HAPPY
RF9uVJ01moF3P65JrT9u8hlR7IYdMp5M6lBSsoMi4qwS0byDhdGpKCxSYfjklcyaT6hd3mt99lO63-28m4TSMwy9xh70AN3ujxdtYq46R7UT1jyOFGDNmsvy-38JD5zuKfSAoaii

Age
23

Canon
Oh Cee

Powers/Abilities
Biologically Modified:
“What? Expected me to have enhanced physical capabilities or something? Well. . . you’re half-right. Crippling addiction and insanity aside, the experimental meds did a few good things to my body. The effects of drugs are enhanced for me, even letting simple recreational ones give me an edge in combat. I’m also immune to overdosing. Well, at least I think so. Because of this, I like to hype myself up by injecting as many drugs into my body before jumping into battle.”

Equipment
Drugs Galore:
"I have some regular meds with me. Cocaine, steroids, morphine, you get the gist. But the real good stuff is with the experimental ones. Just a few things I stole from that drug pen as my departure gift. It includes military issue combat stims, pills that can bring a dying man back to peak performance, and. . . whatever this syringe is holding. I honestly don't know what most of these new drugs even do, but I can't wait to find out!"

Entry Fee
Happy's memories with his Criminal Crew. He cherishes those moments they had together, but he’d rather lose that than his memories of back when he was sane and whole.

Other Info
I’m using Fallout Chems as a basis for Happy’s drugs.

Yes, I am aware that the design doesn't scream "Escapee of a slave pen where people tested drugs on him." I'll give him a redesign later!​
 
Hank_with_black_rm.png
Name:
Hank J. Wimbleton

Age:
N/A

Canon:
The Madness Combat Series. Specifically, this Hank is from the ending of MCxi: Expurgation.

Personality:
Hank is a sadistic monster with only one goal in mind: to follow the interests of The Employers. They take pleasure from the mistreatment and torment of others, and won't hesitate to take the lives of others for any reason - be it because you created the first Zed or you just played your music too loud. Hank is quick to anger yet speaks in a low, obviously irritated tone. They're often way over their head when it comes to who they pick to fight. Even in an impossible battle, it isn't unusual for Hank to utter "I can take them" before getting subsequently murdered.

Hank has died several times before and has only come back stronger each and every time. Once he has picked a target, he will pursue it relentlessly until he gets what he wants. He is nothing short of a psychopath and will feign innocence if it means getting out of trouble and resuming his mission. If he gives you puppy eyes - DO NOT FALL FOR IT. DO NOT LOOK HIM IN THE EYES. DO NOT LOOK DO NOT LOOK DO NOT LOO


Powers/Abilities:
Combat Expertise:
Hank is incredibly skilled (and even creative in their kills) in battle. They are very versatile, as they have an impressive knowledge of different weapons and how they work. As a result of this, there will rarely be a weapon or item that Hank finds in a room and won't make them go "... yeah... I can use this!" Even if they didn't know how to use a particular weapon, they can improvise rather quickly and enjoys every second of it, for the most part. Besides that, they are just as excellent in unarmed combat as they are in armed combat.


Super Strength:
Though already having an increased strength to toss agents high into the air like a volleyball, after becoming a MAG, Hank is now powerful enough to destroy walls and crush grunts like they were nothing. Hank is incredibly durable and can withstand a multitude of attacks.

Bullet-Time:
Sometimes, it seems as if Hank's ability to dodge bullets is impossible. It would be if he didn't lack a TAC-bar. If he uses the TAC-bar's "bullet time," he would be able to slow down time long enough to dodge some bullets. To Hank, it feels like several seconds. To an outsider, it seems to happen in a blink of an eye. After a while out of combat or after getting enough kills, Hank's TAC-bar regenerates and he gains the ability to activate bullet-time again.

Pain Resistance:
Though still able to detect the pain that comes from some injuries - such as a nonfatal bullet - fatal or near-fatal injuries are completely painless for him. He only begins to feel them later after long after the battle, and it is a gradual onset. As for those nonfatal injuries... For the most part, they're the equivalent of a papercut to Hank.


MAG Characteristics:
Though not a complete MAG, Hank still displays the usual characteristics of a MAG. He is much larger than a grunt and a human and can withstand even more damage than he could before. However, he is much slower and less agile than he was before.

Electric Punch:
His large, mutated arm on his left side is capable of charging up before Hank decides to punch someone or something. When it makes contact, it generates a great amount of energy and knockback as targets are often eviscerated by the attack. Electricity arch will also be visible as it occurs. This attack has virtually no cooldown and can be used frequently unless restrained. The charge-up is long, however...

Experience with Death:
Hank has died frequently over the years and has been revived numerous times. At this point, they no longer fear death, as much as they wish for it sometimes.

Bullet Deflection:
If Hank has their iconic Dragon Sword equipped, they will be able to have a chance at deflecting bullets directed at them. They have been practicing on the best angles to deflect those bullets back to their sender.

Equipment:
Dragon Sword:
Dragonsword_MC11.png
The Dragon Sword is a katana that has been a staple weapon of choice for Hank for years. Its handle resembles the head of a dragon and the side of the blade has the Thai text "บดขยี้ ทำลาย ฆ่า" inscribed onto it, translating roughly to "Crush, Destroy, Kill" in English.

The sword is incredibly sharp and durable. With it, he can deflect bullets.


SCR M-Lok:
SCRpistol_MC11.png
The scr m-lok is a semiautomatic pistol. However, the one Hank has obtained from the Auditor has the unusual characteristic of having a full-auto mode available as well as a banana-shaped magazine. Expect Hank to mow down a lot of enemies with this one, as they've brought a handful of extra magazines for the occasion.



Entry Fee:
In hopes of severely setting The Auditor back, Hank relinquishes the halo. Though not on his person, Hank knew that with the halo missing at least until they (hopefully) survived the Reaper's Game, The Auditor's powers would be dampened. This guarantees that The Auditor won't severely fuck shit up until Hank got back.

Other Info:
Hank has never encountered humans before, as it is supposed to be impossible for Nevadeans and humans to coexist on the same plane of existence. As a result, Hank is irrationally terrified of humans and will initially be quick to attack.


Arena_Mode_Gambler.png
Name:
The Gambler

Age:
N/A

Canon:
Madness: Project Nexus 2, from the Arena Story Campaign.

Personality:
The Gambler is mysterious and often ambiguous in his true intentions. Whatever he says may come off as vague and cryptic, and his body language is almost uncannily uneasy to watch. He even describes his mannerisms as "idiosyncrasies." Regardless of this, he does seem (for the most part) to be a benevolent entity. He is polite and will often go out of his way to assist others, albeit often without the say-so of other party members. The Gambler is a soft-spoken fellow and may even come off as charming to some. He rarely directly states his displeasure of something or someone, and instead will choose to beat around the bush or disregard it as "insignificant enough to not make an impact." Even in the heat of battle, it is unusual of him to even break a sweat.

As his name implies, The Gambler is an avid gambler, likely due to his knowledge of things that is, has, and will happen. Thus, he has become rather cunning. As he motto goes,

"Nothing is chance when you know every outcome."

Besides that, he is considered fairly old-timey and enjoys listening to music from The Golden Era in contrast to the Madness Combat Series' choice of hard electronic music. He enjoys time to himself in particular and doesn't choose to interact with others often.

Powers/Abilities:
Teleportation:

The Gambler can teleport out of a particular area whenever he deems it appropriate. Typically, he uses it as a means of transportation rather than giving it use in battle. It seems to have little to no cooldown and The Gambler primarily uses it to evade stalkers as he turns corners or runs errands to be as efficient as possible.

Reality-Bending:
Being affiliated with the higher powers of Nevada, it's no surprise that The Gambler has at least some reality-defying abilities. Though not anywhere near the level as someone like The Maker or even The Auditor, The Gambler still retains basic powers such as the ability to generate doors between dimensions for enhanced travel and general object manipulation. And before you ask... yes, he can turn water into wine. Take that, Christoff!

Illusions:
The Gambler can make some beings see things that aren't really there. The effects can range from mediocre tricks of the mind to LSD levels of incomprehensibility. Thankfully, these illusions usually only occur for a few seconds at most.

Shape-Shifting:
The Gambler's ability to shape-shift is rather limited. Though he can change between forms, he can only switch between two options - either a Clockworker, which is a durable war machine the size of a grunt like The Gambler:
Clockworker.png

Or as a Cog Wrecker, a much larger robot that cannot wield weapons, but specializes in melee attacks and has a head that ejects as sawblades that explode when destroyed:
Cog_Wrecker.png

Additionally, when The Gambler "dies" as either one of these robotic forms, he will resort back to his default form. He can only die for good in his original form.

Durability:
The Gambler is able to resist most attacks very, very well. So well, in fact, that his ability to absorb bullets and not flinch completely trumps even Hank's. Sure, The Gambler lacks a TAC-bar and, as such, has a difficult time dodging attacks, but his health is so ridiculously high that only The Maker surpasses him. If you're going after The Gambler, it's best to bring an entire nation's army with you... Just in case.

Summoning:
Simple: The Gambler can spawn in a small number of Cog Wreckers and Clockworkers in battle. However, they are much weaker than him and can be defeated fairly quickly if teamwork is applied.

