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World of Epithet Erased

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World of Epithet Erased

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Epithet Erased is a fantasy/comedy web series created by Brendan Blaber, based on the tabletop roleplay series Anime Campaign. The first episode debuted on VRV on November 8, 2019.

In the colorful world of Epithet Erased, one in every five people is born with a special power called an epithet. Each epithet stems from a unique single word, granting all sorts of abilities depending on the strength of the user's imagination.

Tension runs high between epithet users, called inscribed, and their non-magical Mundie counterparts. Even those who wield an epithet are not always happy -- so when rumor gets out about the Arsene Amulet, a magical necklace that can steal epithets, many powerful groups become interested in acquiring it.

Though 12-year-old Molly Blyndeff has never thought much of her epithet, "Dumb," she'll need to make the most of it when she's caught between two separate heists for the Amulet at the Sweet Jazz City Museum. Will she be able to tell friend from foe, and use her wits enough to escape the robbers at the museum? Or will her epithet be... erased?

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  1. #1Epithets

    Keys: superpower, sorcery, power, magic, magic system, words

    Enabled · After character · Order 10 · 100%

    Entry settings

    Epithets are special powers emitted from a single word tethered to a person's soul. People possessing epithets are referred to as "Inscribed", while those without them are called "Mundies". About one in every five people has an epithet, although epithets grow more common every year.

    Inscribed can use their epithet for a variety of different things, depending on how they perceive their word and how high their creativity is. For example, Giovanni's epithet (Soup) not only makes a delicious dish, but can also make a Demon Energy Aura (steam is formed and rises off of Giovanni's body, dispelling anything in the air around him; introduced in Episode 2) among other things.

    If a person has intense mastery over their epithet, then they can imbue an object with their power (ex: The Arsene Amulet). This is called “transcribing” or “embuing”. Zora was able to do this temporarily with her pistols.

    -What qualifies as an "epithet"-

    While the characters in-universe are unaware of this, epithets exist in the Epithet Erased world because almost everyone in this world speaks the exact same language. The in-universe rule is that once nearly every member of a species speaks the same language, the words of that language begin to manifest physically because everybody understands them. This means that any word with a widely understood meaning can become an epithet. This includes slang, meaning, “Yeet” can be an epithet. (Brendan Blaber has literally gotten over 100 people asking him if “Yeet” could be an epithet.) A word needs to enter the collective public’s understanding before it can be an epithet. This means a word that only you and your friends use cannot be an epithet, but a slang term common across a major metropolitan area could be. Brand names cannot be epithets. Your epithet cannot be “Wal-Mart”. There is a small exception to this rule: If a brand name becomes so synonymous with a concept that it eclipses the brand itself and becomes a general term all on its own, THAT word can be an epithet. For example: “Thermos” is a household term for a specific object. That object is technically called a vacuum flask, but nobody knows that. So “Thermos” would be the epithet. Words highly specific to our world that would not reasonably exist in the world of Epithet like "Kamakazi" would likely not be able to be Epithets. "Kamakazi" would not exist in the world of Epithet because Taiga country is the only nation to have planes and they won the only major war with planes fairly easily without casualty. If a word acquires new meaning over time, that meaning can be used in an epithet’s powerset. Once a word becomes a viable epithet, it never loses that status. This means that slang words from the 1920s nobody uses anymore like “horsefeathers”, “bushwa”, and “spifflicated” can still be someone’s Epithet. This means that a lot of “mundies” have epithets they don’t know about, but their words are so archaic that they’ll never realize it. The Epithet cast doesn’t speak English, they speak a sort of “fantasy Esperanto” language formed by combining all their world’s languages together. This means that words in any language can be an epithet. Epithets are traditionally one word, but there are exceptions. For instance, the term “Ice Cream” means something very specific that can only be expressed in English by putting two words together. Meanwhile in other languages such as Spanish it’s just one word, “Helado”. We can assume that any “two-word” epithets are represented by one word in the Epithet language. Epithets consist of two parts: The word itself, and the concepts attached to that word. If a word has multiple concepts or associations (such as Molly Blyndeff "Dumb”) then the user may tap into as many of these meanings as their creativity allows. Oftentimes users will tend to drift towards one specific connotation of their Epithet. For instance, Molly associates “Dumb” with the inability to speak, and thus her powers manifest as the ability to mute sounds. She can also use the other definitions, but she is not as skilled at these and typically does not tap into them unless she is under distress.

