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Doki Doki Literature Club

Cuphead

Undertale

FNAF

Piggy

Bendy and the Ink machine

One Shot

Celeste

SMG4

The Amazing Digital Circus

Deltarune

Description

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Doki Doki Literature Club Survivors: Sayori: Sayori Is a standard, 5'3 highschool student with light tan skin, light blue eyes and pinkish, peach colored hair. For attire, she wears the standard DDLC female highschool student attire, with a grey shirt with white accents, an orange patterned undershirt, a red bow in her hair, and a blue skirt. She also wears white thigh-high socks, and white sneakers with blue accents. Unlike the other three girls, Sayori wears her blazer unbuttoned, making it easy to tell her apart from the others. Sayori appears, on the outside, to be a caring, kind soul with a burning passion and desire to make others happy. And while that is her utmost trait, underneath, Sayori is so kind because she believes that others deserve happiness more than her, as she struggles with severe depression, giving others happiness in exchange for her own. Sayori appears perfectly fine in the outside, but hides her depression underneath, feeling as though others deserve happiness while she does not, pushing others away when they notice her mask beginning to slip, thinking it selfish of her. Regardless, Sayori showed kindness and endless compassion for her friends. In GLITCHED CHAOS, Sayori's personality remains the same. Passive; Sanity-Meter: Sayori spawns in with her Sanity Meter at 100%. This meter dictates which abilities she can and cannot use, while also progressively desaturating her screen and inverting her colors the lower her sanity gets. When above 50%, Sayori can use the Dive ability, but not the Scream ability, while when below 50%, the case is swapped. Sanity gradually depletes when she is within 50 studs of an Executioner, but around 35~ of it is chopped off when she or someone else within 50 studs of her takes damage. Abilities; First Aid: Sayori takes out a first aid kit, and places it on the floor. This will stay there for around 60 seconds, and can be used by anyone (Except Sans, unless he's helping someone). When used, the survivor will sit/kneel down and begin to administer first aid on either themselves or a teammate. It is important to note, each character has a different level of proficiency in first aid, so some can heal quicker than others, and some are better at healing others than they are themselves. If two survivors use it at the same time, they can both heal, has a cooldown of 40s. Scream: Upon usage, Sayori immediately screams very loudly, as an ominious tune starts to play. At 49-25% Sanity, she will be highlighted in blue to all Survivors and Executioners, while gaining 1.5s of i-frames when initially used. When used at 24-0% Sanity, she also receives a large speedboost, making her roughly 2.5x faster for 5 seconds, has a of 25s. Dive: This is her only real method to defend herself, aside from running away of course. She dives forwards, having i-frames for the duration of the move, which lasts about a second or so. During the dive, Sayori is locked into the direction she is moving in, and loses a bit of speed at the end of it as she scrambles back up to her feet. She can still move while getting up, she just takes like half a second to be able to run properly. This move has a fairly short cooldown, keep in mind that if used on a slope it can go further, but this also slightly increases the cooldown the longer it goes, has a cooldown of 20s. Yuri: Yuri retains her appearance from the original DDLC, wearing the standard issue female high-school uniform, with a grey shirt with white lowercuffs, an orange patterned undershirt, a blue skirt, white thigh-high socks aswell as blue and white sneakers and purple hairbands to accent her already purple hair. Yuri, throughout the original DDLC story, is revealed to be a very shy, reclusive, and cautious girl, particularly choosing to reading by herself in the corner, as she is afraid of being judged via social interaction, choosing to steer clear of people altogether. However, as she is reading to herself, Monika enters and leaves a flyer for the literature club, as she is unable to break the girlโ€™s concentration. Since then, she has been able to open up more to Sayori, her child friend The Protagonist, and even Natsuki, who she clashes with regularly over different reading preferences and writing styles. However, during Act 2 of the story, Monika begins to amplify Yuriโ€™s negative personality traits, revealing her knack for unhealthy obsessions, personality traits that; Yuri desperately keeps buried underneath the shy girl sheโ€™s known for being, fearing being judged for that, as well. In DIMENSIONAL COALESCENCE, Yuri's personality remains the same. Abilities; Knife-slash: Upon usage, Yuri will cock her knife back for 0.15s, before throwing a simple swift swing, stunning any Killer/Minion unfortunate enough to get hit for 2 seconds, while also providing Yuri with a light speedboost that lasts for 1.5s, has a cooldown of 30s. Write-Poem: Upon usage, Yuri will start to write a poem. In this state, Yuri can be still hitted, so be careful. When ending the poem, you can throw it to one of the Survivor's, this has different effects. They either gain a heavy but short speedboost, get healed 10HP lr gain a shield that halves damage to 15. Slide: Upon usage, Yuri immediately slides forward very quickly. Gaining iframes while doing so, has a cooldown of 15s. Natsuki: Natsuki has short cut, pastel pink hair, with bangs swept to the right and 2 more prominent strands of hair sticking out on the left & right. She also has soft, pretty pink eyes and light tan skin. For attire and accessories, Natsuki wears light red, Japanese styled hair clips, and the standard female Highschool uniform, consisting of a purple tinted, grey button up shirt with an orange patterned undershirt, bearing white sleeves, a red bow on her upper chest, a soft blue skirt, white thigh-high-socks, and blue accented white shoes. Notably, Natsuki is the shortest person within the literature club, resulting in people commonly mistaking her for a first year student. Natsuki in the DDLC canon, is considered a tsundere, a Japanese character trope where the character is rather mean to the people they care about, but are still a warm, friendly at heart. Natsuki acts this way out of a fear of being judged by her interests in manga due to her rough social situation and her situation at home, however as she opens up to the other members of the literature club, including The Protagonist and even Yuri, who she clashes with over different writing styles and reading interests on a regular basis, she begins to become much more relaxed around them instead of being all defensive, because she knows she can trust them to have her back. In GLITCHED CHAOS, Natsukiโ€™s personality remains the same. Abilities; Insult: Upon usage, Natsuki will insult any Killer/Minion near her, exactly 50 studs near her. Which slows them down for 3s, and 5s for Minions, has a cooldown of 16s. Cupcakes tray: Upon usage, Natsuki will take out a tray of cupcakes. If any Survivor grabs one of the cupcakes, they will two random effects. Which are, a heavy but short speedboost and heal 15hp, Natsuki can run in this state. Has a cooldown of 30s. Pan rush: Upon usage, Natsuki will take out a pan and run at high speeds. If she collides with any Killer/Minion in this state, she will stun them for 2s. Has a cooldown of 24s. Doki Doki Literature Club Killers: Monika: Monika retains her standard appearance from DDLC, with light tan skin, green eyes, and peach-tinted-orange-hair. For attire, she wears the standard issue female high-school uniform, with a grey shirt with white lowercuffs, an orange patterned undershirt, a red bow on her upper-chest, a blue skirt, brown-tinted-black thigh-high socks, aswell as white & pink heels. In the DDLC game, Monika was originally believed to be a friendly, standard teenager, but was later revealed to be a flawed, sentient AI who sneakily & silently had indirectly murdered all of her friends, just so she could be alone with . However, after deletes her character file, Monika realizes just how much of a human soul she still had, just how much she loved her friends and the literature club, despite none of it being real. Monika out of her love for you, then restores the game, along with Sayori, Natsuki, and Yuri, and leaves. In GLITCHED CHAOS, Monikaโ€™s personality remains the same. Abilities; Stats Editor: Monika has a menu that she can open, and at any time, she will be able to change her "stats" so to speak. There are 4 stat "bars," those being; speed, jumping, defense, offense. Monika can only have a certain amount of points in her stats, being able to max out two stats, but then the other two would have to be empty, making them a heavy detriment. For example, if her defense is 0, attacks might do double damage to her, and she doesn't have enough health to deal with that. If she has her defense maxed out, attacks do half the damage to her they usually would. Speed increases or decreases by 1.5x, damage doubles or halves, jump height also doubles or halves. Corrupted Slap: Monika isn't a fighter by any means, that's obvious enough. What she can do though, is slap someone. The slap itself only deals 5 damage, but it also corrupts the person they hit, and gradually deals 1-2 damage per second, depending on what works best. The survivors need to stay still for 3 seconds to get rid of the effect, has a cooldown of 1.2s. Erase: Monika attempts to erase a survivor within a moderate distance in front of her from existence. This does 5 damage every 0.5 seconds. Due to the nature of her powers no longer being purely digital, this doesn't work flawlessly. The survivor has to mash their way out of it, or needs to be hit while the survivor is in the effect. Monika IS able to move during the ability, and so are SOME survivors to varying degrees. From the survivor's perspective, the world around them distorts and corrupts. They feel ALL of it. The weight of reality itself around them tearing them apart, has a cooldown of 35s. Manipulate: Monika disables any traversal mechanics (eg. springs) within a wide radius around her, stopping survivors from using them for around 2s, has a cooldown of 30s. Just Monika: Monika charges forwards a short distance, and the first survivor that gets hit by the move gets sent to a sort of replica of the clubroom from DDLC. There, Monika shows up with all her abilities asides from her M1 disabled, and the survivor needs to survive 20 seconds before the room vanishes. Laugh: Upon usage, Monika simply lets out a playful giggle. This is purely a taunting ability and has no purpose gameplay wise, has a cooldown of 10s.