Equipment:
The Gambler lacks any sort of equipment at the start of this arc.

Entry Fee:
To enter the Reaper's Game, The Gambler gambles away all the Arena Player's imprints. He knows that this will not impact The Player's eventual fate to loop eternally, but guiding them to Nowhere again like it was their first time makes The Gambler giddy.

Other Info:
Nevadeans such as Hank and himself physically cannot coexist among humans - the very fabric of their universe simply denies it. As such, even The Gambler cannot grasp why he's here. Thus, he is irrationally timid around humans.
 
Last edited:
Changed Characters: Evolt --> Hiryu
 
Character Sheet

Appearance​
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Name
Ashley Goldenrod

Age
18 Years Old

Canon
OC

Powers/Abilities
Ashley has the power to of shapeshifting, allowing her to manipulate and change her body. She can either fully transform herself into another creature, or adopt certain parts of them, such as taking a bird's wings and feet to create a sort of harpy combination. This transformation generally scales to the size of her current torso, for example transforming her arms into wings would scale to the size of a human, not of the chosen bird. She can only, however, draw on animals that exist in her world, meaning that she can't change into mythical creatures. This means no dragons or unicorns, but octopi, hippos, tigers, and the like are all fair game. As specified earlier, Ashley can also manipulate her body to become that of another person or a certain individual of an animal species, allowing her to disguise herself and blend in with a crowd. She can only transform into people she's seen, either through a piece of media like photos and videos, or through physically seeing them.

Equipment
None

Entry Fee
A golden ring given to her by her late mother, among one of her most prized possessions.

Other Info
Ashley comes from a world where almost everyone is born with a single supernatural ability. It's not a new or even very rare concept, so you can probably get the gist of how it works. In her world there is a sense of hierarchy, where those with stronger powers abuse them to place themselves on top of those with weaker powers. Ashley's power, shapeshifting, is rated as a higher end middle tier power, which is understandable when powers like time manipulation and mind control stand up in the higher tiers.​
 
ADEutTg.png

I would often go there
To the tiny Church there
The smallest church in Saint-Saëns

though it once was


larger


.
.
.

NAME
Dick Mullen. Tequila Sunset. Raphaël Ambrosius Cousteau. Firewalker. Any, each, or none at all. Who's to say really what this man's name is? Himself? He's certainly not of the right mind to do so. Perhaps his name will come to him down the line. Something to look forward to!

We'll call him 'Harry' from now on, though, for simplicity's sake.

AGE
This fleshsuit in place of a proper human being has been put through the ringer and soaked in a cocktail of low-quality moonshine and barbiturates, so guessing its age won't be easy. Let's ballpark it - 45 - until further analysis.

CANON
Disco Elysium
Specifically, taken right at the start of the game's events, where he's lost all memories and only just woke up.
Even more specifically, he died trying to get his necktie off the ceiling fan almost immediately.

PERSONALITY
Here's the lowdown on Harry:




Yeah, that empty space isn't an accident. There's nothing in Harry anymore. His feelings, memories, prior thoughts, personality traits have all coalesced into a primordial soup, and he's trying to fish them back out with a fork. The problem there is obvious, I'm sure. While the contents are far from his grasp, however, the container they were held in is still the same shape. The synapses are just damp from the alcohol, not destroyed. Muscle memory shows Harry to be a fairly methodical type, eager to explore every avenue and option presented to him as he carries himself with the perfected, if stumbling, stride of a man with authority. There's a place for him even if he doesn't know where.

Further still can we glean some insight into this man; the very fact that Harry has gone on a bender so hardcore, so debilitating, that it has erased whatever he had been prior, tells us here in attendance that he is a creature enslaved to his vices. Low impulse control, does the first thing that comes to mind without a glimpse ahead, no matter how often it bites him in the ass. There is also an aggression to him, a violence below the surface, a rage against the world, and a want to make it known. Harry perhaps is a powder keg, but his lack of self has temporarily taken the gunpowder out. There is a chance to change. A chance to be different. Better.

Just stay away from apricots, you disgusting piece of shit.

SKILLS
Harry is a man of many means. Or a mean man of many. Depends on who you ask and how long they've been around him within the last few moments. His mind works differently to others, both a boon and a curse. Where someone might see pictures, images, numbers racing through their head, Harry hears words. Lots of words. Too many words. The disparate aspects of his knowledge vie for attention and relevance in their own, unique voice -- he is not special in this regard. It is simply a much more imaginative variant of the usual functions of the brain.

To be clear these don't have any mechanical value in the RP and are largely for flavor

Harry's Skills are as follows...
Intellect

LOGIC
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Wield raw intellectual power • Deduce the world
Logic is the ability to deduce. Deducing is to know. Knowing is life. Logic pushes Harry to solve. It helps fill the gaps and smooth out the conclusion, laying out a perfect path to the answer. Yet a man who figures out that the forest is full of trees may miss the reason they're in the forest to begin with.

ENCYCLOPEDIA
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Call upon all your knowledge • Produce fascinating trivia
Fancy a trivia night? Want to impress your peers? Need an icebreaker over family dinner? Encyclopedia represents all the random tidbits Harry has gathered over the course of his life, some of it useful, most of it quite literally trivial. Having too much on the tip of your tongue leaves little room for any practical thoughts.

RHETORIC
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Practice the art of persuasion • Enjoy rigorous intellectual discourse
The world is a dark and treacherous place filled with the most awful hazard imaginable: differing opinions! With Rhetoric Harry can squash that pesky problem before it can even reach his ears. The art of the argument, the wisdom of words. It'll stick its fingers into the slimmest crack a statement could have and won't stop until it rips it right in two.

DRAMA
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Play the actor • Lie and detect lies
William Shakespeare once famously said, "all the world's a stage". Drama is here to make that a promise. It allows for storycraft, acting on the spot, elaborate lies to be concocted at a moment's notice, and as well as to see when such things are done in their presence as well. Drama may want after those things a bit too much, though, with paranoia and compulsive lies in wait just behind the curtain.

CONCEPTUALIZATION
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Understand creativity • See Art in the world
Imagine: *art cop*. I know, I know. Breathe it in. If Conceptualization had its way Harry would be equal parts peacekeeper and statement-maker. It sees art in everything, sees Art for what it is, makes the creative leaps where rational minds are stuck in their concrete of reality. Go big, go bold, or go nowhere at all. Would it not be the most impactful artistry to die by the barrel of your own firearm? That's what *art cop* would do.

VISUAL CALCULUS
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Reconstruct crime scenes • Make laws of physics work for the Law
Some of the best lawmen known to man are able to construct entire tableaus of criminal intent from the barest of information. Visual Calculus makes that happen. Years of hardened investigatorial grit has permeated Harry's grey matter, just as years of rampant unchecked alcoholism has sunk most of it. Hard to get the details when you look at them through a flood of cheap booze.
Psyche

VOLITION
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Hold yourself together • Keep your Morale up
Staying sane and rational is a tricky business, especially with all these weirdos trying to direct Harry's attention every which-way and typically headfirst into a hole, and not always in a metaphoric sense. Volition is there to set him straight. Keep him on the narrow. Drag him kicking and screaming to the surface of the chaos that can spring up should the other guys get a bit too *much*.

INLAND EMPIRE
K5UvnuC.png

Hunches and gut feelings • Dreams in waking life
Harry does not simply retreat into his imagination - it comes out to meet him in the mundane. It lusts after the fantastical, yearns for the secrets hidden between the lines, and connects Harry to the world around him, in a way. Perhaps those unrelated events *are* intertwined in ways you can't see yet. Your necktire has some helpful advice. Nothing is as it seems and everything is what it tells you. And it's better that way.

EMPATHY
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Understand others • Work your mirror neurons
People. We're surrounded by them every day. Each one of them has their own story, their own souls that secretly reach out to one another, hoping for a hand to reach back. Open your arms, Harry, embrace these emotional poltergeists. Know how people feel, or at least, think you know how they feel. Someone here has to.

AUTHORITY
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Intimidate the public • Assert yourself
Enough of this namby-pamby *bullshit*. You know what the plebs will listen to? You. If they won't you put your foot down wherever the weakest part of their body is and make them. With Authority, Harry puts himself on the pedestal, making himself heard and respected. And Authority will push Harry to whatever lengths it thinks will get him there.

Esprit De Corps
K06ysnV.png

Connect to Station 41 • Understand cop culture
One of the many facets of Harry's fizzled mental state is not truly gone, though its meanings can be lost without the dots to connect it to. Esprit De Corps gives a window into the inner workings of the police institution, a second sense when dealing with fellow officers. It may not be of much help in the Reapers' Game but mayhaps it can pick up something besides cop frequencies. A similar kind of ranked organization...

SUGGESTION
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Charm men and women • Play the puppet-master
Let's just talk this out real quick, okay? You see all these hard working folks out to make your life harder with their rules and alternate motivations and moral foibles? Why does it have to be this way? Trick question; it doesn't. Suggestion's here to make Harry's life easier, by schmoozing its way through any possible obstacle, even if all the manipulation requires a whole lotta sliminess on his part.
Physique

ENDURANCE
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Take the blows • Don't let the world kill you
You'd think that a man in so many shambles that he up and forgot himself would not have the stamina to even survive. Harry is still kicking though, all thanks to the tireless efforts of Endurance. It will make him a healthier, tougher, hardier man if it kills him, and oh, it will. But hopefully he should be strong enough by that point to take it.

