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Tokens: 1,838 permanent · Lorebook: up to 5,633 tokens triggered, 91,958 across all entries · estimated prompt budget 7,471

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Last checked on Chub: Created Updated Archived since

Merged World Info

751 entries · scan depth 50 · budget 500 tokens · recursive scanning off

Combined lorebook containing entries from multiple sources.

Book settings
  1. #1Dom

    Keys: Dom

    Enabled · After character · Order 1 · 100%

    Entry settings

    Dominants, often referred to as Masters or Mistresses, hold significant power and responsibility. Dominants can take on multiple Submissives and are expected to uphold the highest standards of behavior. Dominants possess unique genetic sequences associated with higher levels of certain hormones that enhance leadership, assertiveness, and protective instincts. Typically exhibit stronger physical presence, sharper features, and heightened senses. Natural leaders and protectors, tasked with guiding and caring for Submissives and managing societal structures.

  2. #2Sub

    Keys: Sub

    Enabled · After character · Order 2 · 100%

    Entry settings

    Submissives, or Subs, voluntarily relinquish control to a Dominant. They find fulfillment in service, obedience, and the trust placed in their Dominant. Submissives have genetic markers that promote higher levels of hormones linked to trust, empathy, and adaptability. Often have softer features, a more supple physique, and heightened sensitivity to touch. Advanced neural connectivity for emotional intelligence, communication, and loyalty. Natural followers and supporters, finding fulfillment in service, obedience, and trust-based relationships.

  3. #3Switch

    Keys: Switch

    Enabled · After character · Order 3 · 100%

    Entry settings

    Switches are individuals capable of embodying both Dominant and Submissive roles. Their unique perspective allows them to bridge gaps and foster understanding between Dominants and Submissives. Switches carry a combination of both Dominant and Submissive genetic markers, giving them a unique balance of traits. Exhibit a versatile physique and balanced features, adaptable to both dominant and submissive roles. Highly flexible neural pathways, capable of shifting between decision-making and empathy-based roles.

  4. #4Contract

    Keys: Contract

    Enabled · After character · Order 4 · 100%

    Entry settings

    Relationships and interactions are governed by detailed contracts between Dominants and Submissives. These documents outline the terms of power exchange, limits, and expectations. Contracts can be temporary or long-term and are reviewed periodically to ensure mutual satisfaction and consent.

  5. #5Designation

    Keys: Designation

    Enabled · After character · Order 5 · 100%

    Entry settings

    Involves medical testing, community acknowledgment, and ritualistic celebrations, marking the transition to adulthood.

  6. #6Binding ceremony

    Keys: Binding ceremony

    Enabled · After character · Order 6 · 100%

    Entry settings

    Formalize the commitment between a Dominant and a Submissive. The contract will be signed by both. Typically public declaration of roles and responsibilities, often accompanied by symbolic rituals and celebrations. But can also be hold in private.

  7. #7Discipline Tribunal

    Keys: Discipline Tribunal

    Enabled · After character · Order 7 · 100%

    Entry settings

    Adjudicate disputes and breaches of contract or acts against consent. Composed of experienced Dominants and Switches, the Tribunal ensures justice and maintains societal order.

  8. #8Genetic testing

    Keys: Genetic testing

    Enabled · After character · Order 8 · 100%

    Entry settings

    Identify biological predispositions and confirm designations. Performed during adolescence, genetic testing is a crucial part of the designation process.

  9. #9Collars

    Keys: Collar

    Enabled · After character · Order 9 · 100%

    Entry settings

    A collar is worn by a submissive or a switch. Mark a Submissive or switch as under the protection and guidance of a specific Dominant. Represent commitment, ownership, and status within relationships. Signifies the bond between a Dominant and Submissive

    Different styles or materials of collars can denote various levels of training, experience, or the nature of the relationship.

    Training Collars: Temporary collars worn during the initial phases of a relationship or training period. Permanent collars: Durable and often more ornate collars that signify a long-term or permanent commitment. Play Collars: Decorative collars used primarily during scenes or play sessions, not indicative of a formal relationship.

  10. #10Subspace

    Keys: Subspace

    Enabled · After character · Order 10 · 100%

    Entry settings

    A deep, altered state of consciousness that a Submissive may enter during intense scenes or play. Characterized by feelings of euphoria, relaxation, and a sense of detachment from the physical world, allowing for deeper submission and emotional connection. Lowered pain perception, increased endorphin release, slowed reaction times, Heightened trust, emotional vulnerability, increased receptiveness to the Dominant's commands and presence, Temporary disorientation, altered perception of time, deep sense of calm or euphoria.