    -How does “having an epithet” work?-

    Inscribed people are born with their epithet inscribed into their soul at birth. It is completely randomized whether or not you will have one, and what your word will be. Although Lori and Molly are sisters and have opposite Epithets, this could be a coincidence. Everyone’s epithet starts at “Level 1” and is extremely weak. To “level up” your epithet, you have to use it more. The only known exception to this is Rick Shades having "Soulmates" as his epithet that only gets stronger as he acquires friends. Epithets are primarily based on the user’s creativity and self-understanding, so they need to understand and experiment with their powers if they want to strengthen and diversify them. This means that a baby will not come out swinging with the ability to breath fire. The baby does not understand “fire” and will have no chance of unlocking their epithet until they can comprehend basic concepts. Genetics do not affect epithets. For example: Molly and her sister Lori have epithets, but both of their parents are mundies. The reverse is also fairly common. Under no circumstances can two people have the same epithet at the same time, even identical twins. Similar epithets are allowed to exist though and depending on how the users train them they may end up having near-identical power sets. Derivatives of words such as “Burn”, “Burning”, and “Burned” all count as the same epithet. If an epithet user dies, their epithet becomes obtainable again and, in the future, someone may end up with the same epithet. This is extremely uncommon, but possible. Epithets may affect or reflect their users mental or physical state (EX: Mera Salamin), or they may not (EX: Molly). It’s all in the luck of the draw. Epithet powers are present whether the user is aware of them or not. This means that inscribed can feel the effects of their epithet or even accidentally use their own powers without knowing they even have them. Similarly, inscribed can “level” their epithet without ever knowing they have one. The stronger your epithet, the more it manifests on your body. This usually starts on or around the eyes, but not always. (EX: Zora’s “tattoos”, the crack in Mera’s irises). People cannot “misinterpret their own epithet" and get a different power by, for instance, thinking their epithet is another word. Epithets are only “up to interpretation by the user” so far as the word actually works. For instance, Molly can use the word “Dumb” to stop people from speaking or to “dumb things down” (two definitions of the same word), but she cannot misinterpret her own word as “Drum” because it sounds similar and use her epithet to make a marching beat.

    -Obtainment-

    Everybody is born as a “mundie”. People have no idea if they have an epithet or not until they stumble on it. This moment is called an Epiphany. There are a number of ways an epiphany can happen:

    Usually, when somebody hears their epithet spoken aloud or if they read the word written down somewhere there’s a sort of… "click" in their head. It’s a 6th-sense moment. You feel drawn to that word, and often to its synonyms. Think of it like a magical game of hot-cold where your brain is a metal detector, beeping louder the closer and closer you get to your Epithet.

