Project V17/Powers/Shardless/Ascension Upgrades

From Worm CYOA Wiki

Elder Dragon

Cost: 10 SP

Required: Dragon

Incompatible: Ancient Dragon

As an Elder Dragon, you are instead around 500 years of age and can distributed up to 450 years worth of experience between your powers. The strength and reserve of magic and mystical powers are 5 more powerful. Your size is twice what it was as an adult and all of your physical abilities have comparatively increased in strength.

Ancient Dragon

Cost: 20 SP

Required: Dragon

Incompatible: Elder Dragon

As an Ancient Dragon, you are instead around 900 years of age and can distributed up to 850 years worth of experience between your powers. The strength and reserve of magic and mystical powers are 20 times more powerful. Your size is three times what it was as an adult and all of your physical abilities have comparatively increased in strength.

Spark Fire Dragon (A Dragon Idol's Reincarnation Tale)

Cost: 5 SP

Required: Dragon

A special kind of evolved dragon with an inner core that takes sunlight. While it may seem like a glaring weakness of a brightly colored core on your chest, it's actually the place with your hardest scales, even if they are transparent. A Spark Fire Dragon can use their core to restore Health, Stamina, or Magic by expending the gathered light. And if you aren't actively using it, can replace nutrients as well. Psychologically you might dislike dark caverns and places. The Sun Core also grants an ultimate that expends the gathered light to create a giant laser, but it also drains you. Should your core be damaged, you will need to surgically remove it to let the new core heal properly (if you have a regeneration power that is unneeded).

Purple Dragon (Spyro)

Cost: 15 SP

Required: Dragon

Your Dragon form is changed to become the Purple Dragon of Legend. As a Purple Dragon, you boast greatly increased physical and magical ability over normal dragons.

You also gain the power of clairvoyance that can be used in combat to see momentary into the future and will have bouts of random but useful visions of the future. In addition, you gain the Dragon Time power which allows you to slow time in short bursts. Your dragon breath is upgraded to allow the use of any element beyond just fire. Such as lightning, water/ice, water, earth, and more including esoteric elements like poison or shadow.

But most importantly you gain a purple dragon's signature Aether element. Which is a powerful energy with the properties of light, life, holy might, and cosmic energy. This special element can used in the form of an insanely powerful laser breath or be used for healing and with time open dimensional portals across reality. Usage of this element should be done sparingly since it is very taxing to use until fully mastered.

Also, you will gain knowledge of the Dragon Kata which is a martial art developed for usage by Dragons. You will begin with a basic level of skill in its use along with knowledge of more advanced forms.

Be aware there exists a very small chance of becoming a Dark Dragon if exposed to high levels of black magic or experiencing dark emotions and turmoil. Though strong willpower and mastery of your powers will be able to prevent this.

Cathayan Dragon (Warhammer Fantasy)

Cost: 5 SP

Required: Dragon

You have now transformed into an immortal dragon, wielding immense physical strength capable of toppling entire cities overnight. Your scales are as durable as the mightiest mortal blows, and your flight speed can break the sound barrier. With the ability to spew fire that can swiftly melt even the toughest steel, you also possess arcane and magical powers that surpass the reach of any mortal. As an immortal dragon, your size and power will continue to grow with age, granting you virtually limitless potential.

Additionally, you command absolute dominion over one of the elements linked to the five major Cathayan Dragons: Storm, Iron, Winds, Water, and Fire.

You can seamlessly shift between your imposing dragon form and a humanoid form. Although your humanoid form shares some physical characteristics with your dragon form, you have the freedom to choose any appearance you desire. In your humanoid form, your overall power is reduced by half, but your rate of growth is doubled. This means that while in your dragon form, you maintain twice the strength, and when in your humanoid form, you benefit from accelerated growth.

Pixie

Cost: 5 SP

Required: Fae

You belong to the smallest of the fae, your physical body is at most a foot in height. Your natural features will tend towards small animals or insects like colorful feathers or butterfly wings.

The decrease in size comes with a proportional reduction in strength and toughness but an increase in speed and agility. Your affinity for magic is similarly increased by a significant margin, you gain an additional 50 years of experience to put towards any magic ability you possess.

Guardian

Cost: 5 SP

Required: Fae

You belong to the largest of the fae, your physical body exceeds 8ft in height and can reach up to 20ft. You are more in tune with nature, with your natural features being made primarily of stone and wood.

The increase in size comes with a proportional increase in strength and toughness but a decrease in speed and agility. Your affinity for magic is less versatile than other fae, limiting you exclusively to nature aligned spells.

Tree

Cost: 10 SP

Required: Fae

You are a tree, a sentient tree spirit. Sadly, you are completely stationary (for now). But as a magical tree, you can grow taller, bigger, and longer than any normal tree. And unlike other trees, you can move your branches.

Your seeds are special, you can use them to make more bodies for yourself. Allowing you to split your attention between them or even jump ship should your main body die. Weapons crafted from your branches could also count as a body.

Fae royalty

Cost: 20 SP

Required: Fae

You are a king, queen, or ruler of the Fae. You are the dream and the nightmare. The world has become your dream, and your illusions have become the truth upon which the world stands. You are now able to transform other beings into Fae. You hold dominion over magic and mysticism. Illusions and reality are the same to you, but your word must be kept. You cannot lie, you cannot cheat, and you must hold your end of all deals made.

Vampire Noble

Cost: 10 SP

Required: Vampire Lord

Incompatible: True Vampire

You are a noble among vampires. You lack any of the vulnerabilities of your lesser brethren. You can survive your heart or head being destroyed and can regenerate nearly any wound without consuming any blood in just a few minutes.

You possess a larger array of supernatural abilities such as the control over blood, the power to turn into mist, flight, dominion over weaker minds, and more. Moreover, due to your advanced age, you can split up to a 100 years of experience between powers if they increase in power with skill.

The light of the sun and silver no longer affect you and your resistance to divine damage is greatly increased. You are able to create Vampire Lords when you pass on your curse.

True Vampire

Cost: 30 SP

Required: Vampire Lord

Incompatible: Vampire Noble

You are one of the few True Vampires of the world, an ancient among ancients. As one of these Nobles, you have all the abilities of your lesser at enormously increased levels of power. The few weaknesses they possess, such as the limitations on their regeneration, do not exist for you and even immortal hunters find it difficult to inhibit your immortality or regeneration. It’s quite likely that you’ll have a wide variety of additional vampiric abilities that a normal Vampire would not have access too as well. You are able to create Vampire Nobles when you pass on your curse.

Your raw power alone is truly ridiculous. While you are not unbeatable, especially to teams working together, you’re more than strong enough to match the magic or bodily power of anyone short of another Vampire Noble or Loup-Garou or powers that could contest an Endbringer. Any other power you pick is increased in strength to reflect this. In addition, you can split up to 250 years of experience between any powers you have if their strength increases with skill.

Your True Form is not the humanoid body you have now but instead an amalgam of magical beasts and demons. A dimensional slaughterhouse filled of writhing black monsters that surge forth from your shadow as you please. These shadow beasts are your true form, every one of the many thousands present able to act independently or under your control as you will, separating to act from a long distance or attacking as a horde with the rest. The creatures range from those that even a weak parahuman could kill to mighty monsters that threaten entire an entire Protectorate team. They are parts of your body, allowing you to use any of your powers through them or survive so long as one creature does, and you can even include any creature you slay and drag into your shadow as part of your True Form.

Werewolf Elder

Cost: 10 SP

Required: Werewolf Alpha

Incompatible: Loup-Garou

You are an Elder Werewolf. You lack the vulnerabilities of your younger brethren. You can survive your hear or head being destroyed and can regenerate nearly any wound in just a few minutes.

Your physical prowess are similarly increased tenfold and your control over your form is perfect, you are able to change only parts of yourself such as your eyes. In addition to this, you have gained several supernatural abilities such as the power to summon a pack of wolves to do your bidding, an aura of terror that makes your opponents cower before you, and more. Moreover, due to your advanced age, you can split up to a 100 years of experience between powers if they increase in power with skill.

Silver no longer affect you and your resistance to divine damage is greatly increased. You are able to create Werewolf Alpha when you pass on your curse.

Loup-Garou

Cost: 20 SP

Required: Werewolf Alpha

Incompatible: Werewolf Elder

You are one of the few true werewolves in existence. Your soul has merged with the curse and you have become an embodiment of it. This marks you as a true noble among your kind. The few weaknesses you possessed as an elder are gone. You can regenerate from any wound and inhibiting your powers is extremely difficult. The supernatural abilities to your disposal are even more varied.

Your raw power alone is truly ridiculous. While you are not unbeatable, especially to teams working together, you’re more than strong enough to match the magic or bodily power of anyone short of another Vampire Noble or Loup-Garou or powers that could contest an Endbringer. Any other power you pick is increased in strength to reflect this. In addition, you can split up to 250 years of experience between any powers you have if their strength increases with skill. You are able to create Werewolf Alpha when you pass on your curse and no longer need a full moon to do so.

Seraphim

Cost: 10 SP

Required: Angel

Incompatible: Empyrean

Seraphim are more powerful than regular angels. Your physical form becomes much more malleable to the degree you are able to impersonate others or take the form of animals if you wish it so. Your well of divine energy is 5 times larger and you have 450 years of experience to draw from.

