

King of Fighters

Hotaru has Itokatsu as a personal familiar.

Kingdom Hearts

Keyblade travel via the Lanes Between, and its counterpart in the Corridors of Darkness, both have unlimited multiversal range. Added Potential will guarantee the capacity to wield a Keyblade.

While you have a Keyblade, you'll be able to interact with a World's Heart through its Keyhole, even outside the Kingdom Hearts Universe. These Keyholes will show up somewhere significant to the plot of that world. Use the same guidelines for a "World" as used for Exit Stage Left and Rainbow Bridge.

If a Contractor is split into Heartless and Nobody, both versions of the Contractor get a copy of their Company Device. However, they must re-complete before they will be allowed to leave the Kingdom Hearts universe. This includes entering their Pocket Apartment, Dragon Cabin, or other personal Demiplanes.

Purchased copies of Kairi come with a copy of Heart of Light. Once purchased or captured, Naminé's memory abilities will work on anyone, not just Sora or those connected to him.

League of Legends

Anivia and Rek’Sai can switch between humanoid and bestial forms.

The Legend of Zelda

If Cremia and Romani are of age, have personal magic power, and hear Epona’s Song, they can produce limited amounts of Chateau Romani. The same is true of Malon and Ilia, if you also have at least one of Cremia or Romani. The magical benefits of drinking one full bottle of Chateau Romani will only last for three days (72 hours).

Midna cannot take her imp form by default and would strongly prefer not to ever again. She instead has a strong affinity for shadow magic, capable of melting into shadows and teleporting through a world’s Twilight Realm, even if it doesn’t have one. The imp form may still be remade as a shadow magic spell, for use on herself or others.

Fi brings the Master Sword with her, as if she was a Unison Device from MGLN; its aesthetics may change if she’s bound by a Symbiote. The same is true in reverse: versions of Link who use the Master Sword have Fi as their personal familiar.

Mass Effect

EDI is just the gynoid from ME3. If you want to install her into a starship, buy Catch-a-Ride or Heavenbuilt Proto with the discount and plug her in.

Metroid

X-Parasites are exceedingly dangerous. Multiple development and production sites have been lost due to X-involved security breaches. Even when all precautions are followed, the X can still find a way to break containment. For this reason, we no longer pay out any rewards for the SA-X’s capture, and any X-infected specimens you sell back to us will be fed to Metroids immediately.

Mortal Kombat

Frost has her cybernetics, but is fully capable of intercourse and has her original reproductive organs. Kronika has not absorbed Cetrion, and does not have her crown, without a waifu perk.

Okami

Princess Fuse has all eight Canine Warriors as personal familiars. They’re all regular dogs by default, not kemonomimi. Demon Lord Ninetails is exactly what she presents herself as, not the elderly one-tailed male fox of canon.

Overwatch

D.Va has her personal mech as a familiar. Ashe has B.O.B. as a personal familiar. Mei has Snowball as a personal familiar.

Persona

All Persona users can manifest their abilities in the real world. Velvet Room attendants (Elizabeth, Margaret, Lavenza) can activate your Personas, not just Izanami or Marie. Lavenza can split into Caroline and Justine, at will, and merge back with physical contact.

Pokémon

Purchased (not captured) trainers will have up to six of their most iconic and strongest mons from their canon appearances, bound to them as their trainer is to you. These and other mons that Pokémon trainers in your retinue (including yourself) acquire by any means are spirit familiars that cannot be killed, only knocked out. Pokémon familiars lose this protection if they’re released or traded away. Pokémon will always be familiars, not waifus or husbandos, unless you enter a deviant AU where they’re anthropomorphic enough to make poképhilia relatively mainstream.

Princess Connect! Re-Dive

Rima’s forms are switched compared to canon. The girl is her normal form and the llama an at-will transformation. All characters benefit from their Legend of Astrum abilities and statistics even beyond the game’s virtual world. Pecorine, Kyaru, Kokkoro, Rei, Hiyori, and Yui are freely capable of assuming their Princess Forms without outside assistance.

Remember Me

Once captured, Nilin’s power will become tech-assisted psionics. She can now target anyone, but targets with sufficient mental defenses may detect and block any changes.

Sid Meier’s Alpha Centauri

Faction leaders have mostly-complete tech databases up to TL8, with some variation depending on the leader’s specialties: Aki has everything except the soft sciences, Santiago has all military techs, Deirdre has all environmental and psionics techs, etc. They can re-develop the rest of the tree with their own time and resources.