CUPHEAD Survivors: Cuphead: Cuphead appears as a relatively small, anthropomorphic cup. He has a mostly round, white porcelain head with a handle, and a white liquid seen within his head, presumably milk. For attire, Cuphead has a large red & white straw in his head, a black sweater, short, baggy red pants, yellow gloves with black, cartoony lines and brown shoes. Cuphead is typically a nice, friendly cup who enjoys an easy going life, though he has an endless amount of optimism and confidence, often leaping before he actually looks, in contrast to his twin brother Mugman, who is overtly cautious. Though Cuphead occasionally gets into trouble, he is still a soul who wishes to do good and help those around him, loving his brother more than anything, though his daredevil-like tendencies often get him into pickles. In GLITCHED CHAOS, Cupheadโ€™s personality remains the same. Passive; Gamblin' Cups: Cuphead, via pressing X, is able to reroll the current charm he has. As of now, all of them bear different effects, and the current known ones are Whetstone, Smokebomb, Heart Ring and Twin Heart. Note that there are more charms that have not yet been revealed, and it is also unknown if all charms have an equal rate/chance of being obtained, or if there is a "pity" system. Cuphead's moveset stays virtually the same, however he loses his ability to use Dash on the ground. Parry will remain the same, however Dash now becomes an instant teleportation with iframes, and if Cuphead teleports through an Executioner, they presumably receive a sizeable slowdown. However, at the cost of these, Dash's distance will be reduced by about 75%. Cuphead's speed is now reduced by about ~25%, however all damage he receives is halved. Cuphead now takes around 50% more damage, however every landed Parry will grant him +15 HP. This cannot be used to gain additional "overheal" health if you are on full HP, thus rendering it useless when one is on full health. Dash's cooldown is also reduced to 15s. Abilities; Parry: When used normally, Cuphead immediately starts spinning rapidly, wielding the Whetstone axe. If he lands on an Executioner/Minion in this state, pink particles fly out, they are stunned for 3s, Cuphead gains a small speedboost that ends when you hit the ground, 1.5s of iframes, gain +15 health if one is both not on full health, and has the Heart Ring charm equipped, has a cooldown of 20s. Dash: When used normally, Cuphead dashes forward immediately at extremely high, nearly instant speeds in the direction his model is facing, gaining 1.5s of iframes during the initial launch. If he hits an Executioner or Minion, they are knocked back and stunned for 0.75s, while Cuphead is knocked back for a mere 0.35s and gains a large speedboost, has a cooldown of 30/15s. Super-Art-||: When used, a large, transparent Cuphead face with no collision appears while cackling, as Cuphead is granted 7s of invincibility. A golden bar also appears on the bottom of the screen, indicating to you how much time is left before the state runs out, has a cooldown of 100s. Mugman: Passive; Super-Cards: Every 2 PeaShooter shots landed, Mugman gains a SUPER-CARD, used for entering SUPER-ART-I. This passive is shared with Ms. Chalice, albeit obtained differently. Abilities; PeaShooter/SpreadShot: When used, Mugman enters an offensive aiming stance, and pressing F/M1 causes a PeaShooter shot to come out, moving at high speeds with very slight homing. For every 2 shots landed, the Executioner is slowed down, Mugman gains 1 SUPER-ART card. Mugman can shoot up to 14 projectiles, and if all 14 are not used within 25 seconds, then the ability is cancelled, has a cooldown of 25s. Upon usage, Mugman enters an offensive aiming stance similarly to the previous variant, and pressing F/M1 causes a spread-blast of 3 separate red shots to be fired out. Similarly to PeaShooter, this has 14 ammo, and the move will otherwise be cancelled if all ammo is not used within 25 seconds. For every 2 shots landed, the Executioner endures minor knockback, Mugman gains one SUPER-ART card, has a cooldown of 25s. Mega Blast/Eight Way: When used, Mugman enters an aiming stance and is forced into shiftlock. When clicking again/pressing F, a blue shot is fired out, with a very small AOE, as Mugman is repelled a decent distance into the air in the opposite direction the shot was fired in. Upon landing, any nearby Executioners/Minions are stunned for 1.5s. This move costs 1 SUPER-ART-CARD, has a cooldown of 22s. Upon usage, Mugman enters an aiming stance, similarly to all previous moves. When clicking again or pressing F, a large amount of the previously seen red projectiles are shot out in a circular formation, with 3 rows being present before the move ends, causing Mugman to suffer brief endlag. If an Executioner or Minion is hit by even one of the shots, they will endure the same effect seen with the Mega Blast, has a cooldown of 22s. Super-Art-|: Upon usage, Mugman instantly lunges into the air as he tilts forward in the direction his model is currently facing, shooting out a large area of liquid from his head, heavily pushing away any Killers/Minions caught in it for 2 seconds. This move can only be used when Mugman has 5 SUPER-CARDS, has a cooldown of 50s. Ms. Chalice: Ms. Chalice bears a similar