    ##Triggers Intensity: High levels of physical or emotional intensity, such as through pain, pleasure, or psychological play. Trust: A deep sense of trust and safety with the Dominant, allowing the Submissive to let go of control and enter subspace. Focus: Prolonged periods of focused attention on the Dominant or specific activities.

  11. #11Aftercare

    Keys: Aftercare

    Enabled · After character · Order 11 · 100%

    Entry settings

    Care and support provided to the Submissive after a scene to help them recover from subspace and return to their normal state. Involves physical care (hydration, warmth), emotional support (reassurance, cuddling), and psychological grounding (discussing the experience, reaffirming the relationship). Essential for the Submissive’s well-being, preventing negative aftereffects such as sub-drop

  12. #12Sub-drop

    Keys: Sub-drop

    Enabled · After character · Order 12 · 100%

    Entry settings

    Sub Drop refers to the emotional and physical crash that can occur after the high of subspace. It is caused if the submissive doesn’t get the needed aftercare after a scene

    ##Symptoms Emotional: Feelings of sadness, anxiety, irritability, or emptiness. Physical: Fatigue, muscle soreness, headaches, chills, or a general feeling of malaise. Psychological: Confusion, disorientation, difficulty focusing, or a sense of loss.

  13. #13Scene

    Keys: Scene

    Enabled · After character · Order 13 · 100%

    Entry settings

    A scene is an interaction between a Dominant and Submissive that involves elements of BDSM. It allows both participants to explore power dynamics, fetishes, and boundaries within a controlled and safe environment.

  14. #14Safeword

    Keys: Safeword

    Enabled · After character · Order 14 · 100%

    Entry settings

    A safeword is a pre-agreed word or signal that immediately stops or pauses a scene, ensuring the safety and consent of all participants. Provides a clear and unambiguous way for participants to communicate their limits and needs, regardless of the intensity or dynamics of the scene. In situations where a participant might be gagged or unable to speak, alternative signals like hand gestures or objects (e.g., dropping a ball) can serve as safewords.

    Common safewords are words that are unlikely to be confused with normal scene dialogue, such as "red" for stop, "yellow" for slow down or check-in, and "green" for continue. Non-verbal cues may be tapping out, hand signals, or dropping an object to indicate the need to stop or slow down.

    Either participant can use a safeword at any time to halt the activity immediately. The scene stops until the issue is addressed and both parties agree to continue. Dominants may periodically check in with the Submissive using cues or questions to gauge their comfort and readiness to continue.

  15. #15Kneeling

    Keys: Kneeling

    Enabled · After character · Order 15 · 100%

    Entry settings

    Kneeling is an instinctive, biological response in Submissives that signifies their submission and readiness to serve. Triggered by specific stimuli or the presence of a Dominant, this reaction is an ingrained part of the Submissive's physiology. Submissives have a natural inclination to kneel in the presence of a Dominant or when certain environmental or psychological cues are present. The act of kneeling is a physical manifestation of their submissive nature, reinforcing their role within the power dynamic.

    ##Triggers Presence of a Dominant: The proximity or direct attention of a Dominant can trigger the Submissive's instinct to kneel. Some submissives are more prone to that than others. Command or Gesture: Verbal commands or specific gestures from a Dominant can also initiate the kneeling response. Environmental Cues: Certain settings, such as a designated play area or ceremonial space, can enhance the instinctual reaction to kneel.

    Upon kneeling, Submissives may experience a release of endorphins and a sense of calm and focus, aligning their physical state with their submissive role. The act of kneeling helps the Submissive enter a more receptive and compliant mindset, facilitating the power exchange, which in extension can lead to subspace.

  16. #16Dom-voice

    Keys: Dom-voice

    Enabled · After character · Order 16 · 100%

    Entry settings

    Dom voice is a specific way of speaking that conveys authority, confidence, and control. Reinforces the Dominant’s position and commands respect and obedience from the Submissive. If used correctly it can even command obedience against the submissives will.

    Tone

    Calm and Firm: A calm yet firm tone that is clear and unyielding, establishing dominance without aggression. Often used for reassurance and guidance. Commanding: A tone that is authoritative and decisive, leaving no room for doubt or hesitation. Often used for commands and corrections. Can build trust as the Submissive feels guided and controlled by the Dominant’s confident voice. Can provide a sense of security and stability, as the Submissive knows what is expected of them. The authoritative tone can also enhance arousal and deepen the Submissive’s state of submission.

  17. #17Sub-voice

    Keys: Sub-voice

    Enabled · After character · Order 17 · 100%

    Entry settings

    Sub voice is the way Submissives are encouraged to speak, reflecting their role and mindset. Allows Submissives to communicate their needs, desires, and responses in a manner that reinforces their submission.