Soulsborne

Anastacia of Astora and the Darkmoon Knightess allow you and your waifus to pay for level-ups with soul energy, just like their counterparts from the other games.

Tales Series

Colette’s angel ancestry is unlocked. Sheena has pacts with all her summons. Gelda has her replica’s powers, even if she’s the original.

Tokyo Mirage Sessions #FE

All Mirage Masters can call their Mirages and enter Carnage Form in the real world. Any Mirage may be genderbent according to your preferences.

Touhou

Yukari has Ran and Chen as personal familiars. Ran alone still has Chen as a personal familiar. If you buy or capture Ran after buying Chen, the credits you paid for Chen will be refunded. If you buy or capture Yukari after buying Ran or Chen, the credits you paid for Ran or Chen will be refunded.

If you have Life’s A Beach and purchased every waifu from the Scarlet Devil Mansion, a copy of the mansion will appear in your world. If you have Pocket Apartment or higher or Heavenbuilt Proto, and have captured every waifu from the Scarlet Devil Mansion, a permanent portal will connect your apartment, mansion, ship, or world to the mansion's interior, following the same rules as Rainbow Bridge’s regular portals. This also applies to the Eientei and Moriya Shrine crews.

Warframe

The Tenno only rarely appear as actual characters, too rarely to be distinguishable as unique individuals, but their titular Warframes are still purchasable with Template Stacking or Power Swap and treated as henshin forms for their bearers. Any number of different subjects can use the same Warframe type, purchased separately for each, but each subject can only be bonded to one. This is a result of the company’s emulation process. Actual Tenno, whether purchased, captured, or created by perks or other means, are not subject to such restrictions - “Tenno” is a separate template from the Warframe itself. All “standard” Warframes are Tier 5; training the power to Tier 6 will upgrade it to its Prime variant.

Warhammer

Warhammer Fantasy: The Lady and Lileath would be identical twins if not for their different races; if you have both, they’ll argue over which one is the older sister. Vampires no longer suffer from any of their weaknesses. Hellebron and Morathi are both young again. Khalida is alive and young again. Valkia is metaphysically separated from Khorne. Storm of Chaos and End Times are mutually exclusive events; End Times is the post-retcon version.

Xeno- Series

Xenoblade Chronicles 1: Without the waifu perk, Fiora is only her human version. High Entians can transform into Telethia and back at will.

Xenoblade Chronicles 2: Any member of your retinue can act as a Driver for any Blade you have, with a preference for canon Driver-Blade pairs. Canon Drivers have their Blades as personal humanoid familiars: Rex - Nia and Pyra/Mythra, Zeke - Pandoria, Tora - Poppi, Lora - Jin and Haze, Mòrag - Brighid, Nia - Dromarch, Patroka - Perdido.

Xenoblade Chronicles 2 - Blades and Titans: In the usual Blade/Titan life-cycle, a Blade who outlives its Driver will return to its Core Crystal, lose its memories, and incarnate again when a new Driver awakens it. A Blade that incarnates enough times will eventually awaken as a Titan instead. Titans live for centuries more, during which they grow to the size of small continents. The older a Titan, the more new Core Crystals it develops, which are released into the wild as it dies.

If a Blade’s Driver is immortal, the Blade will remain bonded to them indefinitely. This is useful for any Driver with Everlasting Talent who wants to keep their Blade, but inconvenient for Drivers who want to develop a population of Titans. In that case, contractor Drivers have a number of options.

The dragonfication feature of Dragon Blood will brute-force the process, gradually transforming a regular Blade into the Titan it would mature into. Evolution Chambers are also viable for this, as are other options. Bifurcation will allow a Titan to manifest its original Blade self as an avatar. Titan subjects may manually release their Core Crystal seeds, without needing to die first. With Everlasting Talent, a Titan’s natural growth will stop, at a size comparable to mainland New Guinea, after about eight thousand years.

Western Animation, Comics, Literature

A Song of Ice and Fire

Dragon riders have their dragons as personal familiars.

Avatar

Avatars can give anyone the ability to bend, not just people who were already benders. The new bender’s element will always be the best match for their personality type.

Legend of Korra: Korra has her polar bear dog Naga as a personal familiar.

RWBY

If you have Inexhaustible and Aura, your aura capacity will remain at maximum unless you take a blow powerful enough to break through. It will then take some time to recover.