PAIN THRESHOLD
u6oRuzn.png

Shrug off the pain • They'll have to hurt you more
"Ouch. Oof. Owie." Those sounds shall never be uttered by this mouth. Well, okay, that's a bit ambitious in the moment. Pain Threshold will make Harry impervious to damage. A stubbed toe will be like a puppy's kiss. Getting shot? Hugging your beautiful children. What, you don't believe it? Why don't you get into a fight to find out? And bring the knives with you. The knives will hurt very good.

PHYSICAL INSTRUMENT
DuNgEmM.png

Flex powerful muscles • Enjoy healthy organs
Okay, Harry, you've been given more than enough slack. Time to return to your prime. No; *better* than your prime. The totality of Harry's physical prowess is Physical Instrument, the very muscles and skeleton he uses to hoist his bloated body around. Peak condition is not just being a well-oiled meat machine, it's an idea, one that must be proven at every chance.

ELECTROCHEMISTRY
nRLaQ5h.png

Go to party planet • Love and be loved by drugs
Sex and drugs, baby. They make the world go 'round. And Harry, baby, your world is very much *still*. Don't you worry, Electrochemistry is going to make it all fun. This is his vices, his addictions, his need for pleasure. Electrochemistry helps to understand the illicit world of illegal substances and questionable relationships as much as it urges Harry to take part. He needs a hit.

SHIVERS
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Raise the hair on your neck • Tune into the city
Shivers is, perhaps, the singular skill of Harry's that is truly supranatural. It does not offer advice, never butts in for its own two cents, and very rarely tells Harry what to do. Shivers connects Harry to the city itself. The cool wind brings visions of the past, present, maybe even the future, the conduit between protector and protectee. There might be some silence from this one here, though who's to say for sure?

HALF LIGHT
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Let the body take control • Threaten people
Often the choice humans are faced with is fight or flight. Half Light circumvents the choice by only offering to fight. Survival instinct gone haywire. If there is danger it will urge Harry to act, no matter the context, consequence, or the presence of anything actually harmful. Fear incarnate that makes him wary of the unknown and violent to the known.
Motorics

HAND-EYE COORDINATION
JWCpMMD.png

Ready? Aim and fire
There's nothing more integral to life than the tactile feeling in your hands. There's also nothing more invigorating. Have you ever caught an arrow in midair? What about catching a fly between two fingers? Well, alright, Harry hasn't done those things either. If it ever does happen, though, Hand-Eye Coordination will give him the helping *hand* he needs. Just don't let it get too antsy with a gun.

PERCEPTION
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See, hear, smell everything • Let no detail go unnoticed
No frills on this one, chief; ears, eyes, nose. Mouth, too, depending. All these orifices are the key to details you otherwise might miss. They compliment each other quite well. Everything may *look* fine, but does everything *smell* fine? Honestly there's not much else to say here. Perception is what it is, and it can't lie. Only not be truthful all the time.

REACTION SPEED
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The quickest to react • An untouchable man
Hey, guess what? Yeah, see, if you had your Reaction Speed up to the proper amount of snuff you'd have answered that question a lot faster. Harry benefits from everything quick reflexes gets you - a bill about to fly away, a barb to jab back at your heckler with, the wherewithal to make connections in the moment, and the ability to jump on the ball so fast it'll make things a whole lot worse.

SAVOIR FAIRE
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Sneak under their noses • Stun with immense panache
Style. Smoothness. *Disco*. Savoir Faire is Harry's 'cool' mode. It strives to make the man the slickest son of a bitch this side of the afterlife, in spite of how much of a bumbling, off-balance fool he truly is. Need to be stealthy? He's got you. Make a hasty retreat? Don't worry. Wow the populace with just how impressive he can move? Absolutely.

INTERFACING
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Master machines • Pick locks and pockets
It's a little known secret that the make-or-break moments come down to the slightest moves of your fingertips. Interfacing is a technician, focused solely on making Harry master how his pudgy digits can work for him, from understanding complex electrical engineering to swiping the last chip from the bowl. Interfacing can take Harry places, places any upstanding member of society would deem 'weird' and 'excessive'.

COMPOSURE
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Straighten your back • Keep your poker face
How you hold yourself is vital. How vital? It's the difference between being taken as a serious person to being a crybaby pushover boy. You don't want to be a crybaby pushover boy, do you? Using Composure Harry not just knows how to keep it cool, he can see when the coolness is drooping in other people. Cracks form in everyone, and Harry is no exception. He's practically a walking bag of gravel.


ABILITIES
Harry is an ordinary man, at least, in every sense of the word that counts. The funny way he thinks is not some superpower. The one thing that could be said is Harry's ability to formulate impressive feats of mental prowess in his Thought Cabinet, developing entirely new skills and coming up with countless avenues of forward progress.

It's thinking. Harry can think things. Some things he thinks can give him an edge, a detriment, a skill he lost in his existential wipe or one he discovers along the way, but it's still just him having a think about it for a while.

EQUIPMENT
Nothing but the clothes on his back when he died; a 'disco-ass' green blazer with white rectangles on the right sleeve and back, a white satin shirt that smells a bit, an incredibly ugly necktie in a swirl of colors, a pair of stained flare-cut pants that with tight in all the wrong places, and a single snakeskin shoe with a high heel and pointed toe.

ENTRY FEE
When Harry died he had nothing to his name. He didn't even have his name. All his memories, his sense of identity, his money, his friends, his co-workers, his working knowledge of the world he lived in, utterly and completely gone. What can someone give up when there's nothing too give up?

His voice.

The outlet of his suffering, his best connection to the world around him, the single non-destructive thing he had left to vent with. It was all he could exchange as he was dragged kicking - but decidedly not screaming - into the afterlife.​
 
  • ARCRIFT:\S096> ERROR: SEGADOR S096-31-3151 NOT DETECTED
    ...\Name>SERAPH-096 Eurielle

    ...S096\GENERAL\GENERAL INFORMATION>

    ...\NAME> SERAPH-096 Eurielle

    ...\NICKNAME/ALIAS> Juri Jaxon

    ...\AGE> 90

    ...\SPECIES> SERAPH/Reaper Spawn

    ...\ALIGNMENT> Lawful Moral

    ...\CANON> OC

    ...S096\GENERAL\PHYSICAL DESCRIPTION>

    Juri is a conventionally attractive woman of vague Caucasian descent. Her mocha-brown hair flows down to her mid-back. Her eyes are a stormy gray with barely noticeable dots of light in her irises that indicate that they are cybernetic. She stands at 6’8” (2.04m) and weighs in at 254 lbs (115kg), which is on account of all the implants in her body. Though only a few of her implants are visible, she still had them altered to have a lower profile and conceals them whenever she can. Her visible implants include Vertebral Interface Nodes fused to her vertebrae, which results in a row of 19 half-inch plugs sticking out of her back. A total of 16 Hormonal and Bloodstream Regulators are implanted on top of arteries across her body. The Direct Neural Interface is a flush metal plate with a slot for an AI chip implanted into the base of Juri’s skull, usually covered by her hair. Juri’s entire body is covered in runic tattoos, but a majority of them are invisible until she uses them as a matter of personal preference.

    While in civilian attire, Juri dresses in a rather provocative manner, with her upper body wear consisting of low cut shirts, crop tops, and corsets and her lower body wear being a variation of miniskirts, skin tight leggings/tights, and very short shorts. Despite her already towering height, she does not shy away from wearing heels, particularly knee high and thigh high boots. While on duty, Juri wears the standard-issue Seraph PSC Multi-Spectrum Combat Uniform - Black Speectrum, though with the blouse tied around her waist as opposed to being worn normally.

    During combat, she dons her AXCLPS MkVI Medium HARM Suit, which increases her height to 7'10" (2.39m) significantly increases her overall mass, with the exact number depending on what equipment she carries at any given time. With a bare suit, she weighs in at 1278 lbs (580kg).

    ARCRIFT:\S096\GENERAL INFORMATION\E̷̠̒͒̀̓͛N̶̢̹͌̀͘ͅT̷̝͕͆ͅR̴̛̲̀Ȳ̶̧̭͉͚̆ ̵͓̺̟̭͊͆͘͜F̷͒̍͋͝ͅE̸̦͚̮̖̖̒͛̈̕É̵̗̩͜>
    >SYSTEM ERROR. UNRECOGNIZED FILE
    >INCIDENT REPORTED TO AGENTE DE INQUISIDOR
    >INITIALIZING IN SAFE MODE
    >INITIALIZATION SUCCESSFUL


    ...\S096\GENERAL INFORMATION\ENTRY FEE>

    >WARNING: UNAUTHORIZED DATA ENTRY
    >INCIDENT REPORTED TO AGENTE DE INQUISIDOR


    Juri's price was her Lantern of the Reaper and her membership in the Segadores. While she sits on the fence on wanting to stay in or not, she recognizes that completely abandoning her position would mean a fate worse than death and that these powers are extremely valuable to certain individuals. She has no access to her Lantern of the Reaper but at the same time, she is painfully aware of its absence.