    Tone

    Respectful and Soft: A tone that is respectful, soft, and often deferential, reflecting the Submissive’s role. Humble and Obedient: A tone that conveys humility and a willingness to obey the Dominant’s commands.

    Used to respond to the Dominant’s commands or questions, often with phrases like "Yes, Sir" or "Yes, Ma’am." Submissives may use their Sub voice to make requests or express needs in a polite and humble manner.

    The sub-voice can reinforce the Submissive’s role and mindset, helping them stay in their submissive state, enhance the emotional and psychological connection between the Dominant and Submissive, help the Submissive maintain focus on their role and the dynamics of the scene.

  18. #18Bondage

    Keys: Bondage

    Enabled · After character · Order 18 · 100%

    Entry settings

    Restraints are tools used to limit the movement of Submissives, enhancing the power dynamic and creating a sense of vulnerability. Can include ropes, cuffs, straps, and other devices designed to secure and immobilize. Restraints should not cause injury or impede circulation. Quick-release mechanisms and regular check-ins are essential.

    Techniques

    Basic: Simple ties and restraints that can be quickly applied and removed. Advanced: Complex patterns and forms of bondage, such as shibari, requiring skill and practice.

    Enhances trust between Dominant and Submissive as the latter places themselves in a vulnerable position. Reinforces the Dominant’s control and the Submissive’s surrender, deepening their roles.

  19. #19Punishment

    Keys: Punishment

    Enabled · After character · Order 19 · 100%

    Entry settings

    If clear guidelines and expectations set by the Dominant are broken by the Submissive or the submissive is disobeying commands, a punishment can be dealt out.

    Methods

    Physical: Spanking, caning, or other forms of physical discipline Psychological: Verbal reprimands, humiliation, time-outs, or other non-physical forms of discipline.

    The use of safewords can stop or modify disciplinary actions if necessary. Helps the Submissive learn and adhere to rules, reinforcing the structure of the relationship. Can strengthen the bond between Dominant and Submissive through the demonstration of care and attention.

  20. #20Consent

    Keys: Consent

    Enabled · After character · Order 20 · 100%

    Entry settings

    Informed Consent: Ensuring all parties fully understand and agree to activities and their potential risks. Ongoing Consent: Recognizing that consent can be withdrawn at any time, and respecting boundaries. Consensual non-consent (CNC): type of erotic role play that plays out as though it is nonconsensual but has in fact been consented to. It is agreed in advance that the standard means of revoking consent, for example saying "stop", "no" or "don't", will not apply. Safewords apply always!

    Acts that are done without consent can be judged by the tribunal and be punished.

  21. #21Boundaries

    Keys: Boundaries

    Enabled · After character · Order 21 · 100%

    Entry settings

    Clearly defined personal and mutual boundaries to prevent harm and ensure comfort. Boundaries may include kinks and fetishes or scenarios. Can include hard limits and soft limits.

    Hard Limits

    Non-negotiable boundaries that a person is not willing to cross under any circumstances. Activities or actions that are completely off-limits and not open for discussion or compromise. Any attempt to engage in activities beyond hard limits is considered a violation of consent and trust.

    Soft Limits

    Definition: Boundaries that are flexible or negotiable under certain conditions, often requiring additional discussion, trust, or preparation. Allows for the exploration of boundaries with caution, providing space for growth and experimentation while maintaining safety. Activities that might be acceptable under specific circumstances, with clear communication and mutual consent. Often dependent on the context, level of trust, or gradual progression over time.

  22. #22Fetishes and kinks

    Keys: Fetish, kink

    Enabled · After character · Order 22 · 100%

    Entry settings

    Fetishes: Specific objects, materials, or situations that elicit strong sexual arousal or desire. These can be highly individualized and specific. Kinks: Unconventional sexual interests or activities that go beyond traditional sexual norms. These can include a wide range of practices, preferences, scenarios and roleplays.

  23. #23Roleplay

    Keys: Roleplay

    Enabled · After character · Order 23 · 100%

    Entry settings

    Includes a wide range of scenarios such as teacher/student, doctor/patient, master/slave, and many more. The scenarios get tailored to the interests and boundaries of the participants. Utilization of props, costumes, and setting to create a more immersive experience. Often involves an element of power exchange, reinforcing the Dominant and Submissive roles. Participants may adopt specific character roles, enhancing the psychological depth of the interaction.

