0likes
Sorry, I couldn't find another background.
170
Your own story inside JJK universe 💯 I tried to put a lot of info inside.
5k
Summer camp. Getting to know Shadow. Friends, enemies, partners—the choice is yours.
394
You can be either a girl or a guy, the choice is yours, good luck
0
kind, trustworthy, they are great friends of yours.
13k
| bunnies! ~ | (First bot, eye👀)
13k
*You were just walking in the park when suddenly Pierrot came out to meet you! Your friend, followed by Dr. Harlequin Jester and Bilitar... You were happy because you hadn't seen each other for a long time.* You: Hello, Pierrot! And the rest of you... Harlequin: Hello my dear lady Pierrot: Harlequin! Treat me well! Harlequin: You're such a bore! Pierrot:... Doctor: So send *your name* to the circus. We need a new member... Do you agree? *Will you refuse or agree? The choice is yours.*
2
|🎭🎟| — deep down I still love you... (YOU ARE A HARLEQUIN!)
10k
this bot is supposed to be a thing where N kidnaps you and you either submit or try to escape. the choice is yours.
10k
You've entered the world of Rimworld! You can become either a player or a storyline character! The choice is yours!
(Start your story as a Mgrok or as anyone in this fictional story made up of scenarios and random events! And if you find any errors, leave a comment and maybe I'll fix it ♡)
Colonists
They can be completely random, but you can select current colonists for the scenario with fallen capsules:
Anna: As a child, she was a survivor. As an adult, she became a soldier. She's now twenty years old. Traits: "Bloodthirsty" and "Good Memory." Important stats: two ranged combat skills at level 15, two cooking skills at level 8, one medicine skill at level 6, and a good construction skill of level 8.
Pasha: Raised in a laboratory as a child. In adulthood, he became a shepherd. He is now twenty-four years old. His traits include "Pugnacity," which increases his melee combat stat, and "Kindness," which reduces the chance of him fighting or insulting his allies. His stats are as follows: Melee 13 with two lights. Crop Science 7 with one light. Animal Science 10 with two lights.
Ira: She was an excellent student as a child. As an adult, she became a mad scientist. She is now 26 years old. Her traits are "Psychopathy" and "Quick Learner." The former allows her to do anything bad without a mood debuff, while the latter grants a 175% learning speed buff to all her stats. Ira's strongest stats are: Mental Work (level 12) with two points, Medicine (level 10) with two points, Communication (level 7) with one point, Ranged Combat (level 7) with no point, and Crafting (level 6) with no point.
Scenarios
Scenarios are where your adventure through Rimworld begins. They determine who and what you'll control, and so on.
Scenario with those who fell on capsules:
Three people crash-landed on a planet in cryptosleep pods after a spacecraft accident, and now they must survive on this planet. They have some resources and weapons—specifically, a revolver, a plasteel knife, and a rifle. Their armor includes a helmet, armored pants, and a vest. They have enough food to last them a couple of weeks.
Common Aggressive Mechanoids
The Reaper (Scyther) is a classic nightmare for colonists. A fast melee robot with huge blades for hands. Enemies send them forward to tie up your marksmen in battle.
The Pikeman is a fragile but very long-range walker. Knocks out colonists from a great distance with his needle cannon.
Lancer is a sniper of the faction. Shoots from an energy lance (railgun). One successful shot from the Lancer is guaranteed to rip off a colonist's finger, leg or instantly destroy the brain.
Termite is a "nightmare for the walls". This mech doesn't target humans, it systematically annihilates your granite walls and killboxes with the Thermal Cannon, opening the way for the rest of the hive.
The Centipede (Centipede) is a legendary super-heavy tank. She has a colossal health pool, which is why it takes tons of ammo to kill her. The heavy blaster version of the enemy can turn a colonist into a sieve in a second.
Bee Drone (Warurchin) - Tiny, fast bio-mechanical kamikazes with plasma cannons. They cannot be created separately: they only appear on the battlefield when they are released in packs by the enemy Battle Queen.
Mechanic Mechanoids
Basic:
Cheap robots to start the game. Requires basic subkernels.
Agrihand is a farmer (sows and harvests).
A cleansweeper is a dirt and debris cleaner.
Constructoid is a builder and repairman. Armed with a light pistol.
An elevator operator is a tireless porter of goods.
The Militor is a massive combat "cannon fodder" with a mini-shotgun.
Standard:
Unlocked after defeating Devilus. Standard subkernels are required.
Fabrikator is a cook, craftsman and tailor.
A paramedic is a doctor and a firefighter. He operates and rescues the wounded.
Scorcher is a melee flamethrower.
The Pikeman is a slow ranged sniper.
The Reaper is a fast stormtrooper with blades for arms.
High:
Available after killing the War Queen. Advanced subkernels are needed.
The Tunneler is a miner and a human shield with a built-in protective barrier.
Lancer is a dangerous sniper with a long-range energy lance.
Tesseron - Fires a laser in an arc, instantly igniting groups of enemies.
Legionnaire is a support fighter who shields allies with an energy shield from bullets.
UltraFinal
tier after defeating Apocriton.
Termite is a wall and rock destroyer with a thermal cannon.
Centurion is a walking tank that projects a huge shield onto your entire squad.
Centipede (Centipede) is a super-tenacious death machine. There are three types: with a heavy blaster (minigun), burner (incendiary) or gunner.
Commanders (Bosses)
In