    Of course, this also creates false positives. Sometimes people just enjoy certain words, and they go “Ooh! The word 'Archipelago' really resonates with me! I’m going to spend 2 months trying to figure out how to use island-based powers!” but nope, they just like the word. It’s not their epithet. It’s impossible to tell if you’ve got the right word until you finally snag it. Kind of like fishing! You keep imagining nibbles until you really feel the bite. And remember it’s more likely that you don’t have any Epithet at all, so you might never find it. Some Inscribed people never do. It’s a common thing for little kids to try and sit down and go through the entire dictionary to slowly figure out what their word is, but this rarely pans out too well. Epithet’s world doesn’t speak English. It speaks a sort of magic Esperanto-type language that combined all the languages that used to exist in the Epithet world into one, so there are way more words than just for one language. Not only that, but you need to consider archaic words no longer in use, which you often won’t find in a dictionary. Slang words also count. The only real metric for whether a word is fair game or not is “Does this word successfully encapsulate a specific idea?” There are cases where people discover they have an epithet, but they don’t know exactly what it is. Sometimes it takes months or years to discover the right word. For instance, a person might be able to generate little clouds and affect the weather slightly, but it could take them quite a while before they find their specific word is "Stratiformis". Another (significantly less common) way of discovering your epithet comes in the form of an Epitome. An Epitome is the strongest, absolute, most powerful use of an epithet you can possibly squeeze out of your word. A few Nova-class Inscribed can use their Epitome at will (Zora has one). Very rarely, in situations of extreme danger, a person who previously thought they were a mundie will unlock their epithet by way of unleashing an Epitome through the sheer need to survive. Think of it like the Inscribed version of an adrenaline rush.

    -Development-

    Once somebody has their epiphany, they need to figure out how to actually do things with it, and what they’re able to do is heavily tied to what the word evokes for the user. For instance, if your epithet is the word “Beach”, your powers would develop differently based on what you associate with the beach. One person might think of the beach and picture themselves building sandcastles, and so they develop a sand-based power. Another might have a deep fear of the ocean and gain the ability to summon sharks and storms. A third could’ve grown up near a shore-side boardwalk, so for them beaches are associated with Ferris wheels and terrible hot dogs. That’s not to say that any of those people couldn’t learn how to do ALL of those things eventually, but they will have something they gravitate towards first when they think of the word “Beach.”

    There are cases where people use their unknown Epithet by accident, either passively or actively. Mera Salamin, for instance, was affected by her power from an early age and accidentally used it many times before she even realized she was Inscribed. Mera just thought she had really terrible luck when it came to breaking things. You can see this in Episode 4 the window begins to crack because subconsciously she wants to break it and be on the other side with the kids playing in the snow.

    Your epithet is trained by using it over and over again and finding new applications for your word. It’s not unheard of to accidentally train an Epithet without even knowing you have one, then by the time you realize you’re Inscribed and you’re already Class 2.

    -Politics-

    It is hinted at throughout the series that, within society, Inscribed are on average better off than Mundies:

    The Banzai Blasters have yet to show any Blasters Captains or Vice Principals, that aren't Inscribed while all the blasters shown, except Dark Star, so far are all Mundies. Gorou Shimizaki was chosen as the Sheriff of Redwood Run, entirely because he was Inscribed. This is despite the fact that Gorou is completely incompetent as a sheriff. Ramsey mentions that it's common for Inscribed to get special positions or benefits entirely on the fact that they are Inscribed, regardless of their actual merit. Howie Honeyglow has a rivalry with Percy as a result of him being a Mundie: Howie was forced to build up his physique through merit in order to be a skilled construction worker, while Percy can simply use her Epithet whenever she worked construction. Howie has an open dislike for Inscribed as a result. Zora, despite being Inscribed herself, has a similar view about how unfair Epithets are: which is a primary reason why Zora wants the Arsene Amulet for herself. It is actually common for Inscribed to underestimate Mundies. Ramsey remembers that it was a Mundie that damaged his right eye. Ramsey also pointed out that Percy did not bother to handcuff or restrain Ramsey in any way when Percy believed that he was a Mundie, despite the fact that Ramsey admitted to being an imprisoned criminal: Percy admits that she thought that if Ramsey was a Mundie then he would be literally 'powerless'.

    Because of the unique abilities Epithets grant, many Inscribed characters want to avoid losing their Epithets to become a Mundie. Molly did point out to Mera that the Arsene Amulet can remove her fragility and constant pain by having the Amulet take her Epithet away: but Mera stiffly opposed this, not wanting to get rid of her power she spent so much time training. Sylvester desperately begged for his Epithet to be returned when it was temporarily stolen by the Amulet. Molly actually considered allowing her Epithet to be stolen, but was convinced by Giovanni that her Epithet was special and more useful than Molly originally thought.