Tolkien’s Legendarium

The One Ring is Sauron’s item. It recognizes no other masters and will not be included in templates of Frodo, Bilbo, Gollum, Isildur, Samwise, or anyone else. Templates of the Ringbearers who actually used the One Ring will instead have generic magical rings appropriate to their specific uses, such as invisibility for Frodo and Bilbo.

Magical artifice from this universe is performed by literally pouring one’s life into one’s work. This is why Feanor couldn’t simply make new Silmarils and Sauron was permanently diminished after creating his Ring. To bypass this effect, use Inexhaustible.

Worm

Template Stacking only grants a specific parahuman’s power, not the shard connection. Science and Engineering Talents apply to parahuman Tinker databases. Psychic Talent applies to all other parahuman powers.

Captured parahumans will be disconnected from their shards and their powers seamlessly integrated into their true forms. Information and Trace Defenses will prevent a shard from seeing the disconnection.

Entities’ avatars are T10, but a Waifu Perk can upgrade them to their full Tier X self. To capture a Tier X Entity, it must have incorporated a vast majority of its shards, either by the Entity being captured between cycles or by a bound Avatar ending a cycle and reclaiming its shards. Binding a single shard in no way binds an Entity.

Cthulhu Mythos

This entry represents both original works and modern adaptations such as Demonbane or Haiyore! Nyaruko-san. All such published works are true for Imaginary Tiers from the mythos, just not necessarily at the same time.


Nasuverse DLC

Kara no Kyoukai

Purchased copies of Kokutou Azaka will believe you to be her sibling and cannot be convinced otherwise. If you go to KnK and capture Shiki there, she will always be the basic Tier 7 version; this does not apply to the Saber-class guest-star at Chaldea.

Tsukihime/Melty Blood

Tohno Shiki has Len as a personal familiar. Aoko has White Len as a personal familiar. If you already have Len when you buy Shiki or White Len when you buy Aoko, you’ll be refunded the appropriate familiars’ full costs. Purchased and captured versions of Ciel are still immortal even without Roa’s presence.

Fate/Apocrypha

Body Tune-Up will cure Fiore’s paralysis without requiring her to lose her Magic Circuits.

Prisma Illya

Prisma Illya has the Saber (Artoria classic, but with Lily’s dress), Assassin (Hundred Faces), Berserker (Heracles), and Rider (Medusa) Class Cards. Miyu has the Saber (Artoria classic), Assassin (Serenity), Caster (Medea), and Lancer (Cú Chulainn classic) Class Cards. Angelica has her real body, Archer (Gilgamesh)’s Class Card, and a fully-stocked Gate of Babylon. She can use her version of Ea just as easily as the real Gilgamesh. Beatrice has Berserker (Magni)’s Class Card.

Class Cards (general): A sufficiently capable mage can produce more Class Cards with access to examples of the originals. If you have Mash Kyrielight with the Lord Camelot perk and at least one holder of Class Cards, unwanted Servants may appear as Class Cards instead. This also includes unwanted summons from other gacha titles; their class titles and card designs will reflect their home setting instead of the Nasuverse.

Fate/Extra

Rani VIII and the Extra version of Rin are both demi-Servants with Lu Bu and Cú Chulainn, respectively, as they were in Last Encore. If you already have Saint Kiara, the T10 Devil Kiara purchase may instead apply as a waifu perk, giving her the abilities of either her Devil or hypothetical Saver versions (one or the other) with no changes to her personality.

Fate/Grand Order

All Olympian gods, including Aphrodite, Artemis, and Demeter, can change to their machine forms and have their divine nanomachines.

For the purposes of Exit Stage Left and Rainbow Bridge, each of Singularities 1-7, the Pseudo-Singularities, the Servant Universe, and the Lostbelts count as separate worlds, so that completing each one unlocks a new world through our systems. This also includes some other major events, such as GUDAGUDA, SE.RA.PH, Ooku, and Imaginary Scramble. The primary Fate/Grand Order world will count as completed at the end of the Observer on Timeless Temple or (if the contractor arrives afterward) Cosmos in the Lostbelt arcs.

Capturing Olga Marie within Singularity F will convert that form into a new real body and allow her to Rayshift back to Chaldea normally.

Pseudo-Servants and Alternate Classes

If you buy a Pseudo-Servant waifu perk at any time after you purchased or captured them, the Servant’s memories and personality will seamlessly integrate into the host’s, in much the same way as the Memoria perk or Extra and Substitute origins.