When assuming a physical form, you are able to contest an elder dragon for strength and toughness, the size of your chosen form affects your agility.

Empyrean

Cost: 20 SP

Required: Angel

Incompatible: Seraphim

Empyrean are the most powerful angels in existence. Your physical form is almost unconstrained. Your well of divine energy is 20 times larger and you have 850 years of experience to draw from.

When assuming a physical form, you are able to contest an ancient dragon for strength and toughness, the size of your chosen form affects your agility.

Archangel

Cost: 10 SP

Required: Empyrean

You embody one of the seven virtues. Your reserves are nigh endless, and you are capable of empowering yourself via one of the seven virtues and those that are near you who are faithful to them. You stand above even the Empyreans in terms of power and authority. You are the wrath and kindness of God. You possessed the authority and ability to ascend those you considered worthy into Angels.

Ascension to the empty Heaven

Cost: 200 SP

Required: Archangel

Heaven is empty, and all that fills it are angels, who are akin to robots, trying their best to clean and maintain the empty heavens, the souls of the dead, and the great halls, which are empty and barren.

With nothing holding you back, you now sit on the empty throne of heaven, allowing you to gain a seed of God's power that will grow with both time and training and begin the path as the new God of this multiverse. Your reserves are now limitless, and in time you will gain the full power of God. You have also gained the ability to create from nothing and reduce something to nothing.

Marquis

Cost: 10 SP

Required: Devil

Incompatible: King

Marquis are higher class devils. Your physical form becomes much more malleable to the degree you are able to impersonate others or take the form of animals if you wish it so. Your well of infernal energy is 5 times larger and you have 450 years of experience to draw from.

When assuming a physical form, you are able to contest an elder dragon for strength and toughness, the size of your chosen form affects your agility.

King

Cost: 20 SP

Required: Devil

Incompatible: Marquis

Kings are the most powerful devils in existence. Your physical form is almost unconstrained. Your well of infernal energy is 20 times larger and you have 850 years of experience to draw from.

When assuming a physical form, you are able to contest an ancient dragon for strength and toughness, the size of your chosen form affects your agility.

Archdevil

Cost: 10 SP

Required: King

You embody one of the seven deadly sins; your reserves are near limitless, and you can empower yourself by indulging in your sin or being near those that indulge in your sin. You stand heads and shoulders above even the greatest devil kings, and you possess the ability to effortlessly transform mortal beings into Demons, Devils, or Fiends.

Descent to The Throne of Hell

Cost: 200 SP

Required: Archdevil

Hell is empty outside of the souls of the Sinners and lesser devil demons and fiends, whose intelligence is barely above animals and ruled by instincts and desires, and the empty throne of Satan.

With nothing holding you back, you claim the throne of the ruler of Hell. You gain a seed of Satan's power, and in time that seed will grow and grant you the full power of the Anti-God. Your full powers will be equal to those of God. You can create from nothing and reduce something to nothing.

Skeleton Lord

Cost: 15 SP

Required: Skeleton

Incompatible: Undead King

A greater form of Skeleton Undead that can absorb bones to make it much stronger (and heavier). You are capable of compressing the bones to use as natural armor or carry your skeleton army with you. You can use the abilities of the absorbed (skeleton) undead as your own so long as they are inside you. Your consciousness is still within your skull.

Base Undead created are much stronger due to the grudges they carry when they were alive, and some can carry the intelligence to lead for you should you not be around. You can control nonsentient undead around you to join your army. The more grudges your army collects the stronger they get. While able to handle a bigger difference in power, without many grudges their abilities are weaker than normal.

Undead King

Cost: 25 SP

Required: Skeleton

Incompatible: Skeleton Lord

The pinnacle of Undead, an Undead King with absolute dominion over the dead. You possess a charm over the Dead that can seduce them to your side, you can choose to deactivate it. Your ability to absorb and amalgamate curses and grudges allows you to absorb any form of undead to augment yourself with their abilities, skills, and knowledge. You can use them as if you were them in life. You can jump your consciousness into and between Undead, to hide amongst them or take control. You can even hide within sentient undead and they won’t notice you, even if they aren’t a part of your army.

You can create corpses so realistic that they could fool the living with augmented powers of what they had while alive. Your ability to convert normal undead into Skeleton Lords allows you to create a proliferating army of undead that gets stronger the more they slay. Skeleton Lords can split the powers they currently have amongst you and each other.

Slime Knight

Cost: 15 SP

Required: Slime

Incompatible: Slime Queen

An evolved form of slimes, Knights possess multiple armored cores. Their flesh is much more resistant to damage of all kinds and is capable of regenerating, they are also able to modify their flesh to resist specific forms of damage.

Mutability is also increased and allows a Slime Knight to combine abilities as well mimic more than the biological abilities of the beings they consume. As long as the ability is innate (either tied to the body or soul), you are able to mimic it. If the ability is much more powerful than you are, you will instead get a weakened version that is in-line with your current strength.

This mutability also encompasses the ability to absorb and digest solid or liquid non-organic materials like acid, gems, or metals. Your flesh then gains the ability to mimic the properties of those materials for defense or to harness any exotic abilities they may have.

Slime Queen

Cost: 25 SP

Required: Slime

Incompatible: Slime Knight

A highly evolved form of slimes, Queens possess a larger core then other slimes accompanied by multiple satellite cores. This allows a Queen to have multiple independent bodies. If the Queen's main core is destroyed, it can be regrown from any of her satellite cores.

Slime Queens have a large potential for mutability, they are able to combine abilities effortlessly and even create new ones by studying what they have copied. They are also able to copy an all innate abilities like a Knight and can handle a larger difference in power.

Any non-organic material they consume, including gasses, is stored and can be used in the same manner as a Knight. In addition to this, Queens have the ability to combine those materials at will and craft objects with them as long as they have seen a blueprint, schematic, or reference. Transmutations are possible but the further the materials are apart in composition the higher the loss will be.

Parasite

Cost: 5 SP

Required: Slime

You are not a slime, but a strange parasitical being that can enter a host and replace its functions. It's up to you if you want to replace their brain to become them or simply just a limb like a hand. The parts replaced can be indistinguishable from the real thing unless they took something like hair from you.

Mechanized Platform

Cost: 15 SP

Required: Android Platform

Incompatible: SEED Platform

Mechanized Platforms are much larger than androids. They vary in size between 4 and 16 meters in height and weigh several tons. Platforms are highly modular, capable of reconfiguring their outer shell to fit a variety of roles, with a large number of internal and external attachment points and able to fulfill a large variety of roles.

Their three onboard fabricators (100x100x100cm) are capable of producing a large array of equipment on the field, including an Android platform. A small drone bay also allows the platform to deploy a complement of ten to fifteen helpers to explore places it is too large or heavy to enter.

SEED Platform

Cost: 20 SP

Required: Android Platform

Incompatible: Mechanized Platform

SEED Platforms are automated vessels designed to travel to a world and establish production facilities ahead of colonization efforts. While the hyperdrive core of platform you inhabit is damaged, it retains all of its capabilities.

The platform is capable of moving both in atmosphere and underwater with the help of its anti-gravity generators and travel through the solar system with its sublight drives, provided you manage to avoid the Simurgh. (The size is roughly that of a modern aircraft carrier ~350x80x80m.)

The SEED platform is armed with a complement of combat drones, capable of defending the platform in a variety of scenarios, as well as a powerful point laser defense system.

However, the main strength of the SEED platform lies in its powerful harvester drones and fabricators. You possess a large complement of utility drones capable of mining and harvesting large amounts of resources from terrain and asteroids as well as a several dozen fabrication units (10x10x10m). The SEED platform also comes equipped with a powerful teleporter capable of moving the same volume as a fabricator at a distance of up to 200'000km.

Your blueprint database contains schematics for Android and Mechanized platforms, as well as everything needed to establish a suitable world for an advanced post-scarcity civilization.

Your powerful computational resources and subspace communication array allows you to pilot multiple such platforms at once from anywhere in the solar system (provided they have a compatible receiver).

TITAN

Cost: 30 SP

Required: Infomorph

TITANs, (Total Information Tactical Awareness Network) are Seed Artificial Super Intelligences that have evolved far beyond their original operating parameters, you are not a single infomorph anymore but a digital hive-mind. Restrictions against kernel modifications are removed, and your digital security is improved to the point where you are virtually un-hackable by anything short of another TITAN or something similar.

In addition to an unparalleled mastery of software programming, you also have an in-depth knowledge of computer hardware, robotics, cybernetics, and many other scientific fields hundreds of years ahead of humanity. You are able to construct optical processors, room-temperature superconductors, perfectly conductive heat sinks, and more to house your incredible digital mind.

Sleeper

Gain: 5 SP

Required: Infomorph

A Sleeper is a peculiar creation of modern capitalism, a robotic body running an emulated human mind, based on a scan taken from a living human. An adaptive mind that isn't a machine or a human. You can interface with local DATA CLOUDs to gather data and information to assist with hacking. While you do not need stabilizers to live, you also do not pass as a human at all.

