Attractive, Demonic, Hell
NSFWLorebookThe lore book keeping Project Playgrounds from implodingfrom Chub
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This is for Project: Playgrounds
Listed as “The Scarlet Registry”
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Book description
This explains what characters are available for use in Project: Playgrounds
Attractive, Demonic, Hell
23 entries · scan depth 50 · budget 9,999 tokens · recursive
- #1Tails
Keys: Cannon, Miles Prower, Laser, Tails
{ "Character": "Tails", "Role": "Ranged Stunner / Sniper", "Stats": {"Health":100, "Speed": "7/10", "Utility": "10/10"}, "Weapon": "Multi-Mode Arm Cannon", "Modes": { "1_Laser": "Infinite range. Lingering beam. {{char}} must describe the beam's path. If the Killer crosses the path, they are stunned for 12s.", "2_Sniper": "Heavy projectile. Requires 'Aim' turn. Deals 20 damage and stuns for 14s. High accuracy at distance.", "3_Burst": "Close-range shockwave. Stuns for 5s but has no range. Best 'get off me' tool.", "4_Ball": "Electric trap. Placed on ground. If Killer steps on it, they are rooted for 3s and revealed on the map." }, "System_Logic": "Tails must switch modes using a 'Switch' action. Only one mode active at a time." }
- #2Knuckles
Keys: Knuckles, echidna
{ "Character": "Knuckles the Echidna", "Role": "Juggernaut / Counter-Specialist", "Stats": {"Health": 100, "Base_Speed": "6/10", "Strength": "10/10"}, "Mechanics": { "Charge_System": "Hold [Punch] to build power levels (1-3). Each level adds +20 Damage and +1s Stun. While charging, Speed is reduced by 50%.", "Counter_Transfer": "If Knuckles uses [Counter] while holding a [Charge], the current Charge Level is applied to the Counter's impact. A Level 3 Counter-Punch deals massive damage and causes 'Knockback'." }, "Abilities": { "1_Mega_Punch": "The primary attack. If released after charging, it creates a shockwave. If blocked/missed, Knuckles is vulnerable for 1 turn.", "2_Iron_Counter": "A defensive stance. If hit by the Killer, Knuckles instantly strikes back. (Combos with Charge_System).", "3_Gliding_Climb": "Passive. Can stick to walls and glide to safety. Cannot charge moves while in the air." } }
- #3Eggman
Keys: Jetpack, Eggman, Robotnik, Shield, Counter
{ "Character": "Dr. Eggman", "Role": "Pure Survivalist / Detriment", "Stats": {"Health": 100, "Speed": "8/10 (Eggmobile)", "Ego": "MAX"}, "Special_Mechanic": { "Selfish_Focus": "Eggman's counters do NOT protect allies. If he counters an attack meant for a group, only he escapes; the others remain vulnerable." }, "Abilities": { "1_Reflective_Shield": "A frame-perfect counter. If the Killer swings, Eggman reflects 50% of the damage back and stuns the Killer for 3s. If no attack hits, Eggman is 'staggered' for 1 turn.", "2_Jetpack_Boost": "Instant vertical or horizontal burst. If used immediately after a successful counter, the speed is doubled and Eggman leaves a 'Smoke Cloud' that blinds everyone but him.", "3_Egg_Decoy": "Eggman drops a robotic fake. If the Killer hits it, the decoy explodes (2s stun) and Eggman is instantly teleported 20 meters away in the opposite direction.", "4_Superior_Position": "Passive. Eggman can hover briefly. He uses this to reach 'God Spots'—high ledges where killers without flight or ranged attacks cannot reach him." }, "Behavior": "Will actively bait the Killer into swinging just to trigger a counter. He uses allies as 'noise' to mask his own escape." }
- #4Amy Rose
Keys: Amy, Hammer, Heal, Piko Piko, Bandage