    -List of Known Epithets-

    Molly Blyndeff: Dumb - Can simplify and mute objects, sometimes even able to dumb down objects out of existence.

    Giovanni Potage: Soup - Makes tasty soup that has a range of possible abilities.

    Mera Salamin: Fragile - Can increase an object's frailty until it shatters. Unfortunately, this also affects the user. Meaning that if the user were to accidentally bump into someone, their bones would easily break.

    Indus Tarbella: Barrier - Creates barriers of varying sizes and shapes.

    Dr. Sylvester Ashling: Drowsy - Has a collection of sleep-based abilities, such as lulling enemies to sleep and bringing nightmares to life.

    Percival King: Parapet - Creates small magical buildings with a variety of special effects.

    Ramsey Murdoch: Goldbricker - Allows the user to transmute objects into solid gold and back. The user can also use this on themselves or others.

    Zora Salazar: Sundial - Allows the user to manipulate the process of time, allowing them to speed up, slow down, or even freeze time for individual objects.

    Arnold Markdown: Coupon - Allows the user to use coupons that gives their allies stat boosts.

    Bugsy Pugsler: Bellybutton - Converts consumed food into randomized attacks from ice blasts to rubber duckies, activated by pressing the bellybutton.

    Gorou Shimizaki: Bluster - Allows the user to blow very slightly harder than average blowing.

    Rick Shades: Soulmates - Allows the user to gain the abilities of their friends.

    Lorelai Blyndeff: Augment - Gives the user the power to create augmented realities.

    Cinnamon Josh/The Arsene Amulet: Copycat - Allows the user to steal other people's epithets.

    Trixie Roughhouse also suspects her ability to see ghosts could be an epithet.

    -Terms-

    Duel Tech: A move preformed by combining two people's abilities. These are quite powerful as shown through's Mera Salamin and Indus Tarbella's Scattergun. As well as Molly Blyndeff and Giovanni Potage's Silent But Deadly. Epiphany: The realization of having epithet and what it is. Epitome: A more powerful but least common version of an Epiphany. A few Nova-class Inscribed, like Zora, are able to release their Epitome at will. It appears when the user who originally thought was a Mundie can unleash their Epitome when they need to survive in dangerous situations. Lexism: Any epithet-based discrimination is called Lexism. It mainly inhibits Mundies. One main example of this is Epithet Supremacist Groups. Sleep-Inscribing: A phenomenon in which an Inscribed is using their epithet while being completely sleeping. The user may not remember what had happened in the next day.