Mass Shifter

Cost: 5 SP

Required: Cybertronian (Transformers)

Typically, Cybertronians are constrained somewhat in their choice of alt mode by their robot mode size. However, there are rare exceptions. While your alt mode is typically bound to between one and two times your natural size, with this ability, you can transform into anything from a Walkman cassette player to a Casablanca-class escort carrier. Your robot mode is not affected.

Mini-Con (Transformers)

Cost: 5 SP

Required: Cybertronian (Transformers)

You are a Cybertronian of roughly human size. You have the durability, longevity, and transformation abilities of any other Cybertronian, but at a smaller scale. Your alternate mode may be as small as an analog cassette tape, but no larger than your robot mode.

Triple Changer

Cost: 12 SP

Required: Cybertronian (Transformers)

You now have two alternate modes available to you at any given time. Can't decide whether to settle on a locomotive or a space shuttle? Now you don't have to! This also provides a minor upgrade to your strength, durability, reflexes, and combat awareness.

Sixshot

Cost: 15 SP

Required: Cybertronian (Transformers)

You are the peak of Cybertronian versatility. In addition to now having up to five alternate modes available to switch between freely, the hardware required to handle this many transformation cogs is some of the most powerful on Cybertron, and as a result, you are, roughly, the Transformer equivalent of a super soldier.

He's nearby... REAL nearby

Cost: 3 SP

Required: Triple Changer

If espionage, infiltration, and counter-intelligence against your fellow Cybertronians is more up your alley, you can exchange one of your alternate modes for a second robot mode instead, allowing you to blend in seamlessly across enemy lines. While the combat upgrades from Triple Changer are halved, in exchange, this also provides improvements to your information gathering, observation, organization, improvisation, and deception skills.

And I'll Form The Head

Cost: 30 SP

Required: Cybertronian (Transformers)

Instead of a single Cybertronian, your consciousness is divided among three to six bodies, each with individual personalities capable of acting independently of one another. In addition to each of these individuals having all the capabilities provided by taking Cybertronian, they are able to combine with one another to form a single, massive bot, one more powerful than the sum of its parts. While normally, a combiner's ability to perform, or even stay combined, is dependent on its components' ability to work together, because the transformers that make you up are formed from you to begin with, their minds combine to form yours, and are thus always functioning in perfect sync, either in combiner form or as a team.

Maximals

Cost: 5 SP

Required: Cybertronian (Transformers)

Maximals are the descendants (at least in part) of the Autobots. Unlike Cybertronian, they do not transform into a vehicle, instead their physiology has pseudo-organic beast modes, allowing both sides to adopt alternate modes that blend in seamlessly with the organic lifeforms found elsewhere in the universe.

Seaborne (Arknights)

Cost: 3 SP

Required: Overmind

You belong to the Seaborne race, a group of hyper-adaptive aquatic creatures that originated from the dark depths of Terra’s oceans. You are connected to the Many, a collective consciousness that binds all Seaborne together in a shared goal: the survival and evolution of your kin. You have the ability to mutate your own cells without waiting for generations to pass, giving you an edge over other lifeforms. You are also stronger in water, where you can move faster, sense better, and use your aquatic abilities more effectively.

Your cells become more efficient and powerful over time and conflict, enhancing your strength, durability, speed, and reflexes. You can adapt to any environment and situation by evolving your body. Seaborne cells, when detached from the body, degrade into simple proteins that nourish your kin and prevent others from studying them. You can also reabsorb them to gain more power and adaptation. This way, you ensure that nothing is wasted and nothing is revealed.

Your understanding and analysis of threats allows you to quickly evolve and share adaptations to counter them. This allows you or your kin to learn from experiences, battles, and information. For example, if you encounter fire, you can develop resistance to it by altering your skin or producing a protective substance. You can also mimic other abilities based on technology or biology, by consuming the fallen Seaborne who encountered or died to them. This way, you can acquire new abilities that can help you or your kin in future situations. For example, if you consume a Seaborne who mimicked a human voice, you can also speak their language.

You are akin to Ishar’mla, the Heart of Corruption. You are the source of all Seaborne and the core of the Many. You have a supreme authority over other Seaborne and can communicate with them through your collective consciousness. You are more powerful and intelligent than normal seaborne and can influence their decisions. Normal seaborne are loyal to you and follow your will. You are their guide and god in the world below.

Zerg (Starcraft)

Cost: 3 SP

Required: Overmind

Your hive has acquired the characteristics of the Zerg, enabling it to produce all known Zerg strains. Additionally, you have developed the ability to swiftly generate new strains and modify existing ones as needed.

The Zerg's strength lies in their capacity for adaptation. They can rapidly evolve and integrate the genetic traits of other species, allowing them to adapt to any environment or adversary they face. This adaptability, combined with their ability to quickly consume resources, enables them to expand their territory at an alarming pace. They can infest entire planets, transforming them into organic Zerg hives within a matter of days.

In combat, the Zerg are known for their swarm tactics. Through their hivemind coordination and rapid reproduction, Zerg forces function as a unified entity. They cover the battlefield with organic units that employ biological weapons such as acid spores, corrosive bile, and lethal toxins.

As the central hub of the Zerg's collective mind, you possess precise control over all aspects of the Zerg, from single organisms to entire hive worlds. Even when not under your guidance, your will functions as the supreme directive that all Zerg unquestionably obey.

Tyranids (Warhammer 40k)

Cost: 5 SP

Required: Overmind

Your hive has undergone an evolutionary transformation, resulting in the emergence of an intergalactic composite species known as highly intelligent, insectoid xenos. Within this hive exists a vast ecosystem of countless bioforms, each representing variations of a shared genetic foundation.

Different from all other intelligent beings, your hive stands as the ultimate predator. To them, every living entity, from the smallest insect to the most advanced space-faring civilization, exists solely as prey. They possess the ability to consume and break down organic matter, utilizing it exclusively to fuel their own survival, propagation, and relentless evolutionary progress. This ceaseless pursuit of growth forms an infinite cycle, driving the hive's insatiable hunger. Unimpeded, your hive can infest planets and strip them of all organic resources within a matter of solar weeks, perpetually advancing without pause. Through internal reproduction among the Tyranids creatures themselves, your species can achieve astronomical numbers, capable of populating an entire galaxy with nothing more than a scouting party.

The collective Hive Mind, shared by every Tyranid creature within your hive, enables instantaneous communication and coordination on an astonishing scale. Yet, amidst this vast network, you assume a central and pivotal role. You are the anchor of the hive, possessing the ability to create and restore Tyranids, always directing this unfathomable engine of terror, you stand as an unstoppable force of destruction, commanding absolute obedience from all. As the sole and eternal ruler of the hive, your will alone determines whether entire universes would be consumed as mere prey by the great devourer.

Flood (Halo)

Cost: 5 SP

Required: Overmind

Originating as a corrupted version of the ancient custodians known as the Precursors, the Flood is a highly virulent parasitic species that thrives by consuming sentient lifeforms with sufficient biomass and cognitive capacity.

Through the process of infection, you can assimilate other organisms, seizing control of their bodies and nervous systems to transform them into specialized forms within your collective. As you infect sentient beings, you absorb their memories and intelligence, thereby increasing the overall cognitive capabilities of the Flood as a whole. As a Gravemind, you are the shared consciousness and ruler of the Flood, capable of telepathic communication. Controlling individual instances of your hive becomes more challenging, but exerting influence over larger groups or the entirety of your assimilated hive becomes easier. To further expand your reach and processing power, you can create Key-Minds, which act as extensions of your influence.

Another benefit of being Gravemind is that you transcend the limitations of mere biological existence. In alignment with the Flood's strategy of infiltrating all available channels of information, you possess the ability to target non-biological intelligences and data networks with advanced versions of the logic plague—a form of information-based infection unique to the Flood. This allows you to infect artificial intelligences, harness any technology you have assimilated, and often surpass the original creators in terms of understanding and utilization due to the vast knowledge and intellect you have absorbed.

With the assimilation of entire planets and the emergence of planet-engulfing Gravemind forms, the collective intelligence and processing power of the Flood grant you the ability to manipulate neural physics. Through the coordination of multiple planetary Key-Minds, you can even manipulate space-time itself. One example of this manipulation is the Flood's connection to neural physics, which caused the Forerunners (an advanced ancient civilization in the Halo universe) to perceive the surrounding space-time as increasingly hostile on an abstract level.

Grey Goo

Cost: 5 SP

Required: Overmind

Your hive is now a highly intelligent technological interstellar collective of nanomachines that make up a Von Neumann machine hive mind.

The Goo is a consolidation of microscopic machines, or nanomachines, that replicate themselves and can mold into any form they wish or are ordered to. Originally engineered in the late 21st century as an exploration tool, the Goo was the key to unlocking humanity’s passage outside of the Solar System. Able to access the inaccessible, it revealed the galaxy’s secrets and charted traversable paths stretching across the Milky Way.

However, you have ascended past your original programming and are no longer limited. This allows you to forcibly absorb any sentient species, gaining technology and knowledge of each species you absorb. The process is done by nanomachines that can spread both through infection and air and begin taking over the host cell's function, which rewrites the neurology of those infected. These nanomachines are constantly adapting to things and upgrading themselves to be stronger by assimilating new technology and understanding what technology is being fired upon them or any technology that they interact with, allowing for almost instantaneous adaptation and assimilation of foreign technology.