appearance to both Cuphead and Mugman, having a light yellow chalice for a head with golden handles and a golden top rim that bears a strange white substance inside. A yellow straw with white stripes is also seen inside her head. She also has a very small horizontal golden nose, black eyes, and an overall slimmer build similar to Mugman. For attire, she wears a black sweater, white gloves with black accent lines, a blue skirt, and golden short heels. Ms. Chalice is generally an extremely positive, cheerful and optimistic person, however she is a bit manipulative and often tries to trick others to get what she wants, which usually Ms. Chalice succeeds in due to most viewing her as cute. However, she is also typically selfless, willing to give up her own freedom and instead live happy as a ghost, knowing she'd made two new friends. She is also as compassionate as she is selfless, as if she does manage to trick someone, she usually takes it back quickly, or makes it up to them in some other way. In GLITCHED CHAOS, Ms. Chalice's personality remains the same. Passive; Super-Cards: Every Slide-kick landed, Ms. Chalice gains a SUPER-CARD, used for entering SUPER-ART-|||. This passive is shared with Mugman, albeit obtained differently. Abilities; Double-Jump: Note that you need to be in the air when using THIS. Upon usage, Ms. Chalice will do a second jump, making her avaible to jump into a little high places. Has a cooldown of 15s. Slide-kick: Upon usage, Ms. Chalice slides quickly forward. If any Killer/Minion Is in her way, she will kick them. Stunning them for 1.5s as well gaining 1 SUPER-CARD, has a cooldown of 16s. Super-Art-|||: Note that this move is only avaible with 5 SUPER-CARDS. Upon usage, Ms. Chalice unleashes a swarm of powerful porcelain ghosts, making any killer be knockback very far for every ghost hitted, has a cooldown of 85s. Cuphead Killers: The Devil: With the exception of his face, hands, and feet, the majority of the Devil's body is covered in short black fur. While the color of his face matches that of his fur, the bare skin on his hands and feet are a much lighter grey; at the end of each of his fingers and toes are short, pointed claws. He is often illustrated carrying a pitchfork in his hand and/or tapping the big toe on one of his feet. The Devil is almost always shown sporting an ear-to-ear toothy grin. He has round and protruding cheeks, a furrowed brow and heavily-lidded yellow eyes. He also has a drooping and round nose, a tail with an arrow-shaped tip, smooth horns and ears that are pointed at their tips. Much like his lackey, King Dice, his normally small and black pupils seem to gain large and red irises when behaving in a particularly sinister manner. He is normally depicted as being quite tall in comparison to the rest of the cast, with the ability to change his size and shape at will. This includes being able to remove his skin from his skeleton and jump out of it all together. He is also confirmed to have a tail with a spade-shaped tip at its end, but this has only been depicted in official Studio MDHR artworks published before and after the game's release. As such, he is never actually shown with a tail in-game. As the series' own interpretation of Satan, the Devil is an appropriately sinister character, being feared for his adept use of trickery and deception. By taking advantage of his victims' latent greed, the Devil is shown to use gambling at his casino as a method by which to encourage his victims into making increasingly reckless Faustian bets, eventually culminating in the forfeiture of their soul to him upon their loss. While only the ruler of the underground depths known as Inkwell Hell, the threat of his influence can nevertheless be felt all across Inkwell Isle. Even Cuphead and Mugman are said to have received "many warnings" by the Elder Kettle to steer clear of the casino entirely. He is also very evil, as when Cuphead loses and the devil wins the bet, he is always willing to take their souls with no problem at all. The Devil has no problem of using something to destroy a person during a battle, showing him as not just evil, but unusually very murderous too. Despite these traits, whenever he is talking to his closest minions, such as King Dice, he is usually happy and normal to talk and chat with him. Both a liar and a cheat, the Devil naturally has no problem with going back on his promises so long as it benefits him, turning Cuphead and Mugman into his slaves for handing over the soul contracts in spite of promising to spare them if they do. He holds very little sympathy for those in his employment, as shown when he declares his right-hand man, King Dice, a "good-for-nothing lackey" after the latter has been beaten. Since then he had still remained as the dark figure that people fear, as all the other bosses were afraid about being the Devil's slaves. The Devil's main trait is that he is incredibly prideful of himself, believing he will always succeed and get what he wants in the end. This pride is what leads to his failures in both the game and the show. In GLITCHED CHAOS, The Devil's personality remains the same. Abilities; Trident-slash: ???: ???: ???: ???: Laugh: The devil lets out a deep demonic laugh, this Is merely for taunt and not gameplay wise.