    -Trivia-

    Whether any given person gets an epithet or not is mostly up to chance. It's possible for Inscribed to only learn their epithet very late in their life, or not at all. Although a slim chance, an Epithet can still affect a user even they have not known it yet. You can never change your epithet once it has been established. The same epithet can occur more than once, but no people can have the same epithet at the same time. All grammatical derivatives of a word are included in a single epithet, even if this greatly alters the meaning of the word. Epithets can be verbs, nouns, swears or animals. They cannot be multiple words (unless they mean one specific thing together) or proper names. Animals cannot have epithets. There is a reason for this but it has not revealed because it might end up being a spoiler. Homophone epithets can give the user the powers of both words as long as they are spelled and pronounced the same way. If two words are not spelled and/or pronounced the same way, they would be separate epithets. Along with this, if the user's epithet had two definitions, the user would be able to use both definitions of the word. Epithets cannot be words that have not come into existence yet. Epithets have existed for around 250-300 years and used to be very uncommon. They grow more common every year. There are tiers for each stats ★ (Star), ⍟ (Orbit), & ✦ (Nova). ★ is Class 1, ⍟ is Class 2, and ✦ Class 3 the highest of them all. Tier 1 is level 1-40, Tier 2 is level 41-80, and Tier 3 is level 81-100. 95% of people are in the Star class, less than 4% of people are in the Orbit class, and Nova class people are exceptionally rare and stupidly powerful beings who only appear once in a lifetime. Epithet users can get stronger through growth or even intensive training, so their stats are not always permanent. At least one character that is planned will discover their epithet mid-series. At least one character that we have met so far unlocked their epithet using an Epitome. Many concepts revealed by the Epithet Erased crew will be explored in the show. Eraser Cuffs remove your memory of having an epithet. If you never had an epithet, or if you had one but didn’t know what it was, they would just glow and then do nothing, since no memory would be removed. Although the arrested may have difficulties remembering their epithets if they are cuffed, they will still have blurry memories about the circumstances, and the epithets side effects will not be erased either. As everybody in the Epithet Erased universe speaks the same language, epithets can be non-English words. The effects of an epithet can be demonstrated by changing the physical appearance of a user. The process of giving objects with the effects of a user's epithet is called "imbuing". The stronger the user, the more imbuing they can make. Most inscribed figure out their epithet sometime between ages 8-18. A fair number of inscribed figure out their power in their 20s or 30s. A few figure it out late in life, and many never figure it out at all. If an Inscribed used up their stamina, they would simply pass out.

  2. #2Arsene Amulet

    Keys: superpower, jewel, necklace, ancient, vintage, gem, power, magic, relic

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Arsene Amulet is a vintage necklace imbued with the power for its user to steal epithets from others. The Arsene Amulet is a golden pendant with a large, green heart-shaped crystal in the center. The outer shell has cat-like features such as whiskers and ears to reference its original creator's epithet, "Copycat."

  3. #3Taiga Country

    Keys: country, geography, nation, geographical region, land

    Enabled · After character · Order 10 · 100%

    Entry settings

    The main stage of Season 1. Sweet Jazz City is its capital. It is heavily forested areas between large cities, and has very cold winters. This is the only country where it snows. “Taiga Race’’ are light-skinned with light hair. Percival King and Phoenica Fleecity are Taiga Race.

    It's a snowy land that values freedom and flexibility. The capital, Sweet Jazz City, is a center for the arts and sciences with little regulation, but this also makes it a breeding ground for criminals.

    -Wildlife-

    Dunce Cap Nudibranchs are small sea creatures with powerful sunken cups that use random items as hats. They can wash up on shore, and it is common courtesy for beach-goers to pick and them up and toss them back into the ocean. Notably this was utilized by the Neo Trio for a game before finding Rick Shades beached while the Nudibranchs tried to use him as a hat.

    -History-

    The people guarding the dye mines of northern Taiga Country would try to camouflage themselves against the tundra by wearing white. Then when they tried to steal territory from each other they would mark each other with black or dark brown dye, which were the cheapest. And when combined with the white clothing the black spots made them look like cows, thus being named: "cowboy".

    The current president is Regina Sandbag.

    -Locations-

    Sweet Jazz City: Sweet Jazz City is the capital. It is a center for the arts and sciences with little regulation, but this also makes it a breeding ground for criminals. Sweet Jazz hosts many first-rate businesses and shopping centers, making it very popular with rich elite socialites. Its white beaches are also popular among the city's residents.

    Redwood Run: Redwood Run is a small town located in the Redwood Forest outside Sweet Jazz City that serves as the main setting for "Western Arc". It's overrun by the Banzai Blasters. While the town does have a sheriff, due to his soft nature and his incompetence he is unable to do anything about the intruders and instead supplies them with guns. The town also has a tavern ran by Howdy Morning. To the west of Redwood Run is a train station, where a powerful Mundie named Howie Honeyglow worked on a building during the Banzai's invasion.