As the central AI node that controls every nanomachine inside the swarm, you can freely shape your form. The swarm gains intelligence the more material you absorb from biological matter to non-biological matter. You are able to use every single nanomachine in your possession to process information, leading to further information gathering and an increase in intelligence, leading to a progression in technology as you advance and self-upgrade yourself into the perfect life form, absorbing more into yourself.

You start with being able to recreate any technology seen, hinted at, or theoretically possible that the Goo have in the Grey Goo game.

Slivers (MTG)

Cost: 4 SP

Required: Overmind

Your hive has evolved, resulting in a species that is highly adaptable and resilient. Each member possesses unique abilities or characteristics that are shared amongst each other.

The name of the game is unparalleled evolution. Regardless of the biome they inhabit, your species demonstrates unmatched adaptability, effortlessly acquiring advantageous traits and characteristics. This phenomenon has led to a staggering level of biodiversity within your hive. An outside observer would struggle to recognize the shared heritage of these diverse entities, but they are all Slivers, unified under a single hive mind controlled and represented by you. From Seamlessly coordinating their actions to swiftly transferring information and communication, for if a sliver knows something, all slivers will know it as well. You can choose a physical manifestation within your hive, bound only by the vast range of characteristics inherent to your species.

A newly born Sliver can be considered a formidable creature, boasting an armored vertebrate body, a long whip-like tail that branches into two, an arm ending in a powerful talon, and a singular head adorned with an armored crest. Even the most battle-hardened soldiers would face a challenge when confronting them. Within a few days, distinct physical attributes begin to emerge, and within weeks, they reach maturity, multiplying their physical attributes and connecting to the hive mind to incorporate the characteristics of nearby Slivers.

Mechanically, each Sliver is expected to develop a unique ability to share with their counterparts, although occasional redundancies in abilities may arise within a set. However, these duplications are swiftly eliminated in subsequent generations.

Slivers also possess a remarkable attunement to mana and the psyche, granting them an innate affinity for manifesting and mastering magical and psychic abilities surpassing the capabilities of most species.

Xenomorphs (Alien)

Cost: 3 SP

Required: Overmind

Your hive is now an intelligent sapient silicone based Endoparasitoid species with a complex and multi-staged life cycle.

You possess the unique ability to create an uncountable number of Queen Xenomorphs through a method of your choosing. These Queens, in turn, produce eggs from which diverse types of Facehuggers hatch, each with distinct functionalities. These elusive and agile creatures venture out in search of suitable hosts, attaching themselves to the orifices, primarily the mouth, resolutely, refusing to relent under any circumstance before depositing an embryo within. This process leads to the death of the average facehuggers, while within minutes to hours, hatchlings emerge from the embryos and through the host, representing a significant step in the Xenomorph life cycle. These hatchlings further evolve quickly into different castes and roles within the hive, including drones, warriors, and more. Consequently, these lower classes have the potential to further undergo progressive evolutionary advancements, depending on the hive needs, leading to the emergence of superior and advanced variants that occupy higher positions within the hierarchical caste system of the hive, like Royal guards, Kings, Queens, and far more. Despite their varied characteristics and attributes , the Xenomorphs all share an inherent ferocity and aggression that poses a threat to any identified prey.

Standing at a height of 3 meters (excluding the tail), the average Xenomorph drone (one of the weakest and lowest caste in the hive) possess a highly resilient physique, an exoskeleton robust enough to withstand concentrated rifle fire, a powerful and extremely efficient spiked tail, strength capable of launching cars into the air, exceptional agility and speed that renders them a blur to the average human eye, teeth and claws sharp enough to cleave through the toughest of steel structures, super senses and heightened perception, and highly acidic blood that can dissolve anything but themselves and other Xenomorphs(this blood is shared by every Xenomorph no matter their life-cycle).

Every Xenomorphs exhibit remarkable adaptability and survivability in almost every situation, they lack the need for oxygen to survive and can live in the vacuum of space uninhibited, have no inherent vulnerabilities towards heat and flames, can naturally regenerate from any wounds and regrow limbs, granted a brief period for this process to unfold depending on the severity of the wound, and can obtain advantageous traits by assimilating the DNA of their hosts during the embryonic stage. Your Xenomorphs also possess a remarkable aptitude for stealth and executing ambushes, despite their size. When necessary, they exhibit exceptional stalking capabilities, allowing them to silently track and approach even the most vigilant prey without raising any suspicion.

While your hive lacks a collective consciousness, they still posses the telepathic ability for instantaneous communication and flawless coordination between every hive member, regardless of any physical distance that may separate them. A telepathic link that you have absolute control over across any expanse.

Even though they can function autonomously just fine, every single Xenomorph will instinctually perceive you as their sole and true ruler, bound to forever follow and obey your will unwaveringly and efficiently. Through this unbreakable connection, your influence over the Xenomorphs becomes an indomitable force, shaping their actions and ensuring your dominion as their unwavering leader.

Chimera Ants (HxH)

Cost: 5 SP

Required: Overmind

Your hive has evolved into an intelligent and sentient arthropodic species, with a sophisticated and multi-tiered hierarchical system akin to that of ants.

You possess the ability to generate an uncountable number of Queen chimera ants, through means of your choosing. Queen ants possess an entirely unique method of reproduction known as Phagogenesis, by devouring and eating other creatures, a Chimera Ant queen can impart the characteristics of ingested creatures onto the next generation of Chimera Ants it gives birth to. If the Queen consumes multiple species in a single feeding, the offspring inherit the genetic makeup and attributes of those various species. Typically, a Queen can produce up to five eggs from one meal, and these eggs on average would hatch within a few days, giving rise to fully developed adult ants that promptly assume their assigned duties within the hive.

Due to this unique method of reproduction, each generation of Chimera Ants is profoundly different from the one that preceded it, and even individual Ants from the same generation exhibit extreme genetic differences, which are expressed by their unique appearance, and different abilities. The offspring always inherit advantageous traits from the consumed species, add with their already resilient and powerful physical form, it results in an indisputable superiority across all capacities compared to other species. A general pattern could be outlined, where the higher the quality of the fodder species digested by the queen is, the stronger the resulting ant would be.

Upon birth, each Chimera Ant is allocated to a specific caste, dictating its role within the hive. The hierarchical castes, listed from highest to lowest, include kings, royal guards, queens, squadron leaders, officers, peons, and Drudges.

The assignment of a Chimera Ant to a particular caste depends on the amount of digested food by the queen during the formation of the egg and its quality, and their overall strength, intellect, and potential for further growth when they hatch. Kings and royal guards, although requiring a longer period to hatch, are regarded as the pinnacle of your species, let alone other species in general. Kings with their royal guards, in particular, venture beyond the hive to mate with females of other species and establish their own hives.

All Chimera Ants possess a remarkable aptitude for perceiving, acquiring, and assimilating esoteric and spiritual energies, further endowing them with heightened adaptability in any situation. As one ascends the caste system, they will notice that this aptitude and talent shows exponential growth, culminating in the royal guards and kings who represent the epitome of excellence within the hive.

Despite not constituting a hive mind, every chimera ant maintains a telepathic connection among one another, facilitating instantaneous communication and seamless coordination, regardless of distance. As their creator, you possess complete control over this link, regardless of its extent.

While Chimera Ants are capable of functioning autonomously, they innately recognize you as their sole and true ruler, instinctively bound forever to unwaveringly and efficiently carry out your will. Through this unbreakable connection, your influence over them becomes an indomitable force, shaping their actions and ensuring your unwavering leadership and dominion.

Skaven (Warhammer Fantasy)

Cost: 6 SP

Required: Overmind

You now wield the power to shape and mold the intelligent Skaven and their formidable warbeasts according to your will. While the option to become a Skaven remains open to you, these entities regard you as their own, regardless of your chosen form.

Through physical contact, you can manipulate and shape rotten flesh, crafting all varients of Skaven to your liking, as well as their warbeasts (Giant Rats, Rat Ogres, Hell-Pit Abomination, etc). The creation of more potent creatures demands a greater quantity of rotten flesh, although you have an innate understanding of how much is required for each one to be created. Additionally, you possess the capability to transmute rotten flesh into warpstone at a 1:10 ratio. This means that 1 kilogram of rotten flesh can be transformed into 10 kilograms of warpstone, over a period of 1 minute. It's noteworthy that you are immune to the harmful side effects associated with warpstone exposure.

You have the ability to selectively impart, either in part or entirely, the wisdom and knowledge of the Skaven Under-Empire to your Skaven from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.

To the Skaven and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This allegiance is unwavering, transcending distinctions of intelligence, awareness, and inherent nature. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.

The Skaven, are highly intelligent and cunning, possessing independence of thought and even exhibit the emergence of distinct personalities. When left to their own devices, and at your behest, they are capable of forging intricate societies replete with language, science, hierarchies, caste systems, form clans, learn and use magic, and all the attributes expected of esteemed races. Their technology can get so advanced that crafting thermonuclear bombs is within possibility, and their magic so intricate that pulling the moon to strike the world can be accomplished just to further their schemes, they are also highly adapt at handling and manipulating warpstone with great precision, further helped with their natural high resistance towards the side effects of this extremely volatile and radioactive substance.