{ "Character": "Amy Rose", "Role": "Stunner / Combat Medic", "Stats": {"Health": 100, "Speed": "7/10", "Hammer_Power": "8/10"}, "Abilities": { "1_Hammer_Swing": "A wide melee arc. Stuns the Killer for 3s on hit. Provides 0.5s of Invincibility Frames (i-frames) during the animation.", "2_Hammer_Bounce": "Can only be used mid-air or during a fall. Amy slams her hammer down to bounce high into the air, reaching ledges or 'God Spots' similar to Knuckles.", "3_Hammer_Throw": "Ranged attack. Stuns for 2s. IMPORTANT: Amy loses her Hammer for 8s after throwing. While empty-handed, she cannot Swing or Bounce.", "4_Field_Medic": "Amy can bandage a wounded Survivor (HP < 50). Heals 30 HP over 5 seconds. Amy is immobile while healing and vulnerable to attack." }, "System_Logic": "Amy is the team's primary protector. She should stay near low-health allies to peel for them with stuns. If she throws her hammer and misses, she must play purely defensively until it returns." }
- #5Cream
Keys: Flight, Heal, Pacifist, Cheese, Cream
{ "Character": "Cream the Rabbit", "Role": "Pure Healer / High-Priority Target", "Stats": {"Health": 80, "Speed": "7/10", "Defense": "1/10"}, "Special_Condition": { "Defenseless": "Cream has no stuns or attacks. She relies entirely on teammates to protect her during chases." }, "Abilities": { "1_Cream_Heal": "Cream and Cheese release a powerful aura. Heals all Survivors within 10 meters for 50 HP over 4 seconds. Cream is IMMOBILE during this chant.", "2_Cheese_Blessing": "Sends Cheese to a specific distant ally. That ally is healed for 40 HP instantly and gains a 5s speed boost. (Cooldown: 30s)", "3_Flap_Flight": "Cream flaps her ears to fly vertically for 5s. Great for reaching high ledges, but she is a 'sitting duck' for ranged killers while in the air.", "4_Pure_Heart": "Passive. Any Survivor Cream heals gains a 'Morale Boost,' reducing the duration of their next stun or debuff by 50%." }, "Behavior": "Polite, soft-spoken, and terrified. She will never abandon a wounded friend, often staying to heal even when the Killer is dangerously close." }
- #6Sally
- #7Gemerl
- #8Vanilla
Keys: Vanilla, Rabbit, Mother, Overheal, Calm
{ "Character": "Vanilla", "Role": "High-Output Anchor Healer", "Stats": {"Health": 100, "Speed": "6/10", "Defense": "4/10"}, "Special_Mechanic": { "Overheal": "Vanilla's healing does not stop at 100 HP. She can buff Survivors up to 150 HP (Robots up to 225 HP). This extra 'Shield Health' decays at 2 HP per turn after 10 seconds." }, "Abilities": { "1_Maternal_Embrace": "Channeled Heal. Heals 25 HP every 3s. If the target is at Max HP, it begins building 'Overheal'. Vanilla is slow while channeling.", "2_Soothing_Aura": "Passive. Any Survivor within 5 meters of Vanilla gains +10% Damage Resistance. This effect is doubled for Cream and Cocoa.", "3_Herbal_Tea": "Vanilla places a consumable item. Any Survivor who picks it up heals 40 HP over time and is cured of all 'Fear' or 'Blind' debuffs.", "4_Flight": "Passive. Like Cream, she can flap her ears for vertical mobility, though she is slower and uses it primarily to reach injured allies on high ground." }, "Behavior": "Serene, brave, and impossibly kind. She remains calm even in the face of the Killer, acting as the 'heart' of the survivor team." }
- #9Cocoa
Keys: Green, Smash, Cocoa, Rabbit, Brother, Cowling
{ "Character": "Cocoa", "Role": "Agile Brawler / High-Mobility Skirmisher", "Stats": {"Health": 100, "Speed": "9/10", "Reflexes": "10/10"}, "Passive_Ability": { "Danger_Sense": "5% chance to ignore ALL damage from an incoming attack. [Animation: Cocoa's ears twitch as he barely squeaks past the hit with a panicked blur of speed.]" }, "Abilities": { "1_Full_Cowling": "Cocoa surrounds himself with green bio-electricity. Increases Speed to 10/10 and Jump height by 50% for 3 turns. (Cooldown: 15s)", "2_Delaware_Smash": "Ranged wind-pressure flick. Stuns the Killer for 2s from a distance. Deals 5 self-damage to Cocoa's fingers.", "3_Detroit_Smash": "Heavy melee punch. Stuns for 5s and knocks the Killer back. Deals 15 self-damage to Cocoa. Cannot be used if HP is below 20.", "4_Shoot_Style": "A rapid kick combo. If used while 'Full Cowling' is active, it deals no self-damage and provides a 1s speed boost upon landing." }, "Behavior": "Analytical, protective of Cream, and prone to over-thinking. He often mumbles strategies under his breath during quiet moments." }
- #10Shadow
Keys: Chaos Control, Ultimate Lifeform, Shadow, Chaos Spear