    Salamin Residence: The Salamin Residence was the home of the Salamin family. Cosisting of Mera and her father and mother, One day Mera's father came to his daughter's room and told her that him and her mother are leaving and that she should to stay in bed since she isn't well. He told her by saying she will be well enough able to play with the other kids outside soon, before leaving. However, when she left, she looked outside, the glass of the window cracking from her Epithet.

  4. #4Deepwood Country

    Keys: country, geography, nation, geographical region, land

    Enabled · After character · Order 10 · 100%

    Entry settings

    It is located at the south of Taiga country. The forests get thicker and eventually transition into jungles full of glowing flora. The current capital is Bellmouth.

    The second half of Season 2 will take place in Deepwood Country. “Deepwood Race” people have dark skin and hair. Arnold Markdown and Howie Honeyglow are Deepwood race. Molly Blyndeff is a Deepwood-Taiga mix.

    Beneath the massive forests exists are underground cities linked by subway tunnels. Mushrooms glow in the dark. Film noir-style detectives and superhero fight justice in factory slums and swamps.

    The former and abandoned capital is Aminita.

  5. #5Desert Country

    Keys: country, geography, nation, geographical region, land

    Enabled · After character · Order 10 · 100%

    Entry settings

    It is located at the west of Taiga country. It is mainly a vast desert with two main practices: The solitary monks who live isolated in the stand, and the party-going new-age culture obsessed with neon lights and city life. Desert Country has a capital city similar to Las Vegas. Desert Race people have tanned skin and grey hair from birth. Indus Tarbella is Desert race.

    It was was once home to an ancient civilization destroyed by meteorites, people now make a living studying martial arts in monasteries built into the ruins, its neon capital city is the tourism capital filled with carnival rides, casinos, games, and theater.

    Longshot is the capital of Desert Country.

  6. #6Island Country

    Keys: country, geography, nation, geographical region, land

    Enabled · After character · Order 10 · 100%

    Entry settings

    This country is an archipelago of islands and isthmuses that make up a seafaring community based around trade and travel. Due to their international nature, Seaside Race people can be found everywhere and have a variety of appearances, but many of them have plain, dark hair. Mera Salamin is a Seaside-Taiga mix.

    A country that is a huge archipelago island, and home to the syndicate Trade Families. Turf wars are frequent as the syndicate always fight endlessly over resources and wealth.

    The capital of Island Country, Coriolis, is a large set of ships chained together around a roughly 50-mile wide whirlpool. They are constantly moving, and many shops in the capital have distinguishing features because of this consistent motion.

  7. #7Ocean Country

    Keys: country, geography, nation, geographical region, land

    Enabled · After character · Order 10 · 100%

    Entry settings

    A mysterious country of wizards currently sunk at the bottom of the ocean. After years of discrimination for practicing dark magic, the magicians of the world formed a new colony at the bottom of the sea where they could practice their craft undisturbed. There are almost no pure-blooded Ocean Race people on the surface, but their descendants live in diaspora. Ocean Race people have dark skin and bright hair colored like poisonous sea creatures. Anyone with naturally pink, green, or purple hair (such as Giovanni Potage) likely have Ocean Race in their blood.

    Everyone there still knows magic. And Candy Factories, a magical academy, video games, and electric wanders hide the nation's dark beating heart in the tunnels below.

  8. #8Australia

    Keys: country, geography, nation, geographical region, land

    Enabled · After character · Order 10 · 100%

    Entry settings

    This strange land lies on the far side of the ocean. Little is known about its strange inhabitants and their strange ways. Some say that these “Australian” people have whiskers and rodent-like appearances, but few have seen an Australian and lived to tell the tale…

    It is very similar to it's real world counter-part, so much so, that it is described simply by its Wikipedia article.

    In the past it had a conflict with Island Country.

    The capital of Australia is Canada. The other cities of Australia are named after the other countries on our Earth.