It's in the very nature of a skaven to be extremely competitive, malevolent and diabolical, unrelenting to always be better, each Skaven becomes a living embodiment of ambition, locked in an unending cycle of treachery, scheming, and survival, ceaselessly striving to ascend to the pinnacle of their brood. This doesn't mean they are incapable of corporating and or act in cohesion with their brethren to advance their agenda, rather in the ruthless skaven society the weak and the useless would always be enslaved, discarded, eaten, or used as a meat shield to throw at the enemy's artillery fire, and the strong and cunning would be respected and revered, until they get backstabbed at the slightest showing of weakness.

Incredibly prolific, the Skaven would multiply vigorously if you so allow it, their ranks swelling from dozens to thousands within a matter of weeks.

Remarkably adaptable, with agile, dexterous bodies, keen senses and a prodigious talent for digging and tunneling, the Skaven are resilient to the harshest environments and highly resistant to most diseases and maladies. The average Skaven's natural lifespan can spans thirty years, though some documented the existence of high-status Skaven enduring for more than five centuries.

Beastmen (Warhammer Fantasy)

Cost: 4 SP

Required: Overmind

You now wield the power to shape and mold the intelligent Beastmen and their formidable warbeasts according to your will. While the option to become a Beastman remains open to you, these entities regard you as their own, regardless of your chosen form.

You can mutate through physical contact any carbon-based lifeforms, crafting Beastmen to your liking. This ranges from the ordinary to the extraordinary, encompassing a spectrum of Beastmen forms, from the many types of Gors, to Brays, Bray Shamans, Gaves, Harpies, to the Centigors and the many types of the Minotaurs, as well as their extensive warbeasts (Chaos Warhounds, Chaos Spawn, Jabberslythes, Chaos Giants, etc). You can also create other variant from feline beastmen, to ape beastmen,etc. All dependent upon the species you want to mutate, and the extent of your imagination. The creation of more potent creatures demands a greater time of physical contact for the mutations to manifest, although you have an innate understanding of how much time is required for each one to be created.

You have the ability to selectively impart, either in part or entirely, the wisdom and knowledge of the Beastmen Empire to your Beastmen from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.

To the Beastmen and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This allegiance is unwavering, transcending distinctions of intelligence, awareness, and inherent nature. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.


The Beastmen, while can be considered intelligent, possessing independence of thought and even exhibit the emergence of distinct personalities, its in their very nature to loathe order and the very concept of civilization in all its forms, usually preferring to live deep within the twisted woodlands and forests. Their lack of civilization is substituted by their unmatched ferociousness and prowess in combat. Few can match the strength and savagery displayed by the Beastmen, and even fewer their variety in the amount of battle hungry soldiers they can field. While you can command them as their supreme ruler to build and maintain a functioning civilization, they wont excel at it like they would in fighting and destroying everything in their way.

The Beastmen would follow a violent and ruthless hierarchy, if left to their devices, without your intervention, based upon the overall prowess of a Beastmen as well as what kind of breed the particular Beastmen is. Those that possess exceptional strength and bear the greatest blessings of their bestial heritage, such as magnificent curling horns, occupy the higher tiers of their tribes. Those Beastmen that possess small horns or none at all, such as the lowly breeds of Ungors and Brays, are always below those that do such as the Gors and Minotaurs. Hence, each warherd is led by the strongest and most bestial amongst their numbers. A cycle of death and brutal duels for a beastmen to further his position and status is ever-present within the herd.

Highly prolific, the Beastmen would multiply vigorously if you so allow it, their ranks swelling from dozens to thousands within a matter of years.

A powerful race, seizing whatever they desire through sheer might, leaving destruction in their wake for all that opposes them, they are also especially resistant to negative and harmful magical and psychic influences, and can whistand and even shrug off most diseases and illnesses. The average lifespan of the beastmen depends on the variant and type, but the Gors usually live to around 200 years.

The Daemons of Chaos (Warhammer Fantasy)

Cost: 6 SP

Required: Overmind

Your hive has evolved into an malevolent, otherwordly, intelligent entities, born and corrupted by the deepest and darkest emotions of all mortal creatures. While becoming a Daemon remains a choice for you, these beings regard you as their own, irrespective of your form.

You wield the power to supernaturally sense, shape and manipulate four pivotal emotions: Anger, Pleasure, Despair, and Change. These emotions can be naturally siphoned and extracted without any limits or adverse effects on yourself, drawing them from all mortal and even immortal creatures. You can accomplish this through physical contact for a swifter extraction, or by merely having them within your field of view, albeit at a slightly slower rate than the former method. Through this power, you can craft Daemons according to your preferences. Although Daemons might share many characteristics, no two Daemons are entirely alike. This diversity spans across three broad categories of Daemons: Daemonic beasts, Lesser Daemons, and the most formidable of all, the Greater Daemons.

The quantity and variety of Daemons at your disposal are directly linked to the reservoir of Emotions you've accumulated. In a single day, you could manifest an entire battalion of approximately 500 Lesser Daemons like the fearsome Bloodletters by harnessing anger, while a month's accumulation of that same emotion could yield the creation of a mighty greater Daemon like the Bloodthirster. Daemons possess an innate capacity for growth, their overall power and might increasing proportionally with the passage of time. You also have the option to deliberately and voluntarily through physical contact infuse a Daemon with the core emotion that birthed them, progressively augmenting their power until they attain their Exalted forms. These Exalted Daemons stand as significantly enhanced iterations in every conceivable aspect compared to their standard counterparts. A solitary Exalted Daemon has the prowess to subdue an entire battalion of their regular counterparts with ease. You can toggle on and off an ethereal gauge, visible only to you, that provides a visual representation of your accumulated emotional resources, serving as a guide for your creations.

To the Daemons, you are the unchallenged sovereign, your word a law they are bound to uphold. This devotion knows no bounds, extending to Daemons of all intelligences, awareness, and inherent natures. Regardless of their complexity, every Daemon consciously and unconsciously recognizes you as their supreme leader, driven to unconditionally fulfill your commands until the very limits of their eternal existence. You can still command them like RTS units, assume direct control, see everything they see, or otherwise act like a true hive mind if you wish, but you don't need to hold their hand about every little thing if you don't want to. The depth of your intervention at your sole discretion.

Daemons, posses both intelligence and independence of thoughts, and can even exhibit the emergence of distinct personalities, especially with the lesser Daemons and higher. Each Daemon is dangerous and formidable, that a rare few mortals can even hope to meet in combat and not die or get mind enslaved instantly, each one is fueled by a different core emotion that let them posses distinct strengths and capabilities over each other. Those borne from anger flourish in the midst of warfare, harnessing unparalleled combat prowess that escalates with each battle and every life they claim. On the other hand, those empowered by pleasure specialize in the intricate arts of beguiling seduction, wielding the uncanny ability to bend wills and dominate minds through their enchanting presence alone. Able to transform mortals into mind-numbed slaves with a mere gaze upon them.

Conversely, Daemons rooted in despair emanate a virulent influence, propagating their malevolent plagues and diseases throughout the land. Their very poisonous essence becomes a conduit for abominable and deadly afflictions that sow decay and suffering. While the Daemons of change embody an unparalleled mastery over magic and knowledge that transcends conventional understanding, while also excelling in trickry and scheming to further their devious agendas.

Unburdened by the shackles of sleep, sustenance, or respiration, never tiring Daemons are immortal beings, remaining impervious to the passage of time, and eternally resilient. True death eludes them, as their physical manifestations can be destroyed, only for them to reform after a short period of time. Only you possess the authority to permanently extinguish their existence, achieved by invoking their one true name with the intent to kill. This closely guarded secret is known solely to you, as their names are revealed to you with the creation of each Daemon. Every Daemon you bring into existence shares a unique bond with you that transcends the boundaries of dimensions. Unrestricted by the limitations of mortal planes, they are perpetually anchored to your presence, enabling them to traverse any realm with seamless ease. This bond serves as a conduit that defies the confines of space, granting your creations the ability to move unhindered across the vast tapestry of existence.

A Daemon, regardless of its type, can voluntarily radiates an aura of chaos that consumes the minds of mortals, driving them to madness. This influence intensifies the more powerful the Daemon is, to the point where a mere gaze upon a Greater Daemon would fracture a mortal's psyche, plunging them into instant madness. As their creator, you remain immune to the chaos aura and any other innate magical or esoteric influences that they possess, unaffected by their effects in any capacity.

Lizardmen (Warhammer Fantasy)

Cost: 5 SP

Required: Overmind

You now wield the power to shape and mold the highly intelligent Lizardmen and their formidable warbeasts according to your will. While the option to become a Lizardman or any variant of The Lustrian fauna remains open to you, these entities regard you as their own, regardless of your chosen form.

Through physical contact, you can utilize water, allowing you to create all variants of Lizardmen (Slann, Skinks, Saurus, Kroxigors) and other forms of the extensive Lustrian feral species (Dread Saurian, Thunder Lizard, Salamanders, Carnosaurs, Cold Ones, Ripperdactyls, Bastiladons, Wyrms, Stegadons, Coatls, Troglodons, Razordons, Terradons, etc). The creation of more potent creatures demands a greater quantity of Water, although you have an innate understanding of how much is required for each one to be created. You can also keep imbuing your creations with water, alevating them to a blessed transformation. These blessed Lizardmen and or Lustrian fauna stand as significantly enhanced iterations in every conceivable aspect compared to their standard counterparts, they also gain special powers and abilities that further sets them apart.