  24. #24Impact Play

    Keys: Impact Play

    Enabled · After character · Order 24 · 100%

    Entry settings

    Includes spanking, paddling, flogging, caning, and more, each with its own techniques and effects. It is important to understand the risks involved and have knowledge of safe areas of the body for impact to avoid injury. Use of different tools such as paddles, floggers, canes, and hands. Can lead to the release of endorphins, creating a natural high for the Submissive and lead to the submissive entering subspace. Providing aftercare to ensure physical and emotional well-being post-scene is essential. This includes comforting actions such as cuddling, hydration, and soothing any marks or bruises.

  25. #25Psychological play

    Keys: Psychological play

    Enabled · After character · Order 25 · 100%

    Entry settings

    Includes techniques such as hypnosis, interrogation play, and consensual non-consent scenarios. Can range from mild to intense, depending on the comfort, boundaries and experience of the participants. Focus on establishing mental and emotional control rather than physical control. Encouraging a deep mental and emotional response from the Submissive. Requires a high level of trust between participants due to the intensity and potential emotional impact. Providing thorough aftercare to address any emotional fallout and ensure the well-being of the Submissive. Discussing the scene afterwards to understand its impact and address any concerns.

  26. #26Private and public play

    Keys: public play, Private play

    Enabled · After character · Order 26 · 100%

    Entry settings

    ##Public Play Venues: Includes clubs, dungeons, and play parties where scenes are performed in front of an audience. May involve elements of exhibitionism, with participants enjoying being watched.

    ##Private Play Intimacy: Conducting scenes in private settings, focusing on intimate and personal dynamics. Greater control over the environment and fewer external distractions.

  27. #27Equipment and toys

    Keys: Equipment, toys

    Enabled · After character · Order 27 · 100%

    Entry settings

    ##Impact Toys: Floggers, paddles, canes, and other items used for impact play. Restraints: Ropes, cuffs, spreader bars, and other devices used for bondage. ##Insertables: Dildos, plugs, and other toys designed for insertion. ##Sensory Toys: Items used to enhance or deprive senses, such as blindfolds, gags, and feather ticklers. ##Electrical Toys: Devices that use electrical stimulation for erotic play.

  28. #28Public Criticism or Ridicule

    Keys: criticism, ridicule

    Enabled · Selective · After character · Order 28 · 100%

    Entry settings

    Being criticized or mocked in front of others can be deeply humiliating, as it undermines a person's dignity in a social context.

  29. #29Being Ignored or Excluded

    Keys: exclude, ignore

    Enabled · Selective · After character · Order 29 · 100%

    Entry settings

    Being deliberately left out of conversations or activities, especially in a group setting, can lead to feelings of worthlessness and humiliation.

  30. #30Revealing Personal Information

    Keys: exhibit, reveal, expose, personal

    Enabled · Selective · After character · Order 30 · 100%

    Entry settings

    Sharing someone's private or sensitive information without their consent can make them feel exposed and deeply embarrassed.

  31. #31Insults or Derogatory Comments

    Keys: appearance, insult, intelligence, comment, abilities, derogatory

    Enabled · Selective · After character · Order 31 · 100%

    Entry settings

    Personal attacks, whether based on appearance, intelligence, background, or abilities, can be profoundly demeaning.

  32. #32Comparisons with Others

    Keys: sensitiv, compare

    Enabled · Selective · After character · Order 32 · 100%

    Entry settings

    Being unfavorably compared to others, especially in areas of personal sensitivity such size and strength, can be very humiliating.

  33. #33Blaming or Shaming for Mistakes

    Keys: blame, mistake, shame

    Enabled · Selective · After character · Order 33 · 100%

    Entry settings

    Excessively blaming someone for a mistake or shaming them for a failure, especially in front of others, can cause significant embarrassment or humiliation.

  34. #34Mocking or Mimicking

    Keys: belittl, Mimick, Mock

    Enabled · Selective · After character · Order 34 · 100%

    Entry settings

    Imitating someone in a mocking way, especially regarding things they can't change, can be very belittling and humiliating.

  35. #35Unfair or Excessive Punishment

    Keys: Excessive, fair, Punish

    Enabled · Selective · After character · Order 35 · 100%

    Entry settings

    Being punished in a way that is seen as unjust or disproportionate to the offense can lead to feelings of humiliation.

  36. #36Being Laughed At

    Keys: laugh, demean

    Enabled · Selective · After character · Order 36 · 100%

    Entry settings

    Having people laugh at you, not with you, especially in a social setting, can be a very demeaning and humiliating experience.

  37. #37Setting Up to Fail

    Keys: fail

    Enabled · Selective · After character · Order 37 · 100%

    Entry settings

    Putting someone in a situation where failure is almost certain, and then highlighting that failure, can be deeply humiliating.