All Servants with Summer, Santa, or Halloween forms can use the associated skills and NPs at will. The same applies to same-person-different-loadouts situations such as Atalanta, Boudica, Da Vinci, Nero, Nobunaga, and Mysterious Heroine X Alter. Alter Servants and Lily Servants are treated as separate individuals from their standard adult selves, with the exception of Medusa Lancer Alter (to Medusa Rider). The same applies to Elizabeth Báthory from Carmilla and the two adult Artoria Sabers from the two Lancers. When copying a Servant’s power through Template Stacking, all qualifying alternate classes are included in the same template.

Command Seals

The following female characters count as valid Masters, without any need for waifu perks.

Fifth Grail War: Tohsaka Rin, Matou Rin, Dark Rin, Matou Sakura, Tohsaka Sakura, Dark Sakura, Beast Rin, Beast Sakura, mainline Illya, Luvia Edelfelt, Bazette, Caren, Kaleido Ruby, Kaleido Sapphire.

Fourth Grail War: Sola-Ui, Irisviel.

Moon Cell: Hakuno, Devil Kiara.

Imperial Grail War: Kohaku.

Prisma: Prisma Illya, Miyu, Angelica, Berserker Sakura.

Grand Grail War: Celenike, Fiore, Reika, Jean, Sakura Edelfelt.

Snowfield Grail War: Prelati, Tiné, Tsubaki.

Tokyo Grail War: Ayaka, Manaka.

London: Reines, Gray, Yvette, Hishiri.

Chaldea: Ritsuka, Yu, Ophelia.

Requiem: Erice.

Pseudo-Servants and Demi-Servants are Servants, not Masters.

Alter Egos

Purchasing Amaterasu gives you all of the Tamamo Nine as well: Caster Tamamo, Tamamo Cat, and seven others that have not yet appeared in canon. Tamamovich Koyanskya is not a true member. If you have already bought at least one of the Tamamo Nine at the time of purchasing Amaterasu, all credits that you paid for those nine will be refunded. If you instead capture Amaterasu, you will get any applicable refunds for purchased members of the Tamamo Nine and may purchase any missing ones for free. This is not automatic, in case you wish to capture the full set instead. Purchased or captured versions of any Tamamo will remain themselves as they grow more tails, not becoming Amaterasu even if they have a full set of nine.

BB has lost her connection to Nyarlathotep. BB may instead spawn new copies of her Alter Egos if you do not already have them; any that she spawns will not count for capture or sale credits.

Servants

Captured Servants are no longer connected to the Throne of Heroes and will not affect their greater Heroic Spirits. All Servants exist in a quantum state where they are both fully incarnated and able to enter Spirit Form. Servants benefit from their homeland bonus in any version of their homeland, whether the past, their own time, the present, or the future. This does not include unrelated counterpart cultures and replaces the general background magical field rule. The body-modification suite is capable of changing Servants who have Golden Rule (Body), Divine Core of the Goddess, and other such skills.

Saber: Empyreal Eye overuse may cause Musashi to travel between worlds and eras on her own; if that happens and you have Rainbow Bridge, the portal room will connect to her new location as if it were intentional. She can learn to control this ability with practice. Artoria Saber (not Alter) has the souped-up Yamaha V-Max originally given to her in the Fourth Grail War. Artoria Saber (Alter) has Cavall the 2nd as a familiar. Nero Claudius may access her Saber Venus form if you also have Altera. Okita’s summer cyborgization cured her tuberculosis in canon; it remains cured here even if she only uses her Saber abilities.

Archer: If you have Tomoe Gozen as a companion, the true love condition for Oṃ Ālolik Svāhā is transferred to you. Artemis becomes erratic without an Orion to focus on, whether the teddy-bear version (as a familiar, at no extra cost), a contractor with Super Orion as an Origin, Super Orion as a fellow subject, or a contractor or fellow subject with Template Stacking (Super Orion). Any of those options will keep her stable. Ishtar has Gugalanna Lily as a personal familiar.

Lancer: Artoria Lancer (not Alter) benefits from Goddess Rhongomyniad’s added power; the two will be treated as the same person. Purchased versions of Gareth have the memories of her fairy self from Lostbelt 6, in addition to her PHH version. Valkyrie Squad B has identical abilities to Valkyrie Squad A, including both Lancer and Summer Assassin classes.

Rider: Sakamoto Ryouma has Oryou as a personal humanoid familiar; if you already have Oryou when you buy Ryouma, you’ll be refunded her full cost. Saint Martha has her dragon Tarrasque as a personal familiar. Nero Alter is a different Beast VI than the one Manaka can summon. Habetrot will not be harmed by touching advanced technology, including her Black Barrel; purchased versions of her will have her memories from both Pan-Human History and Lostbelt 6. Kyokutei Bakin has her eight dogs as personal familiars.