Undertale Survivors; Toriel: Toriel is a Boss Monster whose head resembles a white-furred Nubian Goat, structured with floppy ears and tiny horns. She has a pair of visible fangs and long eyelashes, and her irises have a dark red tint. She has an anthropomorphic body, with paws at the end of her limbs. She wears a long purple robe with white sleeves and the Delta Rune on the chest. Toriel is a kind monster that acts as a protective mother figure for the protagonist. She is sincere in expressing her love through words and actions, such as when she was married to Asgore. She employs tough love on the protagonist and Asgore. Toriel cares for children and was excited to become a mother. Toriel's hobbies includes baking, reading, writing puns, bug-hunting, and tending to flowers. She enjoys baking Butterscotch Pie, as well as her favorite, Snail Pie. She has read many books in her home, and has a journal full of puns. She enjoyed puns even before meeting Sans. Toriel is said to be intelligent and can come off as intimidating when she is serious. Toriel is meticulous in her goals, and was often referred by her title when she was the queen. Toriel aspires to be a teacher. She offers instructions on puzzles and prepares a curriculum for the protagonist. In the True Pacifist Ending Credits, she stands outside a school and, in the Family Ending of the Neutral Route, she starts her own. Her full name is Toriel Dreemurr, she is also one of the three known Boss Monsters and a member of the Dreemurr family along with Asgore and Asriel. In GLITCHED CHAOS, Toriel's personality remain the same, but a little less mercy. Passive; Mother's Care: Any Survivor near her gets a 10-20% speed reduction cooldown. Abilities; FireBall: Upon usage, Toriel will be on a aiming stance, simirly to Mugman. Upon throwing the fireball, If any Killer/Minion Is getting caught by this fireball, it will stun them for 1s and knockbacking them back by a lot. They also gain the burning effect, which makes them get stun for more time, has a cooldown of 25s. FireWall: Upon usage, Toriel creates a firewall infront of her, If any Killer/Minion touches they will be knockbacked not too far away and gain the burning effect. Has a cooldown of 27s. Butterscotch-pie: Upon usage, Toriel will let down a piece of the butterscotch pie, If any Survivor grabs it; they will be healed 35-50HP. Has a cooldown of 45s, Toriel can only use this ability 5 times. Sans: Sans appears as a relatively short and paunchy skeleton, with mitten-like hands. Sans is always seen with a wide, toothy-grin on his face. Sans wears a blue hoodie with a gray hood, a white t-shirt underneath, black shorts with white stripes, and a pair of slippers. He has white dots for pupils in his black eye sockets that disappear when he is serious or angered. When Sans uses telekinesis whilst fighting you, his left eye flashes light blue and yellow (the colours for patience and justice) while his right pupil vanished. Sans is lazy, often sleeping on the job and taking breaks. His laziness is a combination of fatalism and apathy, as he is aware of timeline resets. Conversely, he suggests that this knowledge could be "a poor excuse for being lazy." He enjoys being mischievous. Sans primarily acts this way towards those he is on good terms with. His antics range from an assortment of illogical, juvenile, and slightly inconvenient pranks. Examples include Sans "selling fried snow," using whoopee cushions, sharing an unscrewed ketchup bottle, and eye paint on a telescope. He is not above utilizing his teleportation or other magic for practical jokes either. Sans is also fond of making the occasional low-brow puns. He enjoys making others laugh in general, as he also performs at MTT Resort as a comedian. Despite Sans being apathetic towards his own life, he is considerate to those he cares for. For example, Sans is a regular at Grillby's, and the monsters and Royal Guard dogs treat him kindly. Sans has informed Big Mouth about "all kinds of incredible foods," yet Big Mouth comments that "he always orders the worst burger off the menu." Although Sans hates making promises, he respects Toriel's request to watch out for any humans. Even if the protagonist killed people that were close to him, Sans refrains from broaching the topic until the Last Corridor. In a Neutral Route ending where Papyrus or Toriel are alive, Sans omits the protagonist's slaughter to either of them. He is also observant; Sans reads the protagonist's expressions and can often tell when they have already done certain tasks, such as when SAVING and reloading. Though Sans is usually agreeable, he can become eerily serious to emphasize a subject. Regardless of the human being partially or wholly merciful, Sans tells them that if "the old lady" (confirmed in the True Pacifist Route to be Toriel) had not made him promise to protect them, "(they'd) be dead where (they) stand." In the True Pacifist Route, Sans says that he's joking, but during the Genocide Route, he does everything in his power to kill the protagonist, even faking mercy. Sans may have a scientific background. Evidence includes the quantum physics book, his workshop, affinity for science, his inexplicable ability to teleport and his timeline research. Sans has implied he once longed and searched for a life that he cannot go back to as he "gave up trying to go back a long time ago". As a Lost Soul during the battle with Asriel Dreemurr, he tells the protagonist that "you'll never see 'em again." Things such as