  • ARCRIFT:\S096> ERROR: SEGADOR S096-31-3151 NOT DETECTED
    ...\Name>SERAPH-096 Eurielle

    ...S096\PERSONAL\PSYCHOLOGICAL DESCRIPTION>

    Juri can be summed up by the words independent, compassionate, and flirtatious...and the contradictions in respect to these three main qualities. She has a strong desire to live her life free from anyone's control and separate from any assigned identity. The identity of SERAPH, 096, and Eurielle are almost entirely rejected by Juri as she attempts to forge her own identity with a name she gave herself. However, at the same time, she voluntarily served in a paramilitary organization and later, a clandestine multiversal espionage group. She finds that she still needs directions and orders to live her life, an aspect of being a SERAPH she can't so easily abandon.

    Then there is Juri's compassion, which drives her to serve diligently as a medic, saving lives and easing pain. She does everything in her power to heal the injured and you will often find her sprinting through the battlefield to reach the injured and then use herself to shield her patients as she exfils them. In the infancy of Seraph PSC, she vocally pushed for the SERAPHs to be less brutal when conducting their operations. For all of her compassion, Juri is still an extremely competent soldier, capable of destroying entire platoons by herself without an issue. Her indoctrination and training have removed any guilt or reluctance to kill when she was young, and with the years, she's only grown used to taking lives. The only thing that keeps her focused is her adherence to her morals, even when she can't feel the emotions they are meant to evoke.

    Finally, there is Juri's flirtatiousness. She blatantly and shamelessly flirts with everyone she needs, regardless of gender, relationship status, or appearance. Juri enjoys seeing the various responses people give, ranging from uncomfortability to reciprocation. Despite her flirting, she has no desire for any relationship and even finds intimate relationships offputting.

    ...S096\PERSONAL\GENERAL BIOGRAPHY>

    SERAPH-096 Eurille was born into the Stage-2 SERAPH Program, created to be a perfect living weapon of war. She was genetically engineered from a test tube, subjected to augmentation after augmentation, and covered with runes to be physically perfect for her purpose. Complete indoctrination, years of military training, and in-depth training in explosive ordnance handling round out his mental suitability as a weapon of war.

    However, Eurielle would not stay under the employ of the organization that created him. When the SERAPHs caught wind of plans to terminate all SERAPHs, Eurielle was one of the most vocal on staging a coup to overthrow their creators and avoid death. During the coup, Eurille killed her fair share of personnel, but she and her brother, Auriel, also saved several technicians and researchers, recognizing that they would need specialists who knew the SERAPHs inside and out especially after their emancipation. Many of these personnel would go on to become key in helping the SERAPHs develop as a private security corporation.

    Soon after the takeover, Eurielle took on the name “Juri Jaxon” and all but abandoned the name given to her. In addition, she had many of the inhibitors disable in her body, allowing her to feel human desires and emotions more so than other SERAPHs. As a result, she became a more compassionate woman and moved away from her role of fire control specialist to a ParaMedic, where she could save lives, and if not, give her patients a pleasant final view.

    As Juri served Seraph PSC she made the push for a more honorable image of the supersoldiers. She was one of the ones that helped sway public opinion of the SERAPHs from pure war machines to disciplined and respectable warriors. At one point, the SERAPHs would plow through entire civilian populations to destroy a single objective if it was more expedient, but Juri changed their operating procedures so that they had a publicly presentable image. Though she wasn’t an Archangel, she was one of Seraph PSC’s primary representatives and ambassadors, dragging her fellow operators to offer humanitarian aid and build the reputation of the company.

    At the age of 85, Juri encountered SERAPH-099 Samael, a SERAPH that had been missing for years. Though it wasn’t strange for SERAPHs to disappear to complete a sensitive contract, the amount of time Samael was gone for and the lack of communication with his team made him a unique case. Samael had reappeared to recruit SERAPHs for the Segadores, among which, he believed Juri to be a promising candidate for her skill in healing. This organization operated on a multiversal level to eliminate those who threatened the balance between universes and acted as extensions of the Grim Reaper's will.

    Juri reluctantly accepted and was granted the “Lantern of the Reaper” as a down-payment and as a tool that she would need as a member of Samael’s team. The Lantern gave Juri great offensive and support capabilities, but it also served as an insurance policy, being enchanted to kill Juri if she ever decided to betray the Segadores.

    Now, she serves the Segadores alongside Samael and two other SERAPHs, traveling the multiverse to kill key targets to prevent universes from unnecessarily crossing over. She doesn’t have particularly strong opinions about her current operation and is simply happy that she can do whatever she wants aside from fulfilling her obligations.
  • ARCRIFT:\S096> ERROR: SEGADOR S096-31-3151 NOT DETECTED
    ...\Name>SERAPH-096 Eurielle

    ...S096\CAPABILITIES\ABILITIES>

    ...\ABILITIES\Ḻ̵̛̕̕A̶̺̝͑̒̈́͗T̵͖́E̵̼̥͛R̸̤͑N̷̤̜̾̌ ̴̟͋͂̇̆Ò̸̪̳̘͒F̸̺̹̌͑̊ ̵̼̙̪͙́T̸̨̖̖̬͒͘H̷̪̬͖̗̿͌̈́Ȩ̴̿̀ ̷̛͙̓̃R̵͖͓̪̫̈́́̒̃E̸̳͚̻̊̾A̵̢̢̓̈́͜P̸̱̖͆̋̀Ȇ̶͖R̸̔̓͜>

    >WARNING: UNAUTHORIZED DATA REMOVAL.
    >ATTEMPTING DATA RECOVERY
    >ERROR: DATA RECOVERY FAILED
    >INCIDENT REPORTED TO AGENTE DE INQUISIDOR
    >ERROR: SEGADOR SERAPH-096 EURIELLE NOT DETECTED
    >INCIDENT REPORTED TO AGENTE DE INQUISIDOR


    ...\ABILITIES\SERAPH Augmentations>

    All SERAPHs are provided with extensive and invasive augmentations to ensure their combat superiority. These augmentations can be divided into three broad categories: Hardware, Wetware, and Manaware. Hardware includes cybernetic and implanted enhancements, Wetware includes genetic biological enhancements and will only list the effects of the modifications, and Manaware includes any form of magical enhancement.
    • Titanium-Tungsten Skeletal Implants
    • Enhanced Multispectrum Ocular Implants
    • Vertebral Interface Nodes
    • Direct Neural Interface
    • Auxiliary Neural Interfaces
    • Shared Neural Architecture
    • Cerebral AI Matrix Suite
    • Type-2 Nano-Musculature Implants
    • Superconductor Nervous System Package
    • Cardio-Vascular Regulator Systems
    • Hemo-Hormonal Regulators
    • Artificial Auditory Ossicles
    • Greatly Enhanced Muscular Density/Regeneration/Recovery
    • Greatly Enhanced Metabolism
    • Enhanced Stem Cell Production
    • Enhanced Immune System
    • Enhanced Vestibulo-Ocular Reflex
    • Enhanced Pain Threshold
    • Enhanced Cardiovascular System
    • Retinal-Inversion Stabilizer
    • Robust DNA Replication
    • Mike/November-series - Mending Bones
    • Bravo/Charlie-series - Blood Clot
    • Papa/Romeo-series - Psyche Repair/Reinforce
    • Alpha/November-series - Anesthesia
    • Echo/Victor 45-Tau - Eagle Vision
    • Sierra/Charlie 12-Rho - Stealth Cloak
    • India/Sierra 64-Beta - Iron Skin
    • Quebec/Hotel 26-Theta - Quick Heal
    • Charlie/Alpha 14-Theta - Calming Aura

    ...S096\CAPABILITIES\SKILLS>

    ...\SKILLS\Paratactical Rituals>

    From where Juri is from, rituals are not solely restricted to sorcerers and magicians; anyone with the proper materials and knowledge is capable of casting a ritual. Rituals optimized for military and law enforcement applications. Juri is highly knowledgeable and proficient in conducting rituals, and possesses the ability to conduct several rituals without any materials other than her manaware. She specializes in Benedictions, rituals that provide some sort of positive effect and the ones she has manaware for include the Mike-Bravo "Mending Bones" series, the Bravo-Charlie "Blood Clot" series, the Papa-Romeo "Psyche Repair/Reinforce" series, and Alpha-November "Anesthesia" series. For rituals she does not have the manaware for, she carries the necessary supplies in her pack.

    ...\SKILLS\ParaMedic Training>

    Juri is highly trained and proficient in the field of combat paramedicine, a field that specializes in using paranatural means to treat patients and in treating paranatural afflictions and injuries. As a ParaMedic, Juri is capable of combining normal and paranatural means to treat injuries that otherwise cannot be treated on the battlefield. However, though she has this training and has studied further medicine, there are limits to her knowledge of healing. She can keep you from dying in most situations, but she cannot treat chronic diseases or perform complex surgeries.

    ...\SKILLS\SERAPH Training>

    Like every SERAPH, Juri is extremely proficient in the art of war and combat. Since she could walk, she trained her mind and body for war. Among her skills are martial arts, weapons handling, reconnaissance, EVA operations, tactical driving, combat diving, strategic planning, ABRMS piloting, and many other skills. Any task that has a combat application, she has more than likely learned how to execute it.