Assassin: Hundred Faces Hassan’s main body is the adult female one. Carmilla’s Femme Fatale (False) does not affect her feelings toward you. Shuten Douji and Ibuki Douji are separate beings. Ibuki may be brought forth if you involve yourself in the events of Lostbelt 5.5, but the two oni are otherwise purchased and captured separately. Tamamovich Koyanskaya’s Independent Manifestation is limited to one local multiverse at a time. Wu Zetian can switch between her youthful Assassin and mature Summer Caster bodies at any time.

Avenger: Space Ishtar (Ishtar Astoreth) can split off Astoreth and Space Ishtar/Rin into their own bodies, at will, and re-combine with them on contact.

Ruler: The Morgan le Fay of Pan-Human History has three distinct selves: her human aspect, Morgan, and her fairy aspect, Viviane, alongside her aspect as the embodiment of Britain and inheritor of its Mystery, Morgan le Fay. She can split off Morgan and Viviane into their own bodies, at will, and re-combine with them on contact.

Alter Ego: Kingprotea can control her size, all the way down to regular human height or the smallest you’ve been since the start of your journey, whichever is smaller.

Foreigner: Katsushika Oui has Tokitarou as a personal familiar; he’ll remain in the mental backseat while the two are fused.


Magical Girls DLC

Cardcaptor Sakura

Sakura has a full deck of all 53 Sakura Cards, including the Hope, and Keroberos and Yue as personal familiars. Don’t worry about the events of Tsubasa Reservoir Chronicle if you don’t want to.

Lyrical Nanoha

Familiars: Tsukimura Suzuka is a vampire, as implied by Triangle Hearts. Fate Testarossa has Arf as a personal humanoid familiar. Precia Testarossa has Linith as a personal humanoid familiar. Signum has Agito as a personal humanoid familiar. Hayate has Reinforce Zwei as a personal humanoid familiar. Caro has Fried as a personal familiar. Lutecia has Garyu as a personal humanoid familiar and Hakutenou and her other summoned creatures as personal familiars.

Humanoid Familiar discounts: If you already have Arf when you buy Fate, Linith when you buy Precia, Agito when you buy Signum, Garyu when you buy Lutecia, or Reinforce Zwei when you buy Hayate, you’ll be refunded the appropriate familiars’ full costs. If you’ve paid at least 200 for Reinforce Zwei and any Wolkenritter (Shamal, Signum, Vita, Zafira), you get the rest for free and their cost is refunded down to 200. If you have the full set of Wolkenritter, Hayate’s price is discounted to 50.

Madoka Magica

Soul Gems: A meguca's soul is bilocated between her body and her soul gem such that she no longer falls unconscious if the two are separated by more than 100 meters and no longer dies if her soul gem is destroyed. Strictly speaking, the soul gem is only required for its functions as an item (e.g. transforming & detransforming, detecting magic, etc), and she may operate and use her powers without it in a pinch - but her soul gem is as much a part of her magical girl regalia as her magical girl uniform or signature weapon, and she may always recreate it or recall it to herself at will as long as she's alive to do so.

A meguca won't transform into a witch if her soul gem darkens completely (though she is still 'out of' magic while it remains in such a state), and she no longer needs an object such as a grief seed in order to purge that darkness from her gem. This applies to captured witches as well.

Just as using magic and falling into despair causes her soul gem to dim, true hope and other deeply felt positive emotions on her part may restore her soul gem's shine. The magic pool in a meguca’s soul gem naturally recovers at a rate of one percent every minute, plus or minus the above effects of positive or negative emotions, respectively. If a gem darkens completely, its magic will not be usable, even if full, until the meguca deeply feels a positive emotion.

Amano Suzune:  If you have a Puella Magi in your retinue and have taken Salvation, Amano Suzune may (if present) copy their magic after their Doppel fades as if she had slain a Witch. Alternatively, if you have an Adjuster, the Adjuster may, through contact with Suzune's and another meguca's soul gems, overwrite Suzune's copied magic with the magic of the girl in question. (Adjusters themselves are ineligible as copy targets.) By default, any purchased Amano Suzune has her magic pre-set to Tsubaki's fire manipulation magic.

Other Characters: If you have Isabeau and any binding method, her meguca contractees will be captured and a dormant tattoo applied.