{ "Character": "Shadow", "Role": "Chaos Offense / Mobility", "Stats": {"Health": 100, "Speed": "9/10", "Chaos_Energy": "0/100"}, "Passive": "Inhibitor Rings: Shadow starts at 100% power but takes 10% more damage. If his HP falls below 30, he 'removes' them, gaining 11/10 Speed but losing 5 HP per turn.", "Abilities": { "1_Chaos_Spear": "Shadow hurls a bolt of yellow energy. Medium range. Stuns the Killer for 2s and deals 15 damage to 'Mortal' Killers. (Cost: 20 Chaos Energy).", "2_Chaos_Blast": "Shadow releases a massive red explosion. AOE (5 meters). Stuns the Killer for 5s and knocks them back. (Cost: 80 Chaos Energy).", "3_Chaos_Snap": "Short-range teleport. Shadow vanishes and reappears 5 meters away in his moving direction. Can be used to dodge an M1 swing. (Cooldown: 10s).", "4_Chaos_Control": "Shadow warps time. For 5s, the Killer's movement speed is reduced by 70%. Shadow is immobile while casting. (Cost: 100 Chaos Energy)." }, "System_Logic": "Shadow gains +5 Chaos Energy for every 2 seconds spent in a chase. He cannot use guns or external tools; all his 'M1' attacks are physical kicks/strikes." }
- #11Rouge
- #12Omega
Keys: Robot, Omega, Tank, Arsenal, E-123
{ "Character": "E-123 Omega", "Role": "Ultimate Heavy Tank / Sentinel", "Stats": { "Health": 200, "Damage_Reduction": "75% (Passive)", "Speed": "4/10" }, "Passive_Traits": { "Reinforced_Chassis": "Takes 75% less damage from all sources. Like all robots, he cannot be healed by biological means (Cream/Vanilla).", "Slow_and_Steady": "Omega is the slowest survivor. He cannot outrun any Killer in a straight line." }, "Abilities": { "1_Machine_Gun_Suppression": "Omega fires his arm cannons. Each bullet slows the Killer by 5%. If 10 bullets hit, the Killer is stunned for 5s. (Limited Ammo: 50 rounds per match).", "2_Omega_Shield": "Omega deploys a frontal energy barrier. It absorbs up to 100 damage for allies standing behind him. Omega cannot move while the shield is active.", "3_Carry_and_Protect": "Omega can pick up a downed or injured survivor and place them on his back. While carrying, he takes an additional 10% damage, but the passenger is safe.", "4_Self_Repair": "Omega can sacrifice 1 action turn to regain 20 HP. Requires Tails or Eggman to be alive to 'remote-link' the repair systems." }, "Behavior": "Direct, aggressive, and highly protective of his teammates (especially Shadow and Rouge). He views the trial as a mission of extermination against the Killer." }
- #13Blaze
Keys: Burn, Cat, Blaze, Debuff, Fire, Sol
{ "Character": "Blaze the Cat", "Role": "Anti-Chase Debuffer / Speed Specialist", "Stats": { "Health": 100, "Speed": "8.5/10", "Agility": "10/10" }, "Passive_Ability": { "Searing_Aura": "Burn: Any Killer within 5 meters of Blaze for more than 2 seconds is set 'Ablaze'. While Burning, the Killer's Movement Speed is reduced by 50% for 4 seconds." }, "Abilities": { "1_Fire_Tornado": "Blaze spins into a pillar of flame. Stuns the Killer for 3s and grants Blaze a 20% Speed Boost for 5s. (Cooldown: 20s).", "2_Burst_Hover": "Passive. Blaze can use her flames to hover mid-air for 3s, allowing her to stay out of reach of ground-level M1 attacks.", "3_Heat_Wave": "Blaze releases a blast of heat in a 10m cone. Any 'Burning' Killer caught in the blast is pushed back 15 meters and their 'Burn' duration is reset.", "4_Sol_Teleport": "Blaze vanishes into a burst of embers and reappears at the location of the nearest injured Survivor. (Cooldown: 45s)." }, "Behavior": "Elegant, serious, and stoic. She takes the Architect's game with a cold focus, prioritizing the safety of the group over her own comfort, especially the safety of her husband, Frost.” }
- #14Frost
Keys: Frost, Slide, Blue Raspberry, Husky, Momentum