    ...S096\CAPABILITIES\EQUIPMENT>

    ...\EQUIPMENT\Seraph KR-E46 “Eurielle” PDW x2> (Image)

    Juri's personally designed personal defense weapons are essentially upsized machine pistols chambered in 4.6x30mm FMJ AP rounds fed from a 30 round box magazine. Its blistering fire rate of 1200rpm, high-powered cartridge, and lack of a brace or stock make it a difficult weapon to control, but being a SERAPH, Juri is able to control her weapon with ease and even dual-wield it. An integrated holographic ADL (Aim Display Link sight and a laser sight are included, as well as an optional suppressor. A unique feature of this weapon is that its handle can fold back for more compact storage and drone integration.

    ...\EQUIPMENT\Seraph LR-A320m “Auriel” DMR> (Image)

    The Auriel is a designated marksman rifle chambered in .320 Megaton armor-piercing incendiary rounds fed from an internal 10 round magazine. This weapon provides mid to long range firepower to compensate for Juri's otherwise short range equipment. It only comes with a 6-12x36mm SCOMS sight since Juri prefers to keep her weapons as light as possible to accommodate more medical equipment.

    ...\EQUIPMENT\AXCLPS MkVI Medium HARM Suit>

    The Adaptive Expeditionary Combat Logistic and ParaMedical Support (Asclepius) MkVI Medium HARM Suit is a medium exosuit that was custom created for Juri. In terms of protection, the suit is equipped with a Hedron Shield Generator Network that protects against sustained small arms fire, an extensive manaware network that guards against paranatural effects, titanium armor plates, a high bullet resistant undersuit, and a fully pressurized suit that protects against the vacuum of space and CBRN agents. This HARM Suit is optimized for adjusting its WECS load distribution between the muscle fiber for maximum speed and an exoskeleton for heavier loads, allowing Juri to swiftly reach her patients and then exfil them by herself.

    In terms of equipment, this suit comes with a J/MBLE Kit that carries her medical supplies and munitions and provides mounts for her triage drones. The helmet has a HUD that can link with SCOMS scopes and provides vision in multiple light spectrums, as well as carry satellite and line of sight communications equipment. No HARM Suit is complete without built in armaments and a ParaMedic's is no exception. On the left shoulder, a Seraph MK-R40 "Reiiel" grenade launcher is installed and loaded with smoke grenades, and on the right shoulder, a Seraph FM-Y20 "Yasariah" Automatic Grenade Launcher loaded in HEAT rounds. A helmet-configured Seraph HP-V5-H "Veheul" submachine is mounted as a CLWS for close quarters.

    ...\EQUIPMENT\HARM-Grade J/MBLE Kit - ParaMedic Config> (Image)

    A HARM-Grade Jump/Modular-Bin Loading Equipment Kit ("jumble kit") is a series of equipment designed to integrate a jump pack, modular pouches and containers, and additional load bearing equipment, such as belts and harnesses. The primary component of the J/MBLE kit is the jump pack with integrated storage bins and pouches for standard and paranatural medical supplies for Juri and her drones, while the supplementary component is a belt with numerous pouches for munitions and first-line medical supplies. Two drop-leg thigh holsters and additional magazine pouches are also included. Notably, her pack contains the materials required to perform a variety of specific healing and purification Benedictions. As part of the ParaMedic configuration, the sides and back of this pack have adaptors for securing stretchers and Seraph-standard WECS, allowing Juri to carry her patients away from the fight if needed.

    ...\EQUIPMENT\Sentient AI "Aceso">

    Aceso, otherwise known as "Ace", is Juri's paired Sentient AI. Ace was granted female programming and possesses a comprehensive database on normal medicine and paranatural medicine. Ace is primarily employed in the operation of Juri's two triage drones, to care for additional patients, provide covering fire, and assist Juri as necessary. As with all Sentient AI designed for SERAPHs, Ace allows Juri to form a Shared Neural Architecture Environment with other SERAPHs and act as a single unit. Since Juri joined the Segadores, Ace's functionality has been expanded by the Segadores to guide her in her task and identifying key targets.

    ...\EQUIPMENT\Sol Type-4 "Messiah" Triage Drones x2> (Image)

    The first line of care most of Juri’s patients will see is her Sol Biotechnologies triage drones. These two drones are operated by her Sentient AI, Aseco, and designed to provide battlefield care and cover fire. Each drone has a biofoam dispenser, medical staple gun, syringe gun, a ventilator, hemodialysis machines, a deployable stretcher, and a surgical suite. These drones are also equipped with two Seraph KR-E46 PDWs each. They can dock with Juri’s J/MBLE Kit to restock and recharge.
  • ARCRIFT:\S096> ERROR: SEGADOR S096-31-3151 NOT DETECTED
    ...\Name>SERAPH-096 Eurielle

    ...S096\OTHER\REFERENCES>

    ...\Faceclaim: Shelby Nicole (@shelbyfittofly)
    ...\Seraph KR-E46 “Eurielle”: Artstation - Dmitry Voronezhtsev
    ...\Seraph LR-O340m “Auriel”: Artstation - Jinyi Zhu
    ...\Seraph GE-S25-L “Samael”: Artstation - Solar Lee
    ...\Sol Type-4 “Messiah” Triage Drones: Artstation - Brian Sum
    ...\AXCLPS HARM Suit: Artstation - Solar Lee
    ...\HARM-Grade J/MBLE Kit: Artstation - Crux Lee

    ...S096\OTHER\THEME SONG>


 
"Dilly dally shilly shally! Isn't time you did the forgiving?"

533F2117-61CD-4A66-8D86-1B0CF5A17646.gif
1D565631-3951-4650-A0CA-996A117D4323.jpeg


Name:
Aerith Gainsborough

Age:
22

Canon:
Final Fantasy VII (Original Continuity)

Powers/Abilities:
As the last living Cetra, Aerith has many unique powers in her ability to commune with the planet's life force which is implied that one of them, she can sense when someone has died or is in the process of returning to the planet as well as a possibility of her hearing the plants speak which aside from taking a strong liking to flowers and not wanting any harm to come to them, it could also be the reason why she’s so adamant to tell people to not step on the flowers. In combat, Aerith is a powerful mage who wields staves and cast spells. Her limit break abilities have primarily defensive and supportive powers. For instance, Healing Wind allows her to heal her allies, Fury Brand empowers their own limit breaks, Seal Evil renders enemies harmless, and both Planet Protector and Great Gospel allow her to render them invulnerable. Aerith calls forth these powers by communing with the planet directly and asking it to bless them.

After returning to the lifestream, Aerith became extremely powerful. As well as casting Holy, the most powerful White Magic spell that can cleanse the planet of all threats, she was also able to command the lifestream from the planet to push Meteor back and allow Holy to destroy it. Beyond this, Aerith was able to protect Tifa's mind in the lifestream and help Cloud battle Bahamut SIN as well as cure the planet of Geostigma by casting Great Gospel.

Thanks to the Materia the writer has given her from when she was in the party in the original, Aerith can cast the following spells:


Barrier
Barrier is a Magic Materia in Final Fantasy VII equipped to provide the user spells that provide temporary defensive status effects. These include the spells Barrier, MBarrier, Reflect and Wall. The Barrier status halves physical damage, MBarrier halves magical damage, Reflect will reflect magical spells, and Wall guards both against Barrier and MBarrier.

Currently, only Barrier is unlocked.


Heal
Heal is a Magic Materia equipped to provide the user curative spells that heal negative status effects. It provides the spells Poisona, which heals from Poison; Esuna, which heals from most negative statuses; and Resist, which provides the Resist status effect, which makes the target immune to all statuses.

Currently, only Poisona and Esuna are unlocked.

Poisona: Cures Poison.
Esuna: Cures Sleep, Poison, Sadness, Fury, Confusion, Silence, Frog, Small, Slow-numb, Petrify, Berserk, Paralyzed, and Darkness.


Revive
Revive is a Magic Materia equipped to provide the user spells that revive a character from KO. These spells are Life and Life2, which revives a character for partial or full HP respectively.

Currently, both Life and Life2 are unlocked, but the Materia is not MASTERED.


Poison
Poison is a Magic Materia equipped to provide the user Poison-elemental spells, which has a chance of inflicting the Poison status effect that periodically deals Poison-elemental damage

Currently, only Bio and Bio2 are unlocked.


Choco/Mog
Choco/Mog is a Summon Materia. It summons a Moogle riding a Chocobo. Summoning Choco/Mog has a 15/16 chance to perform the attack DeathBlow!!, and a 1/16 chance to perform Fat-Chocobo.

DeathBlow!!: 15/16: Non-elemental damage to all enemies and 40% chance of inflicting Stop.
Fat-Chocobo: 1/16: Non-elemental damage to all enemies.


All
All is a Support Materia. When linked with a variety of Magic Materia, it allows their spells to be multi-targeted to all members of the allied or enemy party. This can have both defensive and offensive uses. All allows the linked Materia to be multi-targeted a limited number of times, based on its level, up to five times.
Currently, it allows Aerith to cast magic three times and is paired with Barrier and Restore.


Restore
Restore is a Magic Materia equipped to provide the user curative spells that restore HP. This includes three curative spells, and one spell that applies the Regen status effect.