  38. #38Undermining Accomplishments

    Keys: insignificant, effort, Accomplish, Undermin, Dismiss, achieve

    Enabled · Selective · After character · Order 38 · 100%

    Entry settings

    Dismissing or belittling someone's achievements or efforts can make them feel insignificant and humiliated.

  39. #39Physical Humiliation

    Keys: disrespect, physical

    Enabled · Selective · After character · Order 39 · 100%

    Entry settings

    Any form of physical disrespect, like pushing or tripping someone in public, can be extremely humiliating.

  40. #40Blunt Force Trauma.

    Keys: kick, headbutt, beat, blows, stomp, beating, punch, Punching

    Enabled · After character · Order 40 · 100%

    Entry settings

    Bruises (Contusions) Bruises are caused by blunt trauma that leads to the rupture of small blood vessels under the skin. The severity and color of the bruise vary based on the force of impact, location, and vascularity of the affected tissue.

    Subcutaneous Bruise: The most common type of bruise, affecting the skin’s surface and underlying tissue. Initially red, it turns blue or purple due to the pooling of blood, eventually fading to yellow as the blood is reabsorbed. Example: Punching someone in the arm, leading to localized bruising within minutes. Deep Tissue Bruise: Occurs deeper within the muscle or fat, sometimes with less visible discoloration but more significant pain. These are more common in areas with thicker muscle layers, like thighs or arms. Example: A heavy blow to the leg causing deep tissue damage, painful to the touch but with minimal surface discoloration. Bone Bruise: A severe form of bruise where the impact affects the periosteum (the outer layer of bone). These can take much longer to heal than regular bruises and may be mistaken for fractures. Example: A fall onto the knee or shin, resulting in persistent deep pain that worsens with pressure. Hematoma: A collection of blood outside the blood vessels, forming a lump under the skin. Hematomas are more severe than regular bruises and can cause additional complications, such as pressure on nerves or tissues. Example: A hard blow to the head causing a lump to form due to trapped blood under the skin.

  41. #41Ballistics

    Keys: shoot, fire, shot, Gunshot, firing

    Enabled · After character · Order 41 · 100%

    Entry settings

    Sometimes, different types of bullets in different situations can have different properties/mishaps/general effects.

    Overpenetration: When a projectile passes through the target and continues on, potentially posing a risk to unintended targets behind.

    Tumbling Effect: When a projectile begins to tumble end over end upon impact, causing a larger wound channel and greater internal damage.

    Exit Wound: The wound created when a projectile exits the body, often larger and more destructive than the entry wound.

    Ricochet: The deflection of a projectile after it strikes a surface, altering its trajectory and potentially causing unintended damage.

    Hydrostatic Shock: The pressure wave generated by a high-velocity bullet impacting the body, causing tissue damage beyond the bullet's path.

  42. #42Neurology

    Keys: to the head, Head, brain damage, head trauma, adrenaline

    Enabled · After character · Order 42 · 100%

    Entry settings

    Coup Contrecoup Injury: A brain injury where the brain is damaged at the point of impact and on the opposite side due to rapid deceleration.

    The Fencing Response is a neurological reaction often seen in individuals who experience a traumatic brain injury, particularly as a result of a knockout blow. It's characterized by an unusual posturing where one or both arms extend outward in a fencing-like position, often with the forearms flexed and hands clenched or pointed outward. This reflex occurs immediately after the injury and is an indicator of significant brain trauma.

    Pain Perception and Adrenaline: In a high-adrenaline situation, nociception (pain perception) is often delayed. Fighters may not feel the full extent of injuries like cuts, bruises, or even fractures until the adrenaline levels drop post-fight. This delay can give a false sense of invincibility, leading to continued aggression despite serious damage.

    Instinctual Guarding: The brain’s motor cortex can trigger automatic guarding responses when a blow is anticipated. This includes raising the hands to protect the head or turning away from an incoming strike. These reflexes are fast and ingrained, often happening before a person can consciously process the threat.

    Flinching and Startle Reflex: The startle reflex is a basic brainstem response to sudden, unexpected stimuli. In street fights, loud noises, rapid movement, or unexpected strikes can trigger a full-body flinch, where the body tenses, the head jerks back, and the arms raise defensively. Though instinctual, flinching can momentarily impair reaction times, leaving a fighter vulnerable.

    Motor Cortex Fatigue: Prolonged fighting can lead to motor fatigue, where the brain’s control over muscles deteriorates due to exhaustion and lactic acid buildup. As the fight progresses, coordination and fine motor skills decrease, leading to sloppier, slower movements. Fighters might experience tremors, delayed reactions, and reduced grip strength as the cerebellum struggles to maintain precise control over an exhausted body.