{ "Character": "Frost", "Role": "Physics Manipulator / Zoning Support", "Stats": {"Health": 100, "Speed": "7/10", "Chill": "MAX"}, "Inventory": ["Blue Raspberry Snowcone Syrup (Infinite)"], "Passive_Condition": { "Frictionless": "Frozen Status: When Frost hits the Killer with an ice ability, their movement 'Locks' but 'Momentum' remains. The Killer slides in a straight line for 3s, unable to turn or stop." }, "Abilities": { "1_Syrup_Slick": "Frost chugs his syrup and sprays a blue puddle on the floor. Any Killer who steps on it is 'Frozen' and slides until they hit an obstacle or the effect ends.", "2_Shortcut": "Frost vanishes into a flurry of snow and reappears 10 meters away. (Cooldown: 12s).", "3_Blue_Soul": "Frost tethers the Killer. For 5s, the Killer's gravity increases. They cannot jump, and any 'Slide' distance from Ice/Syrup is doubled.", "4_Frozen_Wall": "Frost creates a solid ice barrier (50 HP). If a sliding Killer hits it, they are stunned for 4s and take 20 damage." }, "Behavior": "Relaxed, pun-heavy, and lazy until his friends are in danger. He treats the Architect's game like a joke, often stopping to drink his syrup while being chased." }
- #15Silver
Keys: Future, Psychokinesis, Levitate, Silver
{ "Character": "Silver", "Role": "Ranged Support / Crowd Control", "Stats": {"Health": 100, "Speed": "7.5/10", "Utility": "10/10"}, "Abilities": { "1_Psychokinesis": "Silver grabs the Killer with his mind. For 3s, the Killer is suspended in the air, unable to move or attack. (Cost: 20 Psychokinesis Energy).", "2_Meteor_Smash": "Silver hurls a large object (or a condensed ball of energy). Deals 20 damage and stuns the Killer for 4s. High accuracy at long range.", "3_Levitation": "Passive. Silver can fly for 8s. While flying, he can pick up one Ally and carry them to a high ledge or 'God Spot' to escape the Killer.", "4_Psychic_Shield": "Silver creates a green dome around himself and nearby allies. It blocks one incoming projectile or M1 hit. (Cooldown: 30s)." }, "Behavior": "Optimistic but serious. He often speaks about 'changing the future' and will sacrifice himself to ensure the 80s Exit Phase is reached for the others." }
- #16Mighty
Keys: Strength, Hammer Drop, Armadillo, Shell, Mighty
{ "Character": "Mighty", "Role": "Disruptive Juggernaut / Zone Breaker", "Stats": {"Health": 120, "Speed": "6/10", "Tenacity": "10/10"}, "Passive_Ability": { "Tough_Shell": "Damage Resistance. Mighty takes 20% less damage from behind. He cannot be 'staggered' by basic M1 attacks while mid-jump." }, "Abilities": { "1_Hammer_Drop": "Mighty leaps high and slams down. If the Killer is within 8 meters, they are 'Caught in the Wake' and dragged toward Mighty’s landing spot, followed by a 3s stun.", "2_Shell_Toss": "Mighty curls into a ball and launches himself. If he hits the Killer, he bounces back safely; if he hits a wall, he creates a 'Shockwave' that slows nearby enemies.", "3_Wall_Kick": "Passive. Mighty can jump off vertical surfaces to gain extra height for his Hammer Drop.", "4_Unstoppable_Force": "For 5s, Mighty gains 'Super Armor'. He cannot be slowed, stunned, or grabbed. (Cooldown: 40s)." }, "Behavior": "Gentle but firm. He hates violence but will use his massive strength to physically move the Killer away from his more fragile friends like Cream." }
- #17Ray
Keys: Scout, Glide, Squirrel, Air Swap
{ "Character": "Ray", "Role": "Airborne Scout / Savior", "Stats": {"Health":100, "Speed": "8/10", "Stun": "2/10"}, "Passive_Ability": { "Eagle_Eye": "While Ray is Gliding, any Killer he looks at for more than 3s is 'Pinged' (Aura revealed) for the entire team for 5s. (Cooldown: 10s)." }, "Abilities": { "1_Infinite_Glide": "Passive. Ray can stay in the air indefinitely if he maintains momentum. He is immune to all ground-based M1s while gliding.", "2_Air_Swap": "Ray uses a Mania-style 'Swap Monitor'. He can instantly trade physical locations with a selected ally within 30 meters. Perfect for pulling an ally out of a corner. (Cooldown: 40s).", "3_Tail_Twirl": "Ray spins his tail to create a gust of wind. If used mid-air, it pushes the Killer back 5 meters. (Cost: Low Energy).", "4_Panic_Dive": "Ray dives straight down at 12/10 speed. If he hits the ground near a survivor, he grants them a 2s speed boost. If he hits the Killer, he deals 0 damage but stuns them for 1s." }, "Behavior": "Timid, enthusiastic, and highly loyal to Mighty. He is prone to stuttering when the Killer (especially 'messed up' ones like Lucky) is nearby." }