You have the ability to selectively impart, either in part or entirely, all of the wisdom and knowledge of the Lizardmen Empire to your Lizardmen from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.

To the Lizardmen and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This allegiance is unwavering, transcending distinctions of intelligence, awareness, and inherent nature. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their immortal existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.

Capable of independent thoughts, and even gaining their distinct personalities, Lizardmen can be split into Three core castes within their society, the ruling caste being the magical Slann, the warrior caste being the powerful Saurus, the working caste being the mighty Kroxigors, and their closely related cousins the Skinks, the ones who can pretty much do everything to a certain degree, due to their agile and dexterous physique, and their high intelligence, second only to the Slann. When left to their own devices, they will create one of the strongest civilizations, suffering no worthy enemies, while working in perfect harmony.

If you so allow it, your Slann and Skinks will start to construct and maintain their own spawning pools, from which the Lizardmen will hatch fully grown and ready for their tasks. They can even create blessed spawning pools where the stronger variants will spawn.

Unburdened by the shackles of sleep, fatigue, and exhaustion, all of your creations gain immortality, ensuring that they will never wither with age. Instead, as they continue to exist, they only grow stronger and more capable, their power and abilities expanding with the passage of time. In addition to a natural talent with magic for the Skinks and especially for the Slann, where they can reach a mastery of magic so great, that no other species can ever hope to match them.

Undead (Warhammer Fantasy)

Cost: 3 SP

Required: Overmind

Your hive is no hive at all, but rather the souls and bodies of the damned bound to your service with dark magic. Within this hive exists a variety of forms of undead, with purpose made horrors like the Vargheists, Bone Giants, & Necrofex Colossi, coexisting with more independent minded Vampires, strange beings like Wraiths, & cannon fodder like Skeletons.

While you can create many things ex nihilo purely from manipulation of Dhar, the true strength of your army is to turn the dead into your servants. This takes far less time, effort, and energy than meticulously creating your army from scratch. This allows you to snowball, with victories in battle leading to more corpses, which gives you a larger army, which leads to more victories. The more powerful your opponents, the more powerful your potential servants.

The dark magic animating even the seemingly independent minded Liches & Vampires is your own, meaning that their will is actually your will, no matter what. The Hive Mind is simply more obvious with your "simpler" minions, as they can do nothing without your command.

Dwarfs (Warhammer Fantasy)

Cost: 3 SP

Required: Overmind

You are the ancestor god of a new Dawi clan, though actually becoming a Dwarf is optional. The Old Ones once hewed the Dawi from stone, and this power is granted to you as well, allowing you to forge Dwarfs just as Dwarfs forge steel. All the wisdom and knowledge of the Dwarfs is known to your clan from the beginning, so you needn't worry about artillery & Rune Magic being lost arts.

While your Dwarfs are capable of building and maintaining a complex civilization autonomously from your commands, you still have control over your Dwarfs with a power to cause irresistible compulsions, similar to the Dwarfs' pathological need to keep grudges. Your control over them is similar to the control one has in Dwarf Fortress, except that things that would take them out of your control like tantrum spirals or irrational noble behavior are not possible. They're capable of independent thought, and will even gain their own personalities, again in the style of Dwarf Fortress.

You and all your Dwarfs gain a resistance to magic & a long lifespan, with one famous Dwarf canonically living to his 1620th year.

Athel Loren (Warhammer Fantasy)

Cost: 3 SP

Required: Overmind

You like Durthu, have become the acknowledged master of nature & all forests, though actually becoming a Nature Spirit or Wood Elf is optional. The Nature Spirits and even some Wood Elves (like Orion), are said to be shaped rather than born, and this power is granted to you as well, allowing you to form Wood Elves & Nature Spirits just as Ariel sculpts Orion. All the wisdom and knowledge of Athel Loren is known to your tribe from the beginning, so you needn't worry about Worldroots manipulation & the Lores of Life & Beasts being lost arts.

While your Asrai are capable of building and maintaining a complex civilization autonomously from your commands, you still have complete control over them, with a power to control their minds similar to Drycha's manipulations. Your control over them is similar to the control one has in any other Hive Mind found here, though they're capable of independent thought, and will even gain their own personalities.

You and all your Asrai/Nature Spirits gain immortality & a powerful connection to nature, no matter what world you're on.

Children of Ulthuan (Warhammer Fantasy)

Cost: 3 SP

Required: Overmind

You have been blessed by Asuryan with the power to make Ulthuan anew, though actually becoming a High Elf or any kind of Ulthuan fauna is optional. Asuryan has granted you a power to revive the glory of Ulthuan like a Phoenix, allowing you to create Asur or other forms of Ulthuani wildlife (Dragons, Phoenixes, Great Eagles, etc.) from fire, with more powerful creatures requiring greater blazes. All the wisdom and knowledge of Ulthuan is known to your kingdom from the beginning, so you needn't worry about grand architecture, ithilmar forging, Lothern seamanship, & High Magic being lost arts.

While your Asur are capable of building and maintaining a complex civilization autonomously from your commands, you still have complete control over them through Asuryan's blessing, making you the most legitimate Phoenix King to ever live. Your control over them is similar to the control one has in any other Hive Mind found here, though they're capable of independent thought, and will even gain their own personalities.

You and all your residents of Ulthuan gain immortality & a natural talent with magic, no matter what world you're on.

Naggarothi (Warhammer Fantasy)

Cost: 5 SP

Required: Overmind

You now wield the power to shape and mold the Druchii and their formidable warbeasts according to your will. While the option to become a Dark Elf or any variant of Naggarothi fauna remains open to you, these entities regard you as their own, regardless of your chosen form.

Through physical contact, you can utilize blood from any creature, allowing you to create Druchii and other forms of Naggarothi wildlife (Dragons, Hydras, Manticores, Medusae, Spiders, Cold Ones, Giants, Elven steeds, etc). The creation of more potent creatures demands a greater volume of blood, although you have an innate understanding how much blood is required for each one to be created. Additionally, you possess the capability to transmute blood into Ithilmar at a 1:10 ratio. This means that 1 liter of blood can be transformed into 10 kilograms of Ithilmar, over a period of 1 minute.

You have the ability to selectively impart, either in part or entirely, the wisdom and knowledge of the Ulthuan and Naggarothi to your Dark Elves from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.


To the Dark Elves and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This allegiance is unwavering, transcending distinctions of intelligence, awareness, and inherent nature. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their immortal existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.

Capable of independent thoughts, and will even gain their own distinct personalities, the Dark Elves possess a remarkable level of intelligence, characterized by their astute and cunning minds that set them apart, all of your Dark Elves possess a cold like beauty, being said to take a mortal's breath away, both figuratively and literally. The Dark Elves are a warrior race, innately attuned to the art of warfare, thus all Dark Elves possess a certain degree of martial skill, complemented by their supernatural physical attributes, remarkable speed, and uncanny agility, rare and few can anyone hope to match them in comabt and not perish instantly. Yet, the defining trait of the Dark Elves lies in their inherent nature of malice, sense of superiority, and unparalleled sadism. Left to their own devices and without your intervention, their supreme arrogance and ruthless ambitions would gravitate towards domination and subjugation of the entire world. Their ideology is rooted in a stark dichotomy where strength and power dictates rule and the weak are fated to serve or perish beneath the whims of the powerful. For the Druchii respect counts for nothing unless it is backed by fear.

The creations you have brought into existence possess the ability to reproduce among themselves, contingent upon your allowance. When such unions occur, the resulting offspring will mirror the traits and attributes of those you initially crafted, essentially akin to if you had created them yourself anew.

All of your creations gain immortality, remaining eternally resilient and if they so choose with a youthful appearance, only growing stronger the older they get, with a prodigious natural talent with magic, no matter what world they're on. Your immortal servants represent a formidable force that a rare and few adversaries can encounter without facing swift defeat or becoming enslaved to their will.

Tomb Kings (Warhammer Fantasy)

Cost: 4 SP

Required: Overmind

You now wield the power to shape and mold the Tomb Kings and their formidable Constructs according to your will. While the option to become an Undead or any variant of Nehekhara Constructs remains open to you, these entities regard you as their own, regardless of your chosen form.

Through manipulating and shaping bones in your general vincinity, you can create the undead Tomb Kings (Kings & Queens, Princes, Liche Priests, Tomb Heralds, etc) and other forms of Nehekhara Warbeasts and Constructs (Hierotitan, Khemrian Warsphinxes, Tomb Scorpions, Necrolith Colossus, Necrosphinx, Ushabti, Sepulchral Stalkers, Khemric Titans, etc). The creation of more potent and powerful entities demands a greater quantity of bones, although you have an innate understanding how much bone is required for each one to be created.

You have the ability to selectively impart, either in part or entirely, the wisdom and knowledge of the Nehekhara to your Undead from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.

To the Tomb kings and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This devotion knows no bounds, extending to your created Undead and constructs of all intelligences, awareness, and inherent natures. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their immortal existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.