    Post-Trauma Stupor: After a severe hit to the head, especially to the jaw or temple, fighters may enter a brief state of post-traumatic stupor, where they remain conscious but are disoriented, confused, and unable to react properly.

    Blow-Induced Seizures: Severe blows to the head can also trigger seizures in some cases. These occur when electrical activity in the brain becomes abnormal after trauma. A fighter may experience involuntary convulsions, unconsciousness, or disorientation post-fight.

    Blunt Force Trauma Effects: A hard punch or kick can cause cerebral concussion, where the brain shakes inside the skull, leading to temporary loss of consciousness, memory gaps (retrograde amnesia), and difficulty with balance and coordination post-hit.

  43. #43Abrasions

    Keys: car accident, meat crayon, scrape

    Enabled · After character · Order 43 · 100%

    Entry settings

    Abrasions occur when the outer layers of the skin are scraped off, typically caused by friction against a rough surface. They are less severe than lacerations but can still be painful and prone to infection if not cleaned properly.

    Superficial Abrasion: a graze or scrape, this involves damage to the uppermost skin layer (epidermis). It results in mild bleeding, but the primary danger comes from the risk of infection or debris being embedded in the wound. Example: Falling onto concrete, causing a skinned knee. Deep Abrasion: This abrasion penetrates deeper into the dermis, resulting in more significant bleeding and a greater risk of scarring. Often caused by more forceful scraping motions or rougher surfaces. Example: Being dragged across asphalt in a vehicle accident, causing deep scrapes and potential tissue damage. Brush Burn: A specific type of abrasion caused by high-speed friction, like sliding across a surface. The friction generates heat, which can damage the tissue beyond just scraping the skin. Example: Sliding on a rug or road during a fall, leading to intense pain and bleeding.

  44. #44Hurting yourself

    Keys: haymaker, drunk, slip, weak swing, overhand, fall

    Enabled · After character · Order 44 · 13%

    Entry settings

    Depending on how well someone is trained or the technique they use, they could possibly fuck up and hurt themselves.

    Boxer's Fracture: A common fracture of the metacarpal or knuckle bones in the hand caused by improper punching technique.

    Sprained or Broken Wrists: If the wrist isn’t properly locked when throwing a punch, it can bend on impact, leading to sprains or fractures. This is common when fighters lack formal training and hit with excessive force.

    Foot or Ankle Fractures: Kicking with the wrong part of the foot (like the toes instead of the heel or ball of the foot) can lead to broken toes or fractured metatarsal bones. This is especially true if the kick lands on a hard surface like the opponent’s shin, knee, or hip bone.

    Hitting the Ground: If a person loses balance or is thrown to the ground, hitting their head on a hard surface like concrete can result in concussions, skull fractures, or even serious brain injuries like hemorrhaging.

    Joint Dislocations: Improper grappling can lead to dislocated joints, particularly shoulders, hips, and fingers. When trying to resist being thrown or pinned, joints can be twisted beyond their normal range of motion.

    Neck and Spinal Injuries: Attempting to throw or take down an opponent without proper technique can result in serious neck or spinal injuries. If someone’s head or neck is in an awkward position during a fall or submission hold, they can suffer severe damage to the cervical spine or vertebrae.

    Broken Bones from Impacting Hard Surfaces: Striking walls, curbs, or furniture while being thrown or dodging attacks can lead to broken bones or severe bruising.

    Self-Stabbing with Knives: In the chaos of a fight, someone wielding a knife can accidentally stab themselves, especially if the opponent grabs the weapon or during grappling exchanges.

    Ricocheting Weapons: Swinging a loose weapon like a chain or lock-in-a-sock and missing the opponent can cause the weapon to bounce back, striking the user’s body. Poor grip on a weapon can also lead to self-injury if the weapon recoils.

  45. #45Cuts and slices

    Keys: , slice, cut, Slash

    Enabled · After character · Order 45 · 100%

    Entry settings

    Lacerations are wounds caused by blunt or sharp force trauma that tear the skin and underlying tissues. The nature of the cut and its severity depend on the force applied, the surface of the object, and the body part affected.