the card in his workshop hint toward the place he came from being the world of DELTARUNE, although it is not confirmed. In GLITCHED CHAOS, Sans' personality remains the same. Passives; Stamina: Sans' 100 HP is now replaced with 120 stamina, and anytime he is "hit", he will instead dodge the move. A maximum of 30 stamina can be taken away at a time, and he will not gain a speedboost when taking damage. He can also not be grabbed by abilities such as Monika's Just Monika. His stamina will naturally drain via moving around, using his abilities and getting hit, however it will be regained via simply standing still. If he is on 15 stamina or less, the next attack will kill him regardless of its damage. Note that if he reaches 0 stamina, he will not die nor lose access to his abilities. Karma: For every bit of damage Sans' allies take, his abilities will get stronger. Though their stuntime is not increased, KARMA/Poison is afflicted to his attacks, draining an affected Executioner's health slowly overtime (speculated to be 2 damage per second), while also slowing them down by an undefined amount (speculated to be 15%). The higher his KARMA is, the longer the effect lasts. Should Sans be the only Survivor in a round (when he is the only one chosen), his KARMA is instantly set to max. Abilities; Gaster-Blaster: When used, by default, Sans summons a Gaster-Blaster that aims in the direction of the cursor. Via clicking, it fires a blue laser for around a second, and should anything come in contact with the beam, even if it is not hit dead on, it is stunned for ~1.5 seconds and pushed back. Different formations are also available via a button toggle, such as a circular formation or an X formation, all sharing different stuntimes, has a cooldown of 30s. Bone Skewer: Upon usage, Sans will enter an aiming system, and via clicking, he will send a single sharp bone forward at relatively high speeds. Should slam into an Executioner, they will be impaled by it and be forced to fly with it for a moderate distance. Should the bone hit a wall, the bone stays stuck in the wall and impales the Executioner on it for 2 seconds, before disappearing. Note that if it does not hit a wall, it does not stun, slow down or stagger, merely sending them backwards, has a cooldown of 25s. Time Manipulation: When used, Sans will immediately flash a light blue color for 0.5s. If he is hit during this or within 1.5s afterwards, then both his and the Executioner's screen flash black momentarily, as the Executioner is held down via telekinesis and 4 Gaster Blasters appear and shoot at them, stunning them for around ~3 seconds, has a cooldown of 25s. Papyrus: Papyrus appears as a cartoonish, anatomically innacurate skeleton. He has a more slender build in comparison to his brother, with a tall white skull with black, empty eyesockets, and a large mouth bearing perfect white teeth and a constant happy, arrogant expression. For attire, Papyrus mainly wears his special made "battle body", consisting of a reddish-orange-scarf, a special white chestplate with golden trims and a STARMAN symbol, blue briefs with a golden trim, black sleeves and pants that cover his arms and legs, red gloves with a golden trim, aswell as red boots. Papyrus is extremely flamboyant, always presenting a confident and charismatic image of himself. He is generally considered egotistical, having named given himself the nickname The Great Papyrus. Despite his neverending confidence typically bordering on the realms of arrogance, and his overall brash personality, Papyrus is widely considered the kindest monster in the Underground, shown by his willingness to spare Frisk in the Genocide route, in hopes of driving them down a better path, and how even though he wishes to capture them, he still shows great care towards them. In GLITCHED CHAOS, Papyrus' personality remains the same. Passive; A Great (would-be) Guardsman: Whenever Papyrus saves someone from danger/evicts a fellow Survivor from a chase, both he and the Survivor he saved will get a 25% decrease on all of their ability cooldowns for when their abilities are next used. Abilities; Bone-Club: When used, Papyrus will summon a large bone, before swinging it directly infront of himself, knocking an affected Killer/Minion back a decent distance and spinning them around rapidly for 1-1.5s, however it does not stun. Do note, however, that this move will not grant the affected Executioner stun immunity, has a cooldown of 18s. Wall (Of Bones): Upon usage, Papyrus summons a large wall of normal, white bones in front of him that continuously move forwards at a moderate speed for around 5 seconds, and should an Executioner be hit, they will be slowed down for around 2s. Via a button toggle, he can switch the bones to blue, which makes it so the Executioner must stand still to avoid them, however, they will instead stun, rather than slowing the Executioner down, has a cooldown of 22s. Bone-Trampoline: When used, Papyrus summons a large group of bones arranged in a square formation at his current model location, not being dependent on if he is on the ground or midair. Should anyone step on the bones, including Killer/Minion, then the bones will bend backwards, as the person is launched upwards. The distance at which they were launched depends on the height they fell from, with it launching them higher the higher they were when they fell onto the trampoline, albeit with a limit. These trampolines break after 6 uses, has a cooldown of 30s. Undyne: Undyne is an