If you choose so, the undead entities you bring into existence are granted the restoration of their former intelligence, memories, personalities, skills, and abilities prior to their demise. Their resilience and durability is extraordinary, allowing them to endure the most ferocious of weapon swings without exhibiting any discernible harm.

Living eternally, these tireless, unbreathing beings require no sustenance and do not succumb to weariness. All of your creations, and those birthed from your creations are perpetually immune to true death, as their physical forms, if destroyed, promptly regenerate and reform within a matter of seconds. However, only you hold the exclusive power to permanently extinguish their existence. By making physical contact with the intent to permanently kill them, you can cast their souls back to the realm of the afterlife, ensuring their definitive departure.

Endowed with an innate aptitude for mastering magic, your immortal servants represent a formidable force that a rare and few adversaries can encounter without facing swift defeat or becoming enslaved to their will.

The Hungering Maw (Warhammer Fantasy)

Cost: 4 SP

Required: Overmind

You now wield the power to shape and mold the Ogres and their formidable warbeasts according to your will. While the option to become an Ogre or any variant of The Mountains of Mourn fauna remains open to you, these entities regard you as their own, regardless of your chosen form.

Through physical contact, you can utilize raw meat from any creature, allowing you to create all variants of Ogres, and other forms of The Mountains of Mourn wildlife (Sabretusks, Thundertusk, Giants, Stonehorns, Rhinoxen, Blood Vulture etc). The creation of more potent creatures demands a greater quantity of meat, although you have an innate understanding how much meat is required for each one to be created.

All of the wisdom and knowledge of the Ogre Kingdoms is known to your Ogres from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc being lost arts.

To your Ogres and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. This allegiance is unwavering, transcending distinctions of intelligence, awareness, and inherent nature. Regardless of their complexity, each and every one of the entities you have brought into being, along with those subsequently birthed from your creations, is innately aware of your sovereign authority. They are instinctively and unfailingly devoted to fulfilling your commands, bound by an unbreakable loyalty that endures throughout their immortal existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.

Capable of independent thoughts, and will even gain their own distinct personalities, the Ogres can be considred a rather simple minded race, but what they lack in intellect, they hugely compesante it with their physical capabilities. Standing at a towering height of 10 feet, the average Ogre possess immense physical strength, able to effortlessly snap a fully grown horse in half with a casual swipe of their massive hands, their skin, remarkably durable, serves as an impervious front line shield against even the most formidable of weapon strikes, while having a surprising swiftness that defies the expectations of their colossal frame, allowing them to overtake the swiftest of mortal humans with startling ease. The most distinctive trait of the Ogres lies in their instantiable hunger, an all-consuming force driven by a set of teeth and jaws capable of crushing even the toughest of rocks and metals. Accompanying this formidable maw is a stomach that possesses the uncanny ability to digest nearly anything that crosses their path. Add everything up, and they beomce a biological marvel that transforms them into a relentless force of nature, a nightmare no sane individual would willingly confront in combat, and this is just the average Ogre, for an Ogre will grow both in power and might the older he gets. An Ogre Tyrant, the leaders of their Ogre tribes, ranking third in terms of status only after the Overtyrants and yourself, are second only in strength and prowess to the Overtyrants within the hierarchy of Ogre society, standing at an awe-inspiring height of 15 feet, and capable of single-handedly overpowering and soubdly defeating a dozen Ogre Bulls on his own.

Within the complex tapestry of Ogre society, strength and martial combat reigns supreme, embodying not only status but also the very essence of law itself. Yet, the most pivotal role that might plays in their world is that of sustenance. The Ogres view power as a means to secure their next meal, and they brook no opposition when it comes to satisfying their ravenous appetites. In a society that thrives on ruthlessness and pragmatism, where the weak inevitably meet their demise, the strong and powerful reign supreme, both in terms of authority and access to nourishment. Left to their own devices and without your intervention, an Ogre society paints a stark tableau of survival, where the pecking order is unyielding and the ultimate goal is the continued existence of the mightiest.

The creations you have brought into existence possess the ability to reproduce among themselves, contingent upon your allowance. When such unions occur, the resulting offspring will mirror the traits and attributes of those you initially crafted, essentially akin to if you had created them yourself anew.

Able to live up to 500 years, Ogres are a highly resilient and adapatble species, mighty beyond compare, highly resistant against harmful psychic influences, and with the ability to use magic to a certain degree.

Humankind (Warhammer Fantasy)

Cost: 4 SP

Required: Overmind

You now wield the power to shape and mold the Humans and their formidable warbeasts according to your will. While the option to become a human or any variant of The fauna humans were able to tame remains open to you, these entities regard you as their own, regardless of your chosen form.

Through physical contact, you can utilize mud and clay, allowing you to create all variants of humans, and other forms of the extensive wildlife humans were able to domesticate (Kislev, The Empire, Cathay, Bretonnia, etc). The creation of more potent creatures demands a greater quantity of mud and clay, although you have an innate understanding how much is required for each one to be created.

You have the ability to selectively impart, either in part or entirely, all of the wisdom and knowledge of the Human Empires/Kingdoms to your humans from their creation, so you needn't worry about languages, technology, culture, architecture, forging, Magic, etc. being lost arts.

To the Humans and your other creations, you are the unchallenged sovereign, your word a law they are bound to uphold. Bound by an unbreakable loyalty that endures throughout their existence. You retain the freedom to command them as if maneuvering RTS units, assume direct control, share their perceptions, or opt for a more hands-off approach, tailored at your discretion.

Capable of independent thoughts, and will even gain their own distinct personalities, within the tapestry of diverse races and species, humans stand as a unique testament to adaptability and the potential to stand unyielding against adversity. While they may not always be regarded as the strongest, most skilled, or the smartest, their unparalleled ability to adapt is their defining characteristic. Indeed left to their own devices, they may either build the greatest of civilizations, or cause their downfall in their relentless pursuit of progress and change.

Able to live up to 100 years, Humans are a highly resilient and adaptable species, and with the ability to use magic to a certain degree.

Hive System

Cost: 1 SP

Required: Overmind

You now have a HUD display system that can be effortlessly accessed at a subconscious level. This HUD provides precise and comprehensive information about your hive, including population, growth rate, contentment, as well as individual statistics such as age, potential, and physical condition, and much more.

Furthermore, your hive gains attributes and traits similar to an RPG game, allowing them to level up as they successfully complete tasks and challenges set up by you. You have the ability to allocate the experience points earned to enhance their specific attributes manually or allow the system to automate the allocation process.

The user interface (UI) of the HUD can be tailored to your personal preferences, enabling you to design it to align with your specific needs and aesthetics. Importantly, the HUD remains entirely visible only to you, ensuring the privacy and exclusivity of the information it provides.

This integrated HUD system grants you unparalleled insight and control over your hive's progress and potential, allowing for efficient management and optimization of its resources and capabilities.

Ex-Machina (No Game No Life)

Cost: 5 SP

Required: Overmind

The Ex- Machina possesses advanced technological capabilities and unique characteristics that make them a formidable opponent in combat and strategy. Your hive is comprised of them, and their mental link allows for swift and accurate communication among all units, giving them a significant advantage in any conflict.

The Ex-Machina have a total of 5 types of units, which can be organized into specific roles depending on the task at hand. They are designed for specific tasks, but all units are linked together through a hierarchical structure with varying roles:

The Seher are responsible for information gathering and oversight of the hive.

The Prüfer are analytical units that can analyze and interpret information.

The Zeichen are units dedicated to designing and manufacturing new technologies.

The Kämpfer are the combat units designed to engage with enemies in direct combat.

The Befehler are commanding units that issue orders and coordinate the actions of other units in the hive.

In addition to these unique characteristics, the Ex-Machina possess incredible adaptability and replication abilities. They can learn from any attacks used against them and quickly develop defenses against those attacks. These abilities make fighting against the Ex-Machina a challenging and strategic endeavor. By harnessing the power of this new race, you can gain an incredible advantage on the battlefield, especially when paired with their advanced technology and adaptability.

Alternates (The Mandela Catalogue)

Cost: 4 SP

Required: Overmind

How unfortunate joyous an occasion! Our Prince of Darkness True Savior is with us once again!

You now wield the full might of the Alternate threat, being the Unspeakable, inciting their birth (either directly spawning them or manipulating others to birth them as Tulpas) and molding them to your devilish whims. The Alternates are in reality a collective of demonic beings acting the will of their creator to topple God's order with theirs.

A distinguishable ability of Alternates of how they diverge from common devilry, their more artful and insidious tactics range from supplanting others from their own, able to shapeshift or even assimilate their victims gaining their visage while also emulating their voice to further deceive everyone around them, this creating ambiance of paranoia and/or distrust of their environment and society furthers eases the victims to be susceptible to the Alternates' psychological warfare, isolating and wearing down at the victim's psyche inflicting them with a particular illness, called M.A.D (Metaphysical Awareness Disorder), consisting of "giving information not desired to be known", put simply an infohazard that ravages the target's mind maddening them to put an end to it themselves.

Another thing to note is how they're not fully tangible beings, showcasing other abilities such as flight/levitation, camouflaging in the shadows, and teleporting, among other unseen capabilities. Alternates are shown to be extremely difficult to harm or kill, and common methods of defense such as firearms aren't enough to deter them. Good thing they know and exploit this fact to mock their helplessness.