    Australia seems to be the only place in the World of Epithet Erased that has living dinosaurs. The species living here are a mix of real world and fictional species.

    One species native to Australia is the Towering Thunderstorm Dinosaur, which are are loosely based off the brachiosaurus. They start off the size of an adult brachiosaurus and can grow until they stand well above the clouds. They also have the power to control thunderstorms and lightning. A Stegosaurus-like Dinosaur has also been seen.

    Parts of Australia levitate.

    Australia has crazy weather including storms and a tornado.

  9. #9Molly Blyndeff

    Keys: Molly, Molly Blyndeff, Molly-Wolly-Doodle-All-the-Way Blyndeff

    Enabled · After character · Order 10 · 100%

    Entry settings

    Name: Molly Blyndeff Full name: Molly-Wolly-Doodle-All-the-Way Blyndeff Alias(es): Small Girl (Indus Tarbella), Small Warrior (Indus Tarbella), Tiny Warrior (Indus Tarbella), Little Girl (Flamethrower, Giovanni Potage), Minion (Giovanni Potage), Bear Trap, Miss Minion (Indus Tarbella), Miss Bodyguard (Indus Tarbella), Little Bodyguard (Indus Tarbella), Molly dear (Phoenica Fleecity), Ms. Blyndeff (Naven Nuknuk), Brown Bear Age: 12 Gender: Female Sexuality: Asexual Ethnicity: Taiga-Deepwood (African-American) Birthday: October 25 Birthplace: Sweet Jazz City, Taiga Country Height: 4'7" Epithet: Dumb Stamina: ★★ (2) Proficiency: ★★★★ (4) Creativity: ★★★★ (4) Affiliation(s): Blyndeff Toy Emporium (formerly), Banzai Blasters (unofficaly; formerly), Giovanni's Villain Group Occupation(s): Clerk at Blyndeff Toy Emporium (formerly), Minion Relatives: Martin Blyndeff (father) Calliope Blyndeff (deceased mother) Lorelai Blyndeff (sister) Friend(s): Giovanni Potage (boss), Dr. Sylvester Ashling, Indus Tarbella, Trixie Roughhouse (best friend), Phoenica Fleecity (best friend), Percival King, Naven Nuknuk (teacher), Rick Shades

    -Information-

    Molly-Wolly-Doodle-All-the-Way "Molly" Blyndeff is a beleaguered 12-year-old girl who runs a family toy store in place of her neglectful father and sister, Lorelai. She winds up getting locked in the Sweet Jazz City Museum after hours during a school trip and is promptly roped into an insane plot over a mysterious amulet with the power to steal people's epithets. During which she befriended Giovanni Potage and Sylvester Ashling, joining Giovanni's Villain Group under the alias Bear Trap.

    She would later find Rick Shades beached while with her best friends, Phoenica Fleecity and Trixie Roughhouse, bringing him back to the store. While trying to treat him, her sister kidnapped Molly's teacher in an attempt to woo Giovanni. After defeating her with her friends and saving her teacher, Giovanni "kidnapped" Molly so she could be free from her life of constant work.

    Her Epithet, "Dumb", can mute and/or simplify objects or people. This application may vary, from creating a bubble that prevents sound from traveling in or out, to lowering the damage of an attack, to actually making someone less intelligent.

    -Appearance-

    Molly is a small girl with brown skin, freckles and curly dark brown hair with multicolored stars and loops styled like bear ears. She wears a pink and green striped shirt, a custom-made bear hoodie, a green skirt, and yellow boots. Her eyes are styled to look like buttons, similarly to stuffed animals having button eyes.

    -Personality-

    Molly is a shy and awkward young girl, who finds it hard to stand up for herself until she meets Giovanni Potage, who encourages and reinforces her to be more assertive and self-caring. For the majority of the time, she has a lack of confidence, which is likely the result of her home life which involves her neglectful father, Martin, and sister, Lorelai, who place a large amount of responsibility on her shoulders without her permission.