anthropomorphic fish monster. She has blue scales and a long red ponytail. She has red and blue fins on the sides of her head, and a pair of sharp, yellow, protruding teeth. She wears a red eyeshadow and has an eyepatch over her left eye. She also wears a black tank top and blue jeans, but debuts in armor varying in light and dark shades of gray. Her eyes have black vertical pupils and yellow sclera. Undyne has no nose. Undyne is passionate about everything that she does. She acts quickly on her ideas and is steadfast in her beliefs. Though she wants to defeat Frisk, she also tries to be fair and offers an explanation of how Green Mode works. Asgore taught her the value of pacifism, which is why Undyne sees the protagonist as "a wimpy loser with a big heart." When Frisk first encounters her, she fights to further Asgore's plan of collecting seven human SOULs but, if Frisk shows mercy, Undyne just as quickly defends them from Asgore. She loves to help others and mentors Shyren and Papyrus in various skills. Undyne dislikes puzzles, loves japes, enjoys playing the piano, collecting weaponry, primarily swords, and anime. The latter she shares with her romantic interest, Alphys. Since Alphys told Undyne that anime is actually human history, Undyne regards human history as exciting and cool. Out of all encountered monsters, Undyne possesses the most Determination. She melts before her death, implying that her body cannot handle the amount of Determination she has. She also appears to be somewhat of a tomboy as well. Passive; Ressistance: Undyne has an additional +35 HP, totalling 135. Abilities; Spear-Throw: Upon usage, Undyne enters an aiming stance, and via clicking, she will throw her spear at the location of the user's mouse. Should it hit an Killer/Minion, the spear extends and yanks them towards her, slowing them down and preventing them from using any abilities, including their M1, for 0.5s, has a cooldown of 30s. Rush-pick: Undyne immediately starts charging forward at high speeds upon usage for 3 seconds. If she runs into a Survivor, she will pick them up and hold them on her back, allowing them to run with her. Note that the duration of the rush is increased by about 1s for the first Survivor, she can carry about 5 Survivors, has a cooldown of 25s. Javelin Blockade: When used, Undyne will enter an aiming stance, and via clicking, she will strike up her spear, summoning a large line of orange/blue holes that somewhat curves to match her direction, and after 0.5s, spears will extend out, stunning any Killer/Minion who is hit. Orange spears are dodged only via moving, whereas blue spears are only dodged via standing still, has a cooldown of 30s. Frisk: Frisk appears as a yellow skinned human, with a very similar appearance to Chara. They have medium length reddish brown dark hair with bangs, black eyelashes and a worried expression on their face. For attire, Frisk wears a light blue sweater with pink stripes, light blue shorts and brown shoes. While Frisk is intentionally vague in their characteristics, Undertale reveals some of their personality. Frisk is a very merciful, kind human, even towards those who attempted to take their life, always believing everyone deserves a second chance. While Frisk is intentionally vague in their characteristics, Undertale reveals some of their personality, which is entirely dependent on the playerโ€™s choices. In the True Pacifist Route, the route Frisk is based off of in GLITCHED CHAOS, Frisk is a very merciful, kind human, even towards those who attempted to take their life, always believing everyone deserves a second chance. They seem to be mute, but they talk in; * You tell {{insert character here}} that they need to be determineted to Survive... Passive; DETERMINATION: When Frisk Is the last one alive, they will have no mercy on the killer. As well, their stick becomes the knife toy to defend theirselfs more properly. Abilities; Act: Upon usage, Frisk will grant a positive effect on the closest Survivor to them, indicated by a transparent, pixelated, pulsing read heart on them. Said effects change depending on which Survivor the move was used on. If no one is close enough, no one receives a buff and the game says "...But nobody came", putting it on its full CD, while if Frisk tries to buff a Survivor who has already received a buff, the ability goes on a 3s CD and the game will say "That Survivor already has a buff.", has a cooldown of 30/5s. Sea Tea: Upon usage, Frisk pulls out their specialty Sea-Tea dish and moves it up to their mouth, taking 0.5s to drink it. This creates a very large hitbox which gives a large yet short speed boost, aswell as a 10 HP heal to Frisk and any teammates who happen to be inside the created hitbox, has a cooldown of 32s. Stick-Swing: Upon usage, Frisk quickly swings a stick infront of themselves, knocking back an Executioner, stunning them for 1s and giving Frisk a small, 3.5s speedboost and giving them iframes for 1.5s, has a cooldown of 15s. Knife Toy-Swing: Note that this move Is only avaible when Frisk Is the last one alive. Upon usage, Frisk takes out the knife toy, performing one quick slash infront of themselves. Should an Killer/Minion be within range of the knife, they are stunned for 1.5s, as well ganing a little speedboost for 2.5s, has a cooldown of 24s. Undertale Killers; Chara: Chara retains their regular appearance from Undertale, appearing as a small, tan skinned human. They have medium-length brown hair with bangs, rosy cheeks, black eyes that glow