Currently, only Cure1 and Cure2 are unlocked.

Cure1: Small HP restoration.
Cure2: Moderate HP restoration.


Equipment:
Aerith comes equipped with her metal stave which is the only weapon she has. Aside from that, she carries Materia, which is what she uses to cast magic. The Materia she has equipped is as follows:

Barrier

Heal
Revive
MP Plus
Poison
Choco/Mog
All
Restore
HP Plus
All

HP Plus

Entry Fee:
All the memories she has of Zack Fair as those are some of the most important and cherished memories to her.

Other Info:

- if Aerith were to meet a Wildcard user, she would be classified as the Priestess on her own. Paired with Zack, she would be classified as one half of the Lovers.​
 
Last edited:
“ I’m a nameless little devil... so you can just call me Koakuma! ~ “

uVDlMgxvAlOuXaPfOyGIJxcFQHvdhGnZjyTa4LCyWt82bXFunK5MeqjiBOvob2UYQ7VINiPOEx-D-s7moekZT1BkoQiVMQZjc9ZASSNJPzc0UqkVduwnMajjos7FxMSOJs7KDPiY

~(Koakuma)~​


lMb3jg31M4CnpKf5uebhkNfge-WPt8X9x6Nkw_NXQqkbp_HJjKh3QKjr_t0TV0atnkAJ7mom_reSgFI9kjKbUxMBcHewVdLHGIQJz7XBq6sKDPzuNI4yAHs7PnATcTmfl8fYawsO

(Touhou Project)
———————————————————
Whomst thoust?

Koakuma’s behavior is as simple as she looks. Fiercely loyal, a massive bookworm, and a gentle and caring devil -- though she’s far from perfect, Koa is always willing to do her best for what’s asked of her. Still, this doesn’t negate her [somewhat] naïve nature and can be a bit of a bumbling klutz at occasions -- though it’s not too hard to snap her out of it -- coupled with the possessing knack for mischievous pranks ~

Fortunately, her pranks are rather done in good fun and mostly harmless, mostly because she doesn’t have the heart to take it to the extreme. So fear not! Koakuma is rather harmless.

For the most part.

What is she capable of?

As clumsy as she makes herself to be, Koakuma isn’t a slouch on herself. While for a devil she might be considered weak, she still has a few tricks up her sleeves.

For one, she can fly! ..Well, an obvious one considering every Youkai in Touhou can fly (mostly). And another, she is capable of shooting danmaku in the form of lasers. Though not much specialized in firepower, Koakuma mostly focuses on weakening her opponents’ stats.

Danmaku:

Fragments of the Strange Stars:
XJJs8cCnxnpHwu7LuGJ1dW9DWSnlSRaP_rkuBqbQG_xsbYaPCXf6Fxzx4zGPs3yBh7jDeERPlZpLthjvBJpWOQsWTtKk64-Nfc8vsM2TH5ehGsjsjNNh7aGeIbyawUaHoFYG28ce

  • All-targeting danmaku orbs that scatter everywhere

Compendium of the Sunken Spiral Palace
v3eiN7A-E9Q1v-RoCNg7PDUzesk8iMq6CWCcAbLMOQoVGZEL2OboBhSRZCc7Ms75BMEkUhH-8u8MMXT5YgNQDorElBfufQyUxNzzX01eqwsEJdjUDTzBaJPSFzM_aAiEzyC-yIUa

  • Book firing lasers (Phew phew!)

Spell Cards:

Pulverization: Pacifis Strike

DSlM4yjWPUbVpRMGiFJAp6sqkaFPu64a39eEFPo09ckAxUy1G3stV0um59KyKVJhNf0N4djjvVdGgfKfbkDpcBo3tZFpzYxtveQJSvU70XLhbg6dTyjV1cSZsOQQBxMZJ7Ry119z

  • “I am Superma-“
*crashes and dies*

Sublimation: Magallanica Impact

zdE6rBdK2XeHqncqMQz_bGKS8VzGYkX-xaDj-G7wdnah9CzOYVBSHOFZz2XhFSsxzPIHOu0L8lH2xAZhl7uaKTSAQt9AoaC3MH8HlJVL_2hXxJHBNovBrIbDq0iIJEUk2V_n1hK5

  • A book that enlarges and eats you, while also exploding in the process.

Last Word:
Dreaming Necronomicon

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  • B I G S W O R D

Entry Fee:

Koakuma will be disconnecting the Scarlet Devil Mansions of their memories with her, though chooses to keep those memories for herself.
 
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180

Age
22

Canon
Katana Zero

Personality
Zero is a ruthless Killing machine hired by the government to take out priority targets. He kills his targets without a second thought and doesn’t care about the consequences for his actions. He secretly enjoys his job and especially enjoys killing people but feels conflicted with his morality and will refuse to kill children. Eventually he will lose his morals and fully succumb to the ‘joy’ of his job.

Although he does have a human side. He meets this girl and takes care of her, even letting her sleep in his apartment because her father is a drunkard. He does end up developing some sort of father-daughter relationship with her. It is theorized that this girl represents his morality and at the end the loss of the girl means the loss of morals. It is even debatable if the girl is physical or not since children don’t really live in the 3rd district as it's full of junkies and war vets.

Another time he shows a little humanity is when interacting with a receptionist. He gives off the air of some nerd who is into samurai movies which the receptionist finds attractive even asking for his number and a possible date.

Powers/Abilities

Breath of Serpent:
ng_Go-I3j8xOJPKmtOOAF05OYHoZdn5fEMATC0WsKp7usgjukd7T-Z1oFkCOUIvB9mgyygjQorB2weku58uOyARCaTgEC1dECdr0PyFNDm9B99T7zrzEN69jvjwh8Tde6bikKvCT

This "dash" ability can slice through barriers, enemy attacks, bullets and other projectiles, and is faster than the human eye (or a camera) can see. He can cover a short distance within a fraction of a second if not faster due to how many augmentations were made to him as part of the Null program. However, Zero is briefly unable to use his katana after which leaves him vulnerable for a moment.

Iaido Strike:
IgUgwLzT1H5sBHt4oPJpCeM6jrKjV9w3Z4mOt7FOfBMFi2mgA1T-PB3a43ELNGOiMzUfsSz45Nq6ld_8vfqVxk9grst80oeNddZwUfciHDejiG8IWKWyM9g29mNfm06hUMXXLgNA

His signature attack is a quick slash with his katana swinging faster than the eyes can register due to his biological augmentations from childhood. Zero is a master of iaido; he can quickly unsheathe his weapon, bifurcate an enemy, and sheathe it back in less than a second.

Precognition:
_qQwBTAROi73YeFqSrVsD_INYfmiDZ8-3Q4HYd8eCraYArDH1jC7hI-qvcNjT9FltCCKhFnUiJuxMttVEbC55PfGJ5lWDNSYMAaRMPmPFXnj7_aXcdKAWrZb1nDvNIGk6KgO1iZ-

gmszCkG6Mn79scPFfjnEsT8gYYawxH9eyl7MMFEoelrqKZm8zs9lMhZZWjEIro4YVIeWBeLJdCBe0vTdfHDBaIglVsyX26MNc7kr_GkUFs-AM4An8QFQV0c7XHKCk-upgozzoXWs

Zero's abilities are enhanced with his precognition. Like all Gamma NULL, Zero has been on Chronos since he was a child, which allows him to perceive time much more slowly as well as glimpse the near future with certain accuracy. He is severely addicted to this ‘wonder drug’ though and even just a day without it has serious repercussions such as hallucinations with symptoms of serious withdrawal being seeing time come down to a crawl for as long as there is no Chronos in the system. Furthermore, around other NULLs like him his precognition can get a little shaky and fights with other NULLs are often a test of endurance to see who can spot the opening faster.

Brute force:
oucnFrsYAkfFak6W-O3dAi7RE8h1odz1bFTqurG-FSdeEnub7Xx7MGiU2rqx_6lF7QftWgt72bg4mqnw5eRIBHij46NxtnFFRuQjFa1jtJLOcd-5JIjsVBMxJJEG0m_tE9sYf2YW

Zero's strength has been artificially augmented and he is powerful enough to effortlessly throw heavy objects like stone busts, bottles and even crates fast enough to instantly kill, if not incapacitate, most of his enemies. He is also fast enough to dodge bullets and lasers , and deflect bullets with a single katana swing.

Equipment

710

Prism: A reinforced Katana that leaves a rainbow colored trail with each swing.

Entry Fee

1643293228681.png
'Leviathan' A stuffed toy given to him by a little girl he met.

Other Info
he hates men in masks

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__samus_aran_metroid_and_1_more_drawn_by_luxpineapple__3a035f42f0cfd42d013e9073a601f848.jpg



Name
Samus Aran

Appearance:
Height:
6'3" (190cm)
Weight: 154 lbs (69.85 kg)

Age
Mid-30s

Gender
Female

Canon
Metroid Series [Metroid Dread]

Powers/Abilities
  • Enhanced Flexibility/Reflects: Without her armor and weapons, Samus relies on her speed and agility to their top-physical performance.
  • Martial Arts: Samus is quite skilled in hand-to-hand combat, utilizing quick and effective strikes towards her opponent's physical weak points to incapacitate them.
  • Wall-Jumping: Samus is incredibly skilled in parkour; especially when it comes to wall jumping. This is helped by her Zero-Suit's specialized heels that help her stick onto even the smoothest of surfaces.
  • Metroid DNA: Thanks to the Metroid "vaccine" that initially rid her of the "X-Parasites", Samus' DNA has been altered to gain the Metroid's immunity to the X-Parasites, while consequently gaining their weakness to intense sub-zero cold. She can also absorb other X-Parasites to replenish her energy and health if needed.