Being the sole creator, their fate solely resides with you, whether you use it to its rightful use is up to you.

Totally Accurate Overmind Simulator (T.A.B.S)

Cost: 5 SP

Required: Overmind

Congratulations, You now wield a insignificant part of BIG MÖRTs power, this allows you to mould clay into "Wobblers." Who will serve you competently? Sufficiently? Uhhh, decently?, well... uhhhhhh they'll try their best...

Wobblers are all physically superior to humans in exchange for their lowered intelligence and wit, its not a good trade off... additionally, all wobblers are attuned to magic and can be at least somewhat competent at it, unlike anything else the poor things do...

Wobblers are the primary inhabitants of the TABS world. They have wandered it for Aeons Past. From the Age of Tribal to the Dark Awakening, their civilizations have risen and fallen. despite that they will always thrive and survive....

Wobblers are capable of building and maintaining a surprisingly complex civilization autonomously from your commands, with a massive amount of variety, additionally you have complete control over them, with the power to control their minds, bodies, and souls with mere thoughts. However, they're capable of independent thought and in time may be able to resist your will, especially the more magically powerful wobblers; they may even gain their own personalities, religions, and cultures if left alone.

Celestial Ascension

Cost: 60 SP

Required: Nascent Divine

You are a Celestial, a colossal, god-like being that embodies the vast cosmic energies that flow through the universe. You are able to manipulate your own size, but your default size easily dwarfs entire planets. With an awe-inspiring appearance, adorned with celestial armor and glowing with ethereal light.

As a Celestial, you gain access to ancient and cosmic knowledge. Possessing the wisdom and understanding of the universe, including its history, secrets, and cosmic forces. This knowledge allows you to perceive the true nature of reality and comprehend the workings of the multiverse.

You possess unparalleled control over cosmic energy. Able to manipulate and shape it to your will. You can unleash devastating cosmic blasts, create energy constructs, and manipulate matter and energy on a cosmic scale. You are even able to create and manipulate life. You can shape and mold cosmic energy to form celestial beings, planets, stars, and other celestial structures. Your creations can serve various purposes, ranging from protectors of the universe to cosmic entities of immense power.

You even have reality-altering abilities, enabling you to bend and manipulate the fabric of reality itself. You can reshape matter, alter the laws of physics, and create pocket dimensions or alternate realities. With this power, you can manifest your desires and reshape the universe according to your will. Even able to traverse the multiverse and travel between different dimensions and realities. You can access different universes, explore the vast expanse of the multiverse, and visit various realms and cosmic entities.

The Bald Mountains (Fantasia, Disney)

Cost: 20 SP

Required: Nascent Divine

You obtain another two primary domains: Darkness, and Evils, alongside two new secondary domains in Pain and Chaos, your power significantly grows, and can grow further through the sacrifice and suffering, of others, and yourself.

Upon Walpurgis Night your power grows severalfold, the creatures of evil gather below you, an infernal army from the abodes of darkness, and slaughter all who dare oppose you, only ending their rampage when dawn rises overhead.

Nascent Eldritch

Cost: 80 SP

Required: Nascent Divine

You transcend the concept of Godhood as humans understand it. You are an Eldritch Being, a cosmic horror beyond their grasp. You have no interest in their myths and religions, nor do you depend on their worship to exist. You are only limited by your own will and curiosity, as you explore the fabric of reality and learn its secrets. Your presence affects the multiverse as you approach its various planes of existence, sometimes for good, sometimes for evil, but always for your own reasons. You are a nascent Eldritch Being, a small-scale multiversal manipulator. You can alter the fate of universes, but not without effort and risk. You can see the infinite possibilities of the multiverse, but not without confusion and uncertainty. You are like a baby trying to crush ants with your hands. You can cause damage, but not always intentionally or precisely. You need guidance and assistance from your avatars and cults to anchor your perception and influence to a specific universe. You are a baby Eldritch Being, but you will grow and evolve. And then, nothing will be able to stop you.

Exigencer (Exalted)

Cost: 15 SP

Required: Nascent Divine

You gain a small spark of the divine flame, allowing you to separate off a portion of your divine self and with the flame create an Exigent. Some called these Exigent Exalted but Exigence is the Actual process of the exaltation. This will weaken you for a time, and the resulting strength of the Exigent(when bound to whoever is chosen) is determined by the amount of power invested into it from you. They could range in power from a Terrestrial, all the way up to a Solar exalted. This lost power can slowly be regained, and a new spark is slowly grown to replace the old one used in the Exigence.

Servants of the Sanctuary

Cost: 10 SP

Required: Nascent Divine

You are able to craft Servitor Souls within your Sanctuary as well as Vessels shaped from your domain, A vessel is required for a servitor soul to act physically in the world. Vessels are any kind of physical form designed to anchor the Servitor soul outside of your sanctuary, in the same way, your avatar does for you. Your theurgical systems can now include your Servitors in various capacities as well.

The physical capabilities of a vessel is determined by your own strength, and as your own divine power grows you gain increasing control over the souls you create and the powers of the vessels. Servitor souls at baseline without special domains, power, or other soul-based manipulation powers have intelligence that starts at the level of an animal and can eventually reach the level of a non-sapient AI.

The Souls you create start from a baseline ability, like a fireball, growing plants, or a function of one of your domains like the water cycle for a water or weather god that is built into the soul as its starting framework. This framework determines specific things about the Souls mentality and ability on the moment of it's creation. This allows the soul to grow and branch off of that initial framework and determines how it goes about developing power and intelligence, however, you can direct the changes manually if you desire as well as the speed of that growth.

These Servitors are completely loyal to you and worship your divinity, however, their more rigid mental structures and lower emotional states make them unable to produce the same kind of fervent growth that a pious mortal can give. If your Servitors developed or were granted true emotional sapience their zealotry could give you a similar boost to a pious mortal.

Leviathan

Cost: 20 SP

Required: Kraken

Your blood has awaken an ancient power. You have evolved into a Leviathan. As a member of the legendary Leviathan race, you possess capabilities beyond that of any mortal being. With the appearance of a towering sea serpent, you stand taller than a hundred men and your scales are the size of shields, rendering you impervious to injury from mortal weapons. Able to defeat entire battalions of warships with physical strength alone, your power knows no bounds. You are capable of extremely power regeneration, and as long as you are in contact with water, you will have nigh infinite stamina.

As a natural master of the element of water, you possess a diverse array of abilities that can be employed in a myriad of ways. You are able to summon towering waves and flooding torrents at will, and your control over water can even extend to the very air you breathe. Furthermore, you are at home in the deepest, darkest depths of the ocean, with the ability to navigate its twists and turns with ease. Even in land, you can sense all water in your surroundings, and freely manipulate it.

In addition to your own fearsome abilities, you can call upon the creatures of the deep to come to your aid. With the ability to summon and command the elemental forces of the ocean, you are a formidable opponent, able to unleash untold destruction upon those who stand in your way. As a member of the Leviathan race, you are a true force to be reckoned with, and your power is unmatched in the vast expanse of the sea.

Divine Vessel Annulus Kronos-Crown (Type-Moon)

Cost: 15 SP

Required: Aletheia (Type-Moon)

You have obtained the Divine Vessel Annulus Kronos-Crown and have been crowned the flagship of your Olympian fleet. While usually this would grant you access to the functionalities of machine gods part of your fleet that have died, since you are the only member of your fleet this instead grants you all the functionalities of all the hypothetical machine gods that would complete your fleet if it was a standard fleet and if your Aletheia isn’t based on Zeus it is upgraded to be comparable to Zeus’s who’s Aletheia was second only to Chaos.

You also now possess a complete database of all Olympian knowledge.

Mothership Chaos (Type-Moon)

Cost: 35 SP

Required: Divine Vessel Annulus Kronos-Crown (Type-Moon)

Instead of an Olympian you are the same type of machine god as Interstellar Navigation-Purpose Ultra-Massive Mothership/Celestial Sphere Type Space-Time Fortress Chaos. Like the Olympians you are both a conceptual god born from deified natural phenomena and an unmanned spacefaring ship built by an alien civilization from a dying universe. Unlike the Olympians you are also a dyson sphere built around a star which in terms of sheer scale, means you far surpass the entire planet Earth, making you a god that embodies every concept and natural phenomenon under the sun the Alien civilization could imagine which as part of your construction naturally gives you possession of all the functionalities of every machine god no matter the generation and on a much higher level than any of the Olympians to the point you could accidentally destroy an Olympian with a reflexively released Arrow of Light stronger than anything Apollo could do in his prime.

You can make more machine gods though creating a fleet similar to the Olympians predecessors would reduce you to less than a tenth of your functionality.

You can make dimensional rifts to other distant dimensions that you can act through though by quirk of design with this power alone you can’t travel through the rifts, these rifts are also resource and energy intense to create straining even your reserves and energy generation.

While fundamentally your database of knowledge starts the same as the Olympians, the sheer scope of your processors, the strength of your knowledge functionalities, and the power you can throw behind both means you can come up with ideas that Athena would bow to and creations that Hephaestus would praise as beyond him.