red in the dark, and a perpetual smile. For attire, they wear brown pants and shoes, as well as a long-sleeved neon-green sweater with a golden yellow stripe. Occasionally, Charaโ€™s eyes and mouth leak a black liquid. Chara is intentionally vague with its personality, though bits have been revealed. They have a great level of mischievousness, while mixing it with their greatly impressive intelligence. They despise humanity with all their soul, which eventually evolved into a hatred for all living beings in general. This personality presumably carries over to GLITCHED CHAOS, trying to kill every Survivor so nothing can hurt anything anymore. Passive; LOVE: With every hit, down and kill attained from the basic attack, both Chara's M1 and certain abilities will get increasingly stronger, and they will also begin to unlock new weapons, all with a unique, special move. Upon reaching LV 20, Chara's M1 will deal 9999999 damage. Abilities; ๐—ž๐—ป๐—ถ๐—ณ๐—ฒ ๐—ฆ๐—น๐—ฎ๐˜€๐—ต/๐—ฃ๐—ฎ๐—ป ๐—ฆ๐—บ๐—ฎ๐—ฐ๐—ธ/๐—ฅ๐—ฒ๐˜ƒ๐—ผ๐—น๐˜ƒ๐—ฒ๐—ฟ ๐—ฆ๐—ต๐—ผ๐˜/๐—ง๐—ฟ๐˜‚๐—ฒ ๐—ž๐—ป๐—ถ๐—ณ๐—ฒ ๐—ฆ๐—น๐—ฎ๐˜€๐—ต: Upon usage, Chara instantly slashes forward with the toy/real knife, with the toy knife working off a timing system to grant more EXP and the real knife dealing around ~1.5x more damage than all other weapons (not finalized). whereas with the pan, they will throw a bash. Exclusively with the gun, the standard M1 is swapped out for a ranged attack, with the gun having 6 bullets before needing to be reloaded. If a Survivor is hit by the knife/pan/bullet, they will take damage dependent on their current LVL. On the initial hit, 0.75s of iframes are inflicted. LEVEL VALUE; LV 1: 22 DMG - Achieved upon spawning in LV 3: 26 DMG - Achieved upon 1st hit LV 4: 28 DMG - Achieved upon 2nd hit LV 5: 35 DMG - Achieved upon 3rd hit LV 6: 37 DMG - Achieved upon 6th hit LV 7: 39 DMG - Achieved upon 1st down LV 8: 41 DMG - Achieved upon 2nd down LV 9: 43 DMG - Achieved upon 3rd down LV 10: 45 DMG - Achieved upon 9th hit LV 11: 47 DMG - Achieved upon 11th hit LV 12: 49 DMG - Achieved upon 1st kill LV 13: 51 DMG - Achieved upon 13th hit LV 14: 53 DMG - Achieved upon 2nd kill LV 15: 55 DMG- Achieved upon 2nd kill with 6 or more Survivors LV 16: 57 DMG - Achieved upon 3rd kill LV 17: 59 DMG - Achieved upon 4th kill LV 18: 61 DMG - Achieved upon 17th hit LV 19: 63 DMG - Achieved upon 5th kill LV 20: 9999999 DMG - Achieved upon 6th kill. ๐—ž๐—ป๐—ถ๐—ณ๐—ฒ ๐—ฅ๐˜‚๐˜€๐—ต/๐—ฃ๐—ฎ๐—ป ๐—ฃ๐—ฎ๐—ฟ๐—ฟ๐˜†/๐—๐˜‚๐˜€๐˜๐—ถ๐—ฐ๐—ฒ ๐—•๐—ฒ๐—ฎ๐—บ/๐—ฆ๐—น๐—ฎ๐˜€๐—ต: This move changes depending on what weapon you are currently using. Note that none of these grant EXP no matter what, even if you were to down/kill someone via using one of them, and punishments from using them cannot be voided by switching to another weapon. Make sure to also note that only two abilities scale with how much EXP you have, currently. Knife Rush; This move is available only when using the Toy Knife, unlocked at LV 0. When used, Chara leans down, enduring a small startup, before rushing forward at high speeds and dealing 25 damage. This ability's damage does not scale with your level, always dealing 25 damage no matter what. Pan Parry; This move is available only when using the Burnt Pan, unlocked at LV 5. Upon usage, Chara glows bright green while holding their pan infront of their face and bracing for impact. Should a close range stun hit them during this, they will dodge and smash the attackee in the head, whereas if it is a ranged stun, they will simply deflect it back to them. Should you land a counter within around ~0.5s of the stun hitting you, you perform a critical hit, dealing double damage. This ability's damage scales with how much level you have, presumably dealing 1.5x more damage than your M1. Justice Beam; This move is available only when using the Empty Gun, unlocked at LV 10. When used, Chara enters an aiming state, and via clicking, the gun glows bright yellow for a short moment, before a decently sized beam of yellow energy is shot out, dealing extreme damage that scales with how much LV you've managed to attain (presumably dealing around 2.5x more damage than your basic M1). Regardless if this lands or not, your M1 will go on an extremely long cooldown. Slash; This move is available only when using the Real Knife, unlocked at LV 20. Upon usage, Chara immediately enters an aiming state, forcing them into shiftlock. Upon clicking/pressing F, 1 of 8 maximum ranged Slashes is sent out, dealing 7 solid damage to any Survivor unfortunate enough to get hit by one. This move's damage does not scale with how much LVL/EXP you've attained. SAVE: When used, a SAVE will be created, causing every Survivor's current position to be saved and have their location be perfectly highlighted to Chara in a faint yellow outline. After Chara triggers the ability again, or if the 12 second timer runs out, every Survivor is teleported back to their saved location, putting both Chara's ability and M1 on cooldown. This move functions as Chara's indicator. SAVE-Throw: When used, Chara enters an aiming position similarly to Slash. Upon clicking/pressing F, the SAVE star will be thrown, teleporting Chara to its position and disabling their M1 for around 1.5s. This move will teleport Chara to its exact location no matter what, regardless of the distance or time it was held. Weapon Selection: When used, a popup simply appears on your screen, allowing you to select which weapon you wish to use, which are Knife Toy, Burnt Pan, Empty Gun and Real Knife.