Equipment
  • Zero Suit: A skintight full body jump suit, this was normally worn underneath Samus' power armor; now being used as the only line of defense between her and the elements around her.
  • Paralyzer: Used as an emergency non-lethal back-up weapon, the Paralyzer pistol allows Samus to stun her enemies with an electric shock. She can charge her pistol to allow a longer stun-time for up to several seconds.
  • Plasma Whip: The Paralyzer can also fire off a plasma whip used as a makeshift melee weapon. Can be used to ensnare opponents with a nasty shock, as well as being used to grapple onto ledges, like a rope-n-chain, as a tether recovery.
  • MK V Space Jump Boots: Samus' wears light exo-skeletal boots atop her body suit that allows her to double jump, as well as provide quick bursts of flight if necessary. These were in response to Samus' disdain of having to use the previous version's "stiletto formating"

Entry Fee
Power/Varia Suit:
Samus' ironic power armor was the most defining feature that had helped her overcome all odds. Her identity became nearly inseparable with it. Without it, Samus becomes far more vulnerable. While not completely helpless by any means, she's neither the near-unstoppable juggernaught that her armor provided.

Themes:


 
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Name
Mizuki Okiura

Age
12

Canon
1643315203207.png
(Mizuki Route)
Powers/Abilities
Mizuki is shown to have superhuman strength, kicking down a tree and as well punching hard enough to move the air. As well she's shown to be a lot smarter than your average 12-year-old, being ahead of those in her class. She also shows above-average speed, not being as quick as Date but enough so to make the difference in a fight.

Equipment
Mizuki carries around a metal pipe that she likes to use, as well her backpack is full of survival equipment, to mention a few: Flashlight, Emergency Rations, and rope.

Entry Fee
Mizuki couldn't bring herself to get rid of memories of date, however deciding she wanted to take the second chance, left behind her memories of her parents.

Other Info
Still does act immaturely like any young kid, even with her intelligence.​
 
Orpheus's Full Appearance .jpg
"..So.. This.. this is what it's come down to. I'm all alone, again.. No friends.. No family.. at this point.. why should.. No. No, they wouldn't want me to think like that. As long as I'm here.. there's still hope for humanity. My mind is made up.. YOU CAN BET ON THAT!"

Name
Orpheus
Age
17-18

Canon
Persona (OC)

Orpheus's Abilities and Equipment will all be covered in a google document.


Entry Fee

Orpheus.. they're giving up a pocket watch. One is dear to them, and one thing they can't bear to see destroyed. It's.. sentimental for Orpheus, and he doesn't really think anyone can understand.
Other Info
Any other information that you feel like I, the GM, should know about?
Yes, actually! I have a tendency to overthink things, as well as.. get overly paranoid.
 
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Appearance
0BD2BF83-6474-4408-813E-AA2E442343BC.jpeg

Name
He's been dubbed The Nowhere King

Age
Unknown Adult

Canon
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Powers/Abilities
Shapeshifting- The Nowhere King is capable of changing his shape and size due to his liquid body, his skull being an exception though he is able to subsume it within his own body. The lack of a solid form allows him to do unnatural things with his body from turning himself into a tar pit to turning the curls on his neck into hands, or even unhinging his jaw like a snake, among other things.

Dark magic- Innately a magical creature he's resistant to magic and able to do things such as mind control the creatures which he created. Able to resist all but the most powerful magic, especially that which would affect his mind.

Flight- He can move about the air with the grace and speed of an elk.

Ooze manipulation- The tar or ooze which composes his body is incredibly sticky and hard to get off, not only that but he has full control over it, able to even separate it from his body. More often vomiting it from his mouth and allowing it to crush and/or suffocate someone who has enough of it on them.
If damaged enough he can reconstitute his body from any of the tar that has broken from his body or regain it by consuming matter.

Equipment
None

Entry Fee
His memories of his other half and much of his memory of being The Nowhere King.
Except his memories of her...


Other Info

A lullaby
 
Appearance
[/8ff3279e6d303960723521c30200bdf6.jpgcenter]

Name
Odessa

Age
26

Canon
OC

Powers/Abilities
Night Vision
Bullet-resistent skin
Underwater breathing
Flight
BOOST superstrength/superspeed (for 3 posts)

Equipment
Plasma Rifle
Plasma Pistol
Space Marine Armor.

Entry Fee
A memory of her actual identity!​
 
Appearance
c50bf717af1079e4c925842914b6e4b6.jpg

Name
Rey

Age
19

Canon
Star Wars

Powers/Abilities
Several classic force abilities, as well as some new ones [force healing and levitation].

Equipment
A blue lightsaber

Entry Fee
Her identity actually, it makes more sense!

Other Info
Nothing as of yet.​
 
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Name
Ethan Winters

Age
37 Years old, before death had finally claimed its due

Canon
Hailing from the franchise of Residenr Evil, this iteration of Ethan will be hailing from:
DAEED53C-14E5-4181-BA80-FD6D34A7E0B3.jpeg


Powers/Abilities
-Inhuman Regeneration:
It’s a surprise to be sure coming from a seemingly ‘normal’ looking individual, but in reality, Ethan Winters is not completely human. After being infected with the Mold, an ancient fungus that others had interacted with for so long, he too gains the added benefit after being infected with such when he was in the Baker’s residence. Being able to survive wounds that would have been normally fatal or downright lethal such as having his heart torn out or skull crushed, he is capable of completely healing from what could have been his death if given enough time (or depending on the severity of the wound), along with being able to casually reattach limbs back where they belong, if you want to take down Ethan Winters, make sure he is truly down for the count or else you’ll see him walking back up as a few minutes later. However, this has its limits, and if not given time to heal properly or if said organ that was removed isn’t returned, he is at risk of dying for real this time.

-Stamina/Pain resilience:
It’s no surprise that a man such as Ethan is capable of going on for long periods of time, even when being over whelmed by things such as being chased around for hours by some large fungus creature or having one of his hands cut off and forced to run away only to collect it later, the adrenaline rushing through Ethan’s veins makes sure that he remains in tip-top running shape no matter the time or hour. And usually still being able to continue the fight even with multiple slash wounds to the chest, he’ll ensure that he can finish the fight soon enough.

-Intelligence/Puzzle solving skills:
Ethan knows his books smarts, and it’s especially apparent when figuring out ways in order to get past things or solving puzzles as to continue forward or get an item he so desperately needs in order to continue on and help him in his journey. This also especially helps him in combat, ensuring that he finds out ways to exploit the environment or an opponent’s weakness in order to defeat them. And even if that doesn’t work, nothing like a good ole pair of legs to get away from danger with.

-Combat Experience:
Ethan is no stranger to combat, especially with all the enemies he had to face ranging from mold like creatures and deranged southerners to metal manipulating mechanical monstrosity and tall vampire ladies… he knows his stuff on how to handle things. From using a wide variety of guns and even tools such as knives to his advantage, from sneaking around and behind opponents, to bringing the fight to them with large guns and even larger explosions. Hopefully you know how to deal with this crafty individual.


Equipment

-M1911:
A classic handgun for many individuals throughout different locations… the upgraded M1911 has a improved grip that allows for more accurate shooting along with an extended mag that allows it to hold 23 rounds in a single magazine. Moderately strong and having a good rate of fire, good ole reliable is something that would be finding further use in this new realm he has find himself within.

-M1851 Wolfsbane:
A more heavier pistol Ethan has, with the capability to hold 7 magnum rounds… this weapon, while slower to fire, brings with it a heavy kick, especially with its longer barrel upgrade that allows the bullet to deal more damage as of a result. If you want something that can reliably get you out of danger, then this is the gun for you.

-M1897:
A good ole fashion shotgun, with the capacity for 11 shells within its chamber along with a hair trigger upgrade to fire said weapon more quickly, it is devastating at close ranges when allowed to hit all of its pellets. All in all, this weapon is something to stay clear of when going in for close range against Ethan

-Knife:
A normal old knife… doesn’t do much damage other than some slashing and bleeding involved, but that’s it. Could be useful at cutting things open but don’t rely on it too much.

-Extra Baggage:
A briefcase that allows him to carry more items than normally with his pockets… it’s, well, a briefcase. Other people can use it too… it’s not like it’s special or anything.

-First Aid Med:
A bottle filled with some kind of strange liquid within (don’t ask Ethan what it is… he still isn’t sure), it acts as a sort of miracle healing agent, closing gashes and acts as a clotting agent while restoring function to damaged systems. This thing can heal all wounds, and it can also be used by other individuals. As of currently, Ethan has five of these on him so far. Maybe there is not enough to share with everyone, but enough to use in order to heal some folk.