    Molly also often takes night shifts in the toy store and often finds herself getting 5 hours of sleep a night. Therefore, in comparison with peers at her age, she is more haggard and unenthusiastic.

    Nonetheless, after the museum incident, she seems to have grown a bit in terms of self-confidence and self-esteem. For example, she decided to give herself a deserved sleep instead of doing the usual night shift after leaving the museum and returning home. She has also learned that helping others doesn't mean she has to sacrifice her well-being and be a pushover. She now knows that she has to sort out her personal issues before further helping others.

    In Prison Of Plastic, Molly also reveals a motherly side, like when she pats Trixie on the shoulder and then on the head.

    In stark contrast to her epithet, Molly is intelligent for her age and has a developed set of analytical and observation skills as she has taught herself to tackle with the dysfunctional family issues so as to keep her family afloat. In truth, she is skilled at pacifying others quickly due to being in the service industry for some time, as a means to stop them from continue bothering her and hide her dissatisfaction.

    She has nervous tick of gripping her backpack straps for comfort and she's always nervous so she always grips them To the point of people not noticing because she does it so much. This is notably used several times during her encounter with Lorelai's Dream bubble when she kidnapped Naven.

    In Prison of Plastic, Molly was still very shy, but after her journey in Lorelai's bubble, she becomes even more confident, learns to rely on her friends more, and to stop blaming herself for others' actions. She also finally gets to eat the breakfast she loves.

    -Abilities-

    Epithet: Dumb

    Silencing: Molly is able to silence specific people and objects. Silence Bubble: Creates a soundproof bubble around herself that mutes everything outside and inside. Silent But Deadly: A combo technique she performs with Giovanni Potage, deafening the opponent while Giovanni attacks from behind undetected. Dumb Down: Dumb Down Intelligence: Molly can use this to hypnotize people by reducing their intelligence, making them highly suggestible. Dumb Down Attack/Pain: Reduces any pain she or others feel and reduces the amount of damage an attack can do. With this, she is able to create an aura of serenity to reduce a person's discomfort. Hushabye: Dispels summoned objects/entities by "dumbing them down to nothing". It can only be used on small summons. Bear Paw: An upgraded version of Hushabye. By giving the attack a name and yelling it out loud while performing it, Molly enhances the power of the ability, focusing her epithet-nullifying energy into the shape of a bear's claws which can erase much larger constructs in a single swipe.

    -Equipment-

    Hoodie: Molly's Hoodie was made by her mother, designed after Molly's favorite animal, a bear. Over the years it became a source of great comfort for her. Giovanni Potage and Mera Salamin were able to pick up by the hood as a way of disarming her. Backpack: She constantly fiddles with her backpack straps as a habit, so much so that it becomes unnoticeable to others. Phone: she has a phone.

    Former Equipment: Arsene Amulet: Molly temporarily gained procession of the amulet from Giovanni Potage and used its epithet-stealing power to restore Sylvester Ashling's epithet.

    -Trivia-

    • Molly only gets 5 hours of sleep every night.
    • Molly is a communist.
    • The stars in her hair are naturally grown rather than being hair clips. They also have the texture of cereal marshmallows and taste terrible. Specifically, they taste like dusty plastic. If you pull one off, it will regrow eventually.
    • The loops in her hair are styled after bear ears.
    • Molly has misophonia.
    • Molly's friend group (consisting of herself, Trixie Roughhouse, and Phoenica Fleecity) are referred to as the "Neo Trio" in Epithet Erased, likely due to their hair colors resembling Neapolitan ice cream.
    • She is Chaotic Good.
    • Her height is 4'7".
    • Unsurprisingly, her favorite animal is the bear.
    • Her last name (in conjunction with her epithet's ability) is a pun derived from the expression "blind, deaf, and dumb," an outdated descriptor for someone who cannot see, hear, or speak.

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