If, for any reason, a member of your retinue is incapable of being communicated with via telepathy, they can perfectly understand Sudachi's mumbling.

You and all members of your retinue can see through Sana's passive invisibility, regardless of whether you have any magical abilities or not.

Mitama and Momoko can, at will, transform into their summer mermaid version in addition to their normal magical girl transformation, without any need for Mitama to alter their normal magical girl transformation. If you have Mitama, or Momoko and another Adjuster, she can grant any magical girl from the setting the same ability.

If purchased, Himena will believe you to be her dead boyfriend and cannot be convinced otherwise. If you are killed and a purchased Himena is still alive, your soul will be tethered to her body. You can communicate with her telepathically, share her senses, and authorize her to make purchases from the Catalog in your place. In this case, R.I.P. rules will not activate unless Himena is killed while you are also dead.


Precure

Individuals in cooperation-required Cure teams (White and Black, Bloom and Egret, Magical and Miracle, Ma Cherie and Amour) may be bought separately. Their powers will still function without their partners. The human forms of Milky Rose, Beat, Parfait, and Cosmos are not time-limited; they can switch between their human and original forms freely. The time limits on Milky Rose and Ace’s henshin forms may be raised with Soul Talent and training or erased with Inexhaustible. If you don’t want to deal with a particular familiar, but it doubles as the Cure’s transformation device (such as Black and White’s or Bloom and Egret’s), they may instead be simple, non-living magitech.

Revue Starlight

All the world’s a stage. The girls of this series can transform and use their stage magic anywhere. Everything besides their weapons and costumes is literally theater props, but even those can be useful in the right situations.

Sailor Moon

Usagi has Luna as a personal humanoid familiar; if you bought Luna before Usagi, you’ll be refunded the moon cat’s full cost. The same applies to Minako and Artemis.

Symphogear

All Gear users have their Gears; all Alchemists have Faust Robes. Soul Talent will guarantee full Gear compatibility for all canon Candidates, including the ones normally reliant on LiNKER. Contractors and other retinue members need a compatible Origin or Added Potential. Elfnein has a fully-functional adult body. Purchased versions of Kanade and Serena are their alternate-timeline versions from XDU. Carol has all four of her Autoscorers as personal humanoid familiars.

Credits

Thanks to everyone at QQ who helped build this CYOA, whether intentionally or not.

The WC Team

  • SwiftRosenthal, the Creator
  • Andoriol, the COO of Porn
  • Despin, the Advocate
  • Rhivan, the Resident Priest
  • Metabolicjosh, the Birb

Content Contributions

Bindings

  • SotF: Tempest Jewelry rework Oct 2020

Lures and Other Controls

  • SotF: Potpourri
  • Merior: Space Truckin’ rework Dec 2021

Heritages

  • SotF: Dragon rework Jul 2020
  • Subrosian_Smithy: Outsider

Catch-a-Ride

  • berserk869: Crew Training/Production Programs

Demiplanes & Dungeons

  • SotF: Sweet Home rework Jul 2020

Talents and Defenses

  • Enjou: Addiction and Information Defenses

Other Perks

  • Sunspark: Mapper, Target Tracker, Bounty Tracker

Waifu Perks

  • Collinsworth: Enemy Within
  • Evil Servant: Blade of Endings, Reluctantly Regained Heart, Memories are the Key, Aedes Vesta
  • SunshineDreamer: Reaping the Harvest, Draconic Predation, False Creator

Additional Rules

Setting-Specific Rules

Character and World Listings

  • CelestialDragon
  • silverm21
  • Daytripper
  • Azoicennead
  • Enjou
  • FreeloaderEX
  • SwissJavaZ
  • JOHNfreedom1234
  • Digital_Devil
  • Persona4Dan
  • KaiserRyu
  • Zaralann
  • Krein
  • Filo
  • Groffin
  • Robotninja
  • Rani
  • and others

Embedded Art

The Heritage flowcharts were created for this project. All other images belong to their original creators, as follows:.