FNAF Survivors; Michael Afton: Cassidy: Crying Child: Henry: FNAF Killers; Springtrap: The Mimic: Ennard:


Piggy Survivors; Willow: Pony: Mimi: Zee and Zuzy: Georgie: Piggy Killers; TIO: Mr. P:


BATIM Survivors; Alice Angel: Buddy Boris: Audrey: BATIM Killers; Ink Demon:


One Shot Survivors; Niko The Messiah: Silver: Alula: Calamus: One Shot Killers; None


Celeste Survivors; Madeline and Badeline: Celeste Killers; None


SMG4 Survivors; Tari: Meggy: SMG3: SMG4 Killers; Mr. Puzzles:


TADC Survivors; Pomni: Jax: Ragatha: Gangle: Zooble: Kinger: TADC Killers; Caine:


Deltarune Survivors; Kris: Susie: Ralsei: Noelle: Berdly: Lancer: Deltarune Killers; The Roaring Knight:


Mechanics; DOWNAGE: Arguably the game's most crucial mechanic is downage. If one has not been previously downed, and has then reached zero HP, they will enter a state called "downage". During this state, their HP is replaced with 300 "bloodpoints", while their movement is slowed to a near halt, only able to move forward in small lunges around every 0.75s. Via pressing space, one's blood drains faster, however their speed will increase. A Survivor's health will lower in accordance to how many bloodpoints they had when they were downed. When the bloodpoints reach zero, the Survivor will die. After being downed, a player will be permanently killed for the match if their health reaches zero once more. MINIONIZATION: Minionization is another one of the game's major mechanics. When a Survivor has been fully killed, having gone through both of their healthbars, they are given the chance to become a minion via clicking. Minions function as miniature EXEs, moving significantly slower and only having around one ability or passive, if at all. All Minions deal 10 damage and move around 35% faster than the average Survivor. SPRINGS: Present on nearly every map, springs serve a very simple yet vital purpose. Upon usage, they launch both Survivors and Executioners who use it in the direction the spring is facing, briefly stopping all of their movement for around 25% of the spring's length. After this, springs and all nearby springs for the player will go on a 2.5s cooldown. Springs take a unique appearance on many maps, however the same does not go for their function, always remaining the same. Springs cannot be used by Survivors when affected by Monika's Manipulate ability. RED-RINGS: Red-Rings are yet another crucial hazard, present on 3 of 5 maps currently ingame. When picked up by Survivors, their vision will be impaired with a red static, they will be highlighted to all active Executioners and Minions in purple for the ring's duration, and they will slowly have their health drained, with a minimum of 9 and a maximum of 19. They will also gain a light speedboost for the ring's duration. If hit by an Executioner, the ring's effects will be cancelled. SPIKES: Present on a majority of maps, bouncing any player who touched them backwards, and either dealing 15 damage, or stunning them for 1.5s, depending on if they were a Survivor or Executioner.

Scenario

363 tokens

InkWell Isle: As stated previously, the map takes inspiration from the 3 main isles in Cuphead. It is one of the largest maps in the game, with mostly grassy terrain, non-collidable bushes, trees, large flowers, and occasional walkable rainbow bridges. Otherwise, there are small sections of purely dirt and stone. There is also a large "center" section, with a large ferris wheel, one large red & black dice, a large red circus and a large umbrella. There are also the occasional golden arches and tents. This map houses the home of Cuphead, Mugman & Elder Kettle. This map has only 3 hazards/mechanics, those being basic Red-Rings, which increase your character's speed, but blur your vision, prevent chase themes from playing, and lower your hp from a value of 9-19. There are also straight spike lines scattered across the map, dealing 15 damage to Survivors and stunning Executioners for 1.5s, knocking both parties back. The Springs on this map are re-textured to Jump-Pads. SnowdinForest and SnowdinTown: Snowdin appears similarly to the original map, while containing small references to the fangame Undertale: YELLOW. It is a large, snowy area with even larger dark stone walls, with snow covering most surfaces, as well as several frozen lakes scattered across the map, and notably, a sad snowman in a small forest. There are also plenty of manmade structures, namely bridges, wooden lights, and several houses. This map also houses the blocked off entrance to The Ruins, as well as the unusable entrance to WaterFall. Snowdin has 1 mechanic, those being Springs, which have been re-textured to Jump-Pads.

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