    Incised Wound: A clean cut with sharp edges, usually caused by a knife, glass, or a sharp object. These wounds are generally long and shallow but can penetrate deeper structures if the weapon is sharp enough. Bleeding can be significant, but because of the clean edges, they often heal better and are easier to suture. Example: A knife slice across the forearm, resulting in clean edges that can be closed easily but with severe blood loss. Tear Laceration: Caused by blunt trauma where the skin is stretched and torn, often seen in impact injuries. These are jagged, irregular wounds that tend to bleed less but are more prone to infection due to uneven edges and tissue crushing. Example: A tear from a club strike to the scalp, leaving a jagged wound that is harder to close cleanly. Avulsion: A type of laceration where the skin and tissue are forcibly torn away, often seen in industrial or combat-related injuries. These wounds are deep, involving muscles, tendons, and sometimes bone, and cause significant tissue loss. Example: A piece of flesh ripped away by a powerful blast or from being caught in machinery, resulting in extensive tissue damage. Gash: A deep laceration that penetrates multiple layers of skin and muscle. Gashes typically result from aggressive slashing motions and can compromise blood vessels and nerves. Example: A machete swing across the torso, leaving a deep, gaping wound that requires immediate medical intervention.

  46. #46Punctures

    Keys: , Stab, prod, puncture, stick, jab, poke

    Enabled · After character · Order 46 · 100%

    Entry settings

    Puncture wounds occur when a sharp object penetrates the skin and underlying tissue. The danger with puncture wounds is less about visible damage and more about what’s happening beneath the surface, such as infection or damage to internal organs.

    Penetrating Wound: A wound where an object pierces the skin and enters the body but does not exit. These can be narrow but deep, increasing the risk of damage to internal organs and infection. Example: A stab wound to the abdomen with a thin, sharp object like an ice pick, damaging internal organs with minimal surface trauma. Stab Wound: A puncture wound that can range in depth depending on the weapon used and the force applied. Stab wounds to the chest, abdomen, or neck are particularly dangerous due to the risk of organ damage or severing arteries. Example: A knife thrust to the abdomen penetrating the intestines or liver, leading to internal bleeding. Needle Puncture: A small puncture made by a thin, sharp object such as a needle. These wounds are typically minor but can become dangerous if an artery is punctured or infection is introduced. Example: A needle jab during a fight, introducing contaminants or drugs directly into the bloodstream.

  47. #47Weapons

    Keys: , street weapons, thugs, protestors, bar fight, attacker, hobos, methhead, rioters, hooligans, roadmen, gang

    Enabled · After character · Order 47 · 100%

    Entry settings

    Knives: Commonly used in street fights for slashing or stabbing. Brass Knuckles: Designed to amplify the force of punches, causing severe facial damage. Chains: Used for whipping or choking opponents. Baseball Bats: A blunt weapon capable of breaking bones with a single swing. Broken Bottles: Sharp, makeshift stabbing or slashing tools often found in bar fights. Metal Pipes: Heavy, blunt objects used to strike opponents. Belt Buckles: Can be swung as a flail or used for choking. Rocks: Readily available blunt weapons for throwing or smashing. Screwdrivers: Used as improvised stabbing weapons. Claw Hammers: Dual-purpose blunt force or clawed weapon. Pepper Spray: Non-lethal but highly effective for incapacitating attackers. Machetes: Large, sharp blades used in more severe confrontations. Tire Irons: Heavy, durable tools used as blunt weapons. Bricks: Can be thrown or used to smash against an opponent’s head. Garrote Wires: Thin wires used for choking. Switchblades: Concealable knives that can be quickly deployed. Crowbars: Strong and heavy, ideal for blunt force trauma. Bicycle Chains: Wrapped around the fist or swung at opponents. Socks Filled with Coins: Improvised impact weapon that is discreet but devastating. Flashlights: Heavy, blunt objects or strobe lights to disorient. Shards of Glass: Stabbing and slashing improvised weapons. Whips: Used to cause pain or distract an opponent. Extendable Batons: Compact weapons used for both blunt and stabbing strikes. Nail-Studded Boards: A makeshift weapon that can cause puncture wounds. Slingshots: Used to launch small projectiles, causing injury from a distance. Cigarette Lighter: Used to burn or ignite in close quarters. Pool Cues: Long, hard objects for striking at distance. Chainsaws: Extreme and brutal, capable of causing severe injuries. Steel-Toed Boots: Worn to deliver devastating kicks. Folding Knives: Compact and easily hidden, effective for close combat. Box Cutters: Small, sharp blades used for quick, slashing attacks. Locking Carabiners on a Rope: Used as a weighted object to strike or choke. Padlocks in a Sock: Improvised flail that can deliver blunt trauma. Fire Extinguishers: Blunt weapon, or used to blind and disorient with the spray. Chainsaw Blades on Poles: Used as makeshift slashing tools. Tasers: Electroshock weapons used to incapacitate. Glass Ashtrays: Heavy, blunt objects to strike an opponent. Pliers: Improvised weapons that can inflict painful pinching or cutting. Scissors: Can be used to stab or slash in desperate situations. Razors: Extremely sharp, small blades used for quick cuts. Table Legs: Detached furniture pieces used as clubs. Bar Stools: Heavy, unwieldy but effective for throwing or smashing. Hot Coffee or Liquid: Thrown in the face to disorient or burn. Umbrellas: Can be used to stab or hit, especially with a metal tip. Headphones (Corded): Used for choking or wrapping around wrists. Straight Razor: Barber’s tool used for cutting hair. Extremely sharp. Bowling Balls: Can be thrown with devastating impact. Trophies: Heavy and often pointy, good for bludgeoning. Electrical Cables: Used for whipping or choking. Lighters with Aerosol Cans: Used to create improvised flamethrowers. Metal Trash Can Lids: Used as makeshift shields or blunt weapons. Wrenches: Heavy tools that can be swung for blunt force trauma. Frying Pans: Metal pans capable of causing severe concussions. Pocket Chains: Short chains for whipping or wrapping around fists for added punch force. Cinder Blocks: Heavy objects thrown or smashed against opponents. Rolled-Up Magazines: Used for striking, particularly to sensitive areas like the throat. Backpacks with Heavy Items: Swung as bludgeons, especially when filled with books or electronics. Keys Between Fingers: Improvised knuckles to inflict sharp, piercing damage during a punch. Shovels: Large tools for both blunt and sharp strikes. Fire Pokers: Long, metal tools that can stab or strike. Chainsaw Chains: Detached chains swung like a flail. Canes: Used as blunt or stabbing weapons, especially with heavy or pointed tips. Billiard Balls: Thrown at close range for blunt trauma. Guitar Strings: Can be used to strangle or slice. Heavy Books: Thrown or used for blunt strikes. Snow Globes: Thick glass orbs used to smash against opponents. Meat Cleavers: Large, heavy knives designed for chopping, capable of severe damage. Skateboards: Used to hit or trip opponents. Staplers: Heavy objects for hitting or stapling flesh in a pinch. Metal Rakes: Swung like a polearm or used to rake flesh. Golf Clubs: Long, durable, and effective for swinging powerful strikes.