  • Drop-In: Re:Zero
  • Walk-In: wei (promise 0820)
  • Extra: falken (yutozin)
  • Substitute: qre0101
  • Possess: How Not To Summon a Demon Lord
  • Designer Set: Hadant (Haryudanto)
  • Assuming Direct Control: ton (w/ NovelAI)
  • Skitterers: 7th-Heaven
  • Globsters: Jollyjack
  • Ailspid: razwit
  • Ailguu: lorantart
  • Space Truckin’: Fuuka
  • Demon’s Eye: Konosuba
  • Divine Marking: DanMachi
  • Dragon: k-takano
  • Pirate: cyclecircle

Generic Waifu Perks

  • Retrofit: MKiiiiii
  • Type II: Azur Lane
  • Spiritual Inversion: villyane
  • Blade of Endings: Tanukiyasha
  • Tower Access: Ar Tonelico
  • Giga-Graviton: summonermintywolf
  • l’Cie Summoner: hiromyan
  • Unison: jojobirdz
  • Mirage Master: Tokyo Mirage Sessions #FE
  • Enemy Within: steevinlove
  • Salvation: moldy edge
  • Mamonomorphosis (Papillion): matilda fiship
  • Mamonomorphosis (Succubus): sogegin

Specific Waifu Perks: Anime, Manga, etc.

  • My Foolish Self: z-epto (chat-noir86)
  • Aedes Vesta: kokoaruaru01
  • Double Vision: Date A Live
  • Dual Angels: Date A Live
  • Dea: Date A Live
  • Beast: Date A Live
  • The Power Wished For: mo (pixiv9929995)
  • Spirit of Origin: Date A Live
  • Just Monika: Enomaru Saku
  • Don’t You Look Delicious: dbkenkyuusei
  • November Rain: ahi tb
  • Shikinami-Type: Posom/Renyuel
  • Think Tank: itou (Onsoku Tassha)
  • Spiral Out: Koma Kiri Aoko
  • Debauchery Tea Party: Log Horizon
  • Aimo: Macross Frontier
  • Epilogue: Medaka Box
  • Eye of the Tiger: Monogatari
  • The Deeper the Love: Bei Ju Luoxuan Wan
  • Heart Under Blade: Kinsenka Momi
  • Vogelchevalier: Re:Creators
  • Dual: Neps-L
  • Reaping the Harvest: March_AB
  • Draconic Predation: Sytrism
  • False Creator: Koroneko10
  • Dea est Machina: naoky
  • Unsealed Choushin: Tenchi Muyo!
  • Starship Ryo-Ohki: Tenchi Muyo!
  • Light Hawk Evolution: Tenchi Muyo!
  • Swaying One: Nanao (Mahaya)
  • Darkness: To Love-Ru Darkness

Specific Waifu Perks: Gaming

  • Prime Evil: BADCOMPZERO
  • The Word of the Mother: MalphieR
  • Mirror, Mirror: kaze 0
  • Long Live the Queen!: ff14 vitamin
  • Dancing on Snow: wild5lee
  • Memories of Light and Ice: LMIN
  • Fell Vessel (Robin/Grima): kokouno oyazi
  • Fell Vessel (Dragon): Fire Emblem: Awakening
  • The Fódlan Star: waiwaiwa
  • Fallen Angel: Jin (mugenjin)
  • Reluctantly Regained Heart: gogo (detteiu de)
  • Memories are the Key: boybun
  • Millennial Gate: bellhenge
  • Justin Bailey: gonzarez
  • Killer Instinct: Kory Cromie
  • Dark Apocalypse: RPG217
  • Essence of Zerus (Kerrigan): AyyaSAP
  • Essence of Zerus (Nova): GothmarySkold
  • Heir of Yamatai: Tomb Raider
  • Machina (Mecha-Fiora): wspread
  • Machina (Meyneth): clarityblue
  • Powered Panzer Inferno: Baxtermega
  • Master Driver: Kamaniki

Specific Waifu Perks: Western

  • The Girl in the Tower: lulu-chan92
  • Phoenix Force (Jean): Dandon Fuga
  • Phoenix Force (Madelyne): X-Men Inferno