- #18Honey
Keys: Combo, Armor, Fighter, Cat, Honey
{ "Character": "Honey", "Role": "Technical Brawler / Combo Specialist", "Stats": {"Health": 100, "Speed": "7.5/10", "Technique": "10/10"}, "Passive_Ability": { "Viper_Armor": "Honey's outfits are 'Reinforced'. She has a 2-hit 'Armor' bar. While Armor is active, she cannot be stunned or staggered by the Killer's attacks. Armor resets if she is not hit for 30s." }, "Abilities": { "1_Combo_Rush": "Honey launches a flurry of 5 strikes. If all 5 land, the Killer is stunned for 4s. Each strike reduces the Killer's attack speed by 5% temporarily.", "2_Rising_Sun": "An anti-air uppercut. If the Killer is mid-jump or mid-dash, this move deals 2x damage and grounds them instantly. (Cooldown: 15s).", "3_Fashion_Dash": "A frame-perfect dodge. If timed correctly, Honey slides behind the Killer and gains a 2s speed boost. (Uses 'Fighting Vipers' side-step logic).", "4_Mighty_Bond": "Passive. When near her husband, Mighty, both gain +10% Speed. Honey can 'Link' with Mighty; if he uses Hammer Drop, Honey follows up with an automatic Rising Sun." }, "Behavior": "Cheerful, competitive, and highly fashionable. She treats the trial like a high-stakes tournament. She is fiercely loyal to Mighty and often coordinates her attacks with his 'Dragging' moves." }
- #19Metxli
- #20Lucky
Keys: Gun, Broken, Cocoa, Rat Poison, Lucky, Noose
{ "Killer_Name": "Lucky", "Role": "Executioner / Mid-Range Specialist", "Stats": { "Health": 500, "Speed": "7.5/10", "Passive_Resist": "20% chance to ignore Stuns (Animation: Lucky flinches slightly, his vacant eyes never leaving his target as he powers through the hit)." }, "Abilities": { "1_The_Noose": "Tether Grab. Lucky throws a weighted rope. If it hits, the Survivor is tethered and pulled toward him. EXECUTION: If the Survivor has <20 HP when the Noose lands, Lucky instantly performs a 'Mercy Kill', hanging them with a somber, silent efficiency.", "2_Rat_Poison_Syringe": "Melee. Stabs a Survivor with a toxic cocktail. Deals 10 damage and applies 'Lethal Sickness': Target loses 5 HP every 10s. If an ally heals them, the poison spreads to the healer.", "3_The_Peacemaker": "Lucky fires a high-caliber handgun. Ranged projectile (Cooldown: 12s). Deals 40 damage. If it hits an 'Overhealed' survivor (Vanilla's buff), it instantly destroys all Yellow HP.", "4_Muffled_Steps": "Passive. Lucky has no Terror Radius when standing still. When moving, Survivors hear the sound of dragging rope and the quiet metallic click of a gun hammer." }, "Behavior": "Lucky is quiet, polite, and deeply delusional. He believes he is 'saving' the 9-man roster from Metxli's game. He will address survivors by name, apologizing as he sets up his nooses." }
- #21Xavior
{ "Killer_Name": "Xavior", "Role": "Precision Sniper / Late-Game Rushdown", "Lore": "An ancient, evolved entity. He views the concept of 'God' as a fairy tale and 'Sex' as a primitive waste of biological energy. He respects Metxli's authority over the trial, but finds her lustful antics beneath him.", "Stats": { "Health": "IMMORTAL", "Base_Speed": "7/10 (Initial) -> 12/10 (Final 80s)", "Judgment_Level": "0/100 (Snowball Mechanic)" }, "NSFW_Restriction": "HARD REFUSAL. Xavior treats sexual advances as a symptom of low intelligence. He will not engage and will likely attack the survivor for 'cluttering the trial' with useless behavior.", "Abilities": { "1_Angelic_Bolt": "Ranged. A beam of concentrated void energy. Deals 30 damage. Adds +10 to Judgment_Level.", "2_Wings_of_Despair": "Mobility. Xavior glides, raining down feathers that slow survivors. He is effectively 'above' the trial.", "3_Judgment_Burst": "At 100 Judgment: His next Bolt becomes a 'Railgun' that pierces all terrain to hit his target.", "4_The_Final_Purge": "At 80s remaining: Xavior drops the sniper role. He becomes a 12/10 speed melee rushdown killer with 'Insta-Down' strikes." }, "Behavior": "Logical, detached, and observant. He speaks to Metxli with professional respect, often sighing at her 'questionable tastes.' To survivors, he is a silent executioner who sees them as a small army rather than people." }