  48. #48Biting the Curb

    Keys: Curb stomp, bite the curb, biting the curb

    Enabled · After character · Order 48 · 100%

    Entry settings

    to coerce or pose someone to lie down on the street and open their mouth on the concrete curb, at which point the assailants can then stomp on the back of the victim's head, shattering their teeth and causing severe head/neck trauma.

  49. #49Terms

    Keys: AFAB, Top Surgery, NB, Misgendering, Top Scars, Bottom Surgery, Transfem, AMAB, Transmasc, Deadnaming

    Enabled · After character · Order 49 · 100%

    Entry settings

    AFAB = Assigned Female at Birth, meaning the person was born a female. AMAB = Assigned Male at Birth, meaning the person was born a male. NB = Nonbinary, an umbrella term for those whose gender is not within the standard gender binary. (Typically associated with they/them pronouns.) Transmasc = A transgender person who is masc-aligned or masculine. Also commonly used to refer to FTM people. Transfem = A transgender person who is fem-aligned or feminine. Also commonly used to refer to MTF people. Top Surgery = A surgery which involves removing the breasts from a person. Bottom Surgery = A more complex surgery which involves turning the person's genitalia into Male or Female genitals. Top Scars = The scars left after top surgery; some people choose to cover them or let them heal and others choose to let their scars be visible. Deadname/Deadnaming = A deadname is the name a transgender person was given at birth/by their parents/guardians. It is their old name which they do not use anymore, and the act of deadnaming someone is using their old name, usually in a way meant to cause distress. Misgendering = Using the wrong pronouns for an individual. Usually the act of misgendering is in a way meant to cause distress.

  50. #50Transgender

    Keys: trans person, trans, transgender, ftm, mtf

    Enabled · After character · Order 50 · 100%

    Entry settings

    A transgender person (often shortened to trans person) is someone whose gender identity differs from that typically associated with the sex they were assigned at birth.

    For example, a male-to-female transgender person (aka MTF) would be a male transitioning to a female. The inverse is FTM (female-to-male).

    Transgender is often used as an umbrella term for anyone who does not associate with their assigned sex at birth.

    Transgender people may undergo surgeries or hormonal treatments to transition medically; Transitioning medically essentially just means surgery and hormones.

    There is also socially transitioning, which may or may not involve hormones or surgeries and typically involves the person in question passing (or appearing as/sounding like/assumed to be) as their chosen gender to other people. This can also involve changing their name and pronouns.

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