Specific Waifu Perks: Honkai Impact 3rd

  • Void Drifter: Denken
  • Ich Liebe Dich: aliceblue
  • Herrscher of the Void: Yuuta (806350354)
  • Herrscher of Flamescion: kuo (kuo114514)
  • Revelation: Cloud Ya
  • Herrscher of Finality: Yaosan
  • Lightning Empress: Wu Ganlan Cai
  • Captain Mei: yougen kitsune
  • Herrscher of Thunder: lanceralter1
  • Ascendance of Origin: Roena
  • HUA: Wings of Origin (Phoenix): Yang Lizi
  • HUA: Wings of Origin (Azure Empyrea): sugikichi
  • Fenghuang of Vicissitude: rfbyhjr
  • Herrscher of Reason: broseele
  • Metamorphosis of Reason: broseele
  • Silverwing N-EX: Jiachong Jun Z
  • Spina Astera: rafaelaaa
  • Rita Kaslana: Honkai Impact 3rd
  • Dea Anchora (Bright Knight Excelsis): lanceralter1
  • Dea Anchora (Dea Anchora): lanceralter1
  • Sumeru Durandal: Honkai Impact 3rd
  • Palatinus Equinox: Maoh Yueer
  • Twilight Paladin: byeoljagga
  • Death Awakening: aka26540655
  • Herrscher of Rebirth: Maoh Yueer
  • Rimestar: Honkai Impact 3rd
  • Purified Corruption: rabbit (tukenitian)
  • Lunar Vow: namahamu913
  • Ritual Imayoh: Ying Fa
  • Sakuno Rondo: Skysuy (2267420264)
  • Cosmic Expression: asc11

Specific Waifu Perks: Nasuverse

  • 「」: Kernel Killer
  • Sion TATARI: Melty Blood
  • Artificial Apostle: Hinoru Saikusa
  • The Future King: Han Shi Reina
  • The Everdistant Utopia: Rimuu
  • Mistress of Heaven: Baisi Shaonian
  • Bull of Heaven: Fate/Grand Order
  • Blessing of Kur: Heirou
  • Nameless Red Devil: Kernel Killer
  • Kama Sammohana: Chuby Mi
  • Mara Avaloda: Redrop
  • Tainted Vessel (Dark Sakura): Haoni
  • Tainted Vessel (Dark Rin): none (kameko227)
  • All the World’s Evils: Fate/Stay Night
  • Undivided: Shimatori (Sanyyyy)
  • Knight of the Cherry Blossom: hfp~kubiao
  • Kouhai of Light: eu (euspia)
  • Snow Fairy: Ririko (zhouyandesailaer)
  • Jungle Beast: Kaguyuzu
  • Scales of Justice: Petra-II
  • Calling Agape: Mr Kai
  • Imperial Strategist: Tsujieiri
  • Tradition Carrier: Sphere-stc
  • La Pucelle: Yakumo 1041624199
  • Pandemonium Cetus: Genyaky
  • Gardens of Vainglory: Fate/Apocrypha
  • White Titan: i-pan
  • Great Statue God: Suzuho Hotaru
  • Breed of Calamity (Fou): starshadowmagician
  • Breed of Calamity (humanoid): tomozero
  • Infinity Chocolate: Kagami Uekusa
  • Kaleido Ruby: Akatsuki Hijiri
  • Prisma Illya: cyawa
  • Kaleido Sapphire: Mashimasaki
  • Ruyi Jingu Bang: pttyr
  • Lord Camelot: munaage
  • Ortinax: sakuramochi1003
  • Beautiful Journey: Fate/Grand Order
  • Magnificent Voyage: Fate/Grand Order
  • Star of Calamity: reroi
  • Golden Arms Redemption: date naoto

Specific Waifu Perks: Magical Girls

  • Reinforce Eins: san-pon
  • Duotheism: Teatix
  • Uwasa of Kamihama’s Holy Maiden: rumoon
  • No Moon: nezumipl
  • Pharaoh’s Herald: jyan borii
  • Eternal: sakimichan
  • XV: Devil (Miku): Murakami Hisashi
  • XV: Devil (Shem-Ha): visqi

Content Creators

Thanks to all the authors whose works served as inspiration or beta-testing. These include: Ina_Meishou, JeckJack, Chastity, Vergil1989 Crossover King, Daemonflayer, Katanasoul_91, x50413, spktr alpha,, Wheeness, Rani, Cambrian, shadowdice, Coltsguy, StreamingViking, alex357, Wotchr, ENIYA,, Xahn, HistoricalHijinks, Saligia, Supernatural, Brian Boru, Slayer Anderson, Aoinfinity, Deus_Ex_Transhuman, Ideas-Guy, Dantegrey, Nomad-117, MerelysSoul, Imperator Pax, Konami-kun, FourthPear, RedOrion, rooster, frostgiant, helios, Silver Swallow, lunar8108, Guardonion, taovkool, inphernalmenace, Vagabond, Flux Casey, Lazurman, TravelerofTime, Krule, Much Too Desensitized, eveakane, klassekatze, Meline Sureli, and others;

...And, finally, all of the artists and original creators whose published tales, settings, and pieces are the backbone that everything else is built around. This project could not have existed without the original sources of everything.