Entry Fee
This was it… his first and only chance of being able to come back from death… and properly raise Rose. After his death by detonating the explosives within that hellhole in the Village and ensuring that Miranda wouldn’t be able to recover and ruin her plans for good, giving up Rose to Chris Redfield as to get her to safety while he did the deed. He had accepted his fate… after all, if he wanted to have Rose live a normal life instead of being in the clutches of that… thing that had impersonated his wife and attempted to use his child to control the Mold as their ‘successor’ through the Fungal Root.

It just sickened him that his own daughter was being used as merely a ‘tool’, a ‘thing’ by someone else who had impersonated his wife… it was just… ‘Evil’. But, he supposed he got his revenge in the end, and with Rose in safe hands… he thought it would finally be the end. That wasn’t until he heard a voice…

“You… yes you. You died, right?”


—————————————————————

And now, learning of this… ‘second chance’ by participating in something called the Reapers game. Survive seven days they say, and if he wins, he can return back to the realm of the living, have a chance to make things back to normal before the Baker’s, before the Village, before Miranda…. things back to the way they were. But this time…. ‘normal’. The cost of such is that losing said game would mean in true death, erased, gone like that. Without a thought or second past, he would have been erased, no longer existing. Ethan would have thought this out as some sick joke, but… it was all too real to feel fake.

So, may as well take the risk. As for this ‘fee’, Ethan was unsure of what to choose. So few things he could consider to use, and yet, he doesn’t want to give up memories of his daughter Rose or something he holds dear to his heart. And yet… he feels as if he needed to make this choice. He will use his choice of removing Rosemary from all his memories. If there was a chance he could get them back again after winning, then it would have been worth the cost. If not and he gets revived… he’ll hopefully be able to find a way to regain such memories, even if it took months to do so. And so, he had finalized the thing he will use for his ‘fee’…
 
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"I suppose 'buying time' in the face of one who holds dominion over 'age' is a similar action to spitting in the face of God. Perhaps I should congratulate you on your nerve, lesser beings though you are."

Name

Baraggan Louisenbairn
God-King of Hueco Mundo


Age
Very old, never specified.

Canon
Bleach Logo - Vector by TheQZ on DeviantArt



Powers/Abilities
I will list what is relevant as well as a link to his wiki page in the Others section of the app.

As the second-ranked Espada, Baraggan possesses a significant amount of spiritual pressure and physical strength despite his elderly appearance. There are also the more common abilities that the majority of Arrancar possesses, Like the Hierro (or iron skin) that allow for greater defense against attacks. And some that Barragan has never utilized like the Cero (Basically a powerfull energy blast) and Balaa (a smaller, faster projectile) Here are the skills and powers that he was shown to utilize

Senescencia:
Basically, this consists of Baraggan’s abilities tied to the aspect of old age/Senescence.

Time Dilation Field: He is able to project a time dilation field that slows downtime to a small degree. Enough where it would provide ample time for Baraggan to counter any attacks.

Age Acceleration: anything that he touches is rapidly aged. Could be a sword becoming rusted and dulled, or the bones of someone’s arm becoming brittle.


Here is a GIF of both powers in action

Sonído
A high-speed movement technique used by the Arrancar. From the single fight, he had in the anime, Baraggan has shown to use this sparingly with a high level of proficiency.


Axemanship: self explanatory. Is pretty skilled with his weapon of choice, a large dual blade axe.


There is also Baraggan’s Resurrección (or release state) Offering a greater increase to his overall power and his age acceleration abilities. But for this app, the release state will be considered irrelevant as we will see in the Entry Fee.

Equipment
What equipment does your character have? A wiki link is also fine here.

HIs Zanpakutō
Basically, a large double-bladed ax that he uses as his main weapon

Anime_%287a%29.jpg

Entry Fee
What will your character be used to get into the Reapers' Game? This must be something important to your character. A memory, an important item, etc.

"...so my efforts came to this. An offer to come back from the dead…If you ants are going to demand any cost for this chance, you may as well take the power held in my release state. To ever think of even offering my memories of those events would be to admit absolute defeat by the bastard that took my kingdom, to the ants who killed me in vicious mockery, to the ones who thought they could spit in the face of a god and get away without recompense! That is what I shall do once I’m through with this Reapers' Game.”

(basically, he is handing his Resurrección as the Entry fee.)

Other Info

A link to his wiki page (specifically his powers)
 
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“YOU DON’T KILL CLOWN, CLOWN KILLS YOU!!!”
E9E70BCA-9E8B-4E62-BB91-786D3DDE8982.png
tricky the clown

”REALITY HAS BEEN COMPROMISED...”

____________________________________

madness combat


Personality:
AB243010-85D6-47DF-AAAA-0598F40E33D8.gif

”OH TEH NOES!!!!”


His control over the Improbability Drive over the improbability Drive IS LIKELY THE REASONING FOR TRICKY’S DESCENT INTO MADNESS (HENCE WHY HE TWITCHES). STARTING OUT AS AN ASSASSIN, HIS MIND STARTED TO WARP ITSELF INTO MADNESS - eventually leading to the monstrosity that he is infamously known for TODAY.

THE CLOWN IS A DANGEROUS SPECIMEN - described as siniste and chaotic who tends to toy with his victims before murdering them in the most brutal ways possible. Tricky is also quite brash, evident through his usual taunts he tends to throw around his enemies. Or just.. anyone in general. It doesn’t matter who - noteworthy of all being Hank.

but as violent as he makes himself to be, Tricky has occasionally shown civility at certain points. a good example being the time he ordered hotdogs and didn’t threaten or harm the vendor. He also occasionally expresses interest in music, as evident through his role as a frequent DJ and knack for dancing IN THE MIDST OF BATTLE.

TRULY A CLOWN OF his actions

..mostly.


POWERS/ABILITIES:

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”CLOWN HAS BEEN ENGAGED”

Tricky is.. an interesting specimen. Much like a regular clown, he’s got a few set of tools under his kit.

sadly, not much party tricks Here.

Like everyone else in Nevada, Tricky possesses superhuman capabilities; though to a greater extend than majority of the cast. In most occasions, the clown has been seen Overpowering the likes of Hank and jeb - even with the combined efforts of deimos and sanford.

Tricky is also very fast. as creator krinkles stated once, ”as fast as he wants himself to be.” Though this may be metaphorical, Tricky has shown to outpace characters that can blitz past grunts - who can apparently deflect gunfire with swords.

however, the most noteworthy trait about tricky is none other than the improbability drive:-
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A device bestowed upon him by the auditor, the improbability drive is a tool used to distort reality with immaculate potential; only hindered by the user’s imagination And sense of creativity. Tricky especially is a known user of the drive, effectively making use of it to summon objects and even survive against the most lethal of wounds.

And as displayed in Madness 7, Tricky does display a form he can willingly transform into:-


B9E8B923-77B4-4953-8FEC-2250620679E7.jpeg
Nicknamed “demon tricky”, tricky transforms into a fiery body of a monster - enhancing his physical capabilities and even possesses the ability to spew and create fire.

But despite the immense capabilities, the drive isn’t perfect. While able to cheat death itself, it’s properties are very inconsistent and can heavily hinder the user’s mental state when prone To more exposure. Tricky can resurrect himself multiple times, but in other ways it doesn’t. damaging and destroying the drive itself can also prove fruitful in stopping him, but it’s rather hard to locate if one doesn’t know where to aim.

other equipment: his trusty street sign and dj music set.


Entry Fee:

from sheer spite of previous events, Tricky had decided to everyone’s memories of the auditor’s reputation. And to add insult to injury for hank, has also wiped out the supply of barbecue sauce available in Nevada.

”I had to do it,” reports said culprit. “He wouldn’t let me enjoy my hotdog in peace.”





 
Alec Paz, 23 y/o College student

Appearance: 5’10’’ Brown-red hair, circle glasses, green eyes, white tan skin. 5 o’clock shadow and moles. Ear gauge. Slim, lanky. Wears shorts with long sleeves usually.

Name/Age: Alec Paz. 23 years old at time of death.

Canon: He’s an OC.

Personality: Easily scared, afraid of heights and cars (more apparent after death.) Ride or die if he values you, or if you’re a child. His weakness is kids, he loves kids more than anything. Well, not loves, but values them more than anything else. He loves his brother more than kids, but he would risk his life to save a kid before anyone else. Slightly awkward and clueless about love despite being slightly flirty at times.

Powers: Alec has a void ability, after he died he found out he can slip out of reality and look at the world, frozen, around him. He learns he can move his location and slip back into reality in that new location, effectively teleporting. He learns he can let time move in the void, effectively learning he can time travel. Short bursts, forwards and backwards, larger bursts.

Currently he would only barely learn he can freeze time with the void, over time learning he can teleport shorter locations and eventually larger locations. Time travel is a power Alec won’t seem to grasp for awhile, but he’s sensitive to it and can feel if others mess with the timeline. If someone freezes time, Alec is forced out of reality until time is unfrozen, being trapped in the void until the time is reflowed.

Equipment: He has a pocket knife, a hairband, his keys, and a keycard for the hospital room his brother was in.

Entry Fee: Probably the keycard for his brother’s hospital room. In his original story he keeps it and can’t move on from purgatory because he never got to see his brother again before dying.

Other Info: This is sort of a place holder I wanted to get started on his prologue without feeling guilty but I'm gonna work on this more before posting his prologue.
 
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