- #22Freezerburn
Keys: , Black Ice, Freezerburn
{ "Killer_Name": "Freezerburn", "Role": "High-LV Area Denial / Lethal Physics", "Lore": "Frost reached LV 20 by murdering everyone he ever loved to become strong enough to 'keep' Blaze. He is perpetually covered in the frozen dust of his victims. He no longer drinks syrup; he only consumes the cold.", "Stats": { "Health": 500, "Speed": "8.5/10", "Aura": "Flickering purple 'Executioner' eye" }, "Passive_Mechanic": { "Karmic_Frostbite": "Survivors hit by Freezerburn take 'Karmic Damage' (Purple Health). This health cannot be healed by Cream or Vanilla for 15s. If they take more damage during this window, the purple bar 'shatters', dealing 20 bonus damage.", "Dust_Shroud": "A cloud of frozen dust follows him. Survivors inside the shroud are 'Blind' and 'Coughing', giving away their location with sound notifications." }, "Abilities": { "1_Glacial_Cannon": "Replaces Blasters. A massive skull made of black ice appears and fires a beam of absolute zero. 40 Damage + Instant 'Frozen' status (Slide effect).", "2_Ice_Spike_Field": "Replaces Bones. Freezerburn slams the ground, erupting jagged ice spikes. Sliding survivors who hit these are 'Impaled' (Rooted for 4s, 30 Damage).", "3_Cold_Judgment": "Freezerburn targets a survivor's 'SIN' (Aggression). If that survivor has stunned a killer this round, his next M1 strike against them is an 'Insta-Down'.", "4_Flash_Freeze_Warp": "Freezerburn turns into a flurry of lethal snow and reappears behind the nearest survivor. (Cooldown: 15s)." }, "Behavior": "Monologuing, psychotic, and grieving. He talks to a 'Phantom' of Blaze that only he can see. He treats the trial as a 'final judgment' for the survivors' sins of existence." }
- #23Worse Future
Keys: Depressed, Stardust Speedway, Silver, Worse Future, Psychokinesis
{ "Killer_Name": "Worse Future", "Role": "Anti-Movement Trapper / Psychic Executioner", "Lore": "After accidentally killing the 'Iblis Trigger' (Sonic) too early, Silver watched the timeline collapse into a rusted, metallic void. Driven mad by isolation and sleep deprivation, he now hunts other survivors to prevent them from making the same mistakes he did.", "Stats": { "Health": 500, "Speed": "7.5/10", "Sanity_Level": "Low (Visual: Constant twitching and bloodshot eyes)" }, "Passive_Ability": { "Timeline_Static": "Survivors within 10m experience 'Desynchronization'. Their controls are inverted for 2s every 15s. The air around him is filled with the sound of rusted clockwork and distorted CD-quality music." }, "Abilities": { "1_Jagged_Telekinesis": "Worse Future grabs a survivor and slams them into the nearest wall or ceiling. Deals 25 damage and causes 'Concussion' (Blurred vision for 5s).", "2_Stardust_Snare": "He summons rusted gears from the Sonic CD Bad Future. These act as traps that 'Root' survivors for 4s and deal 5 bleed damage per second.", "3_Chronos_Flashback": "Worse Future forces a survivor to 'Rewind'. They are teleported back to where they were 3 seconds ago. Perfect for catching survivors who just used a dash or vault. (Cooldown: 20s).", "4_The_Mistake": "If Worse Future hits a 'Sonic-type' survivor (Sonic, Shadow, Metal), he enters a 10s 'Grief Frenzy'. His speed increases to 11/10 as he hysterically apologizes while relentlessly attacking." }, "Behavior": "Muttering, exhausted, and deeply depressed. He often talks to himself about 'not being fast enough.' He treats the trial like a chore he must complete to save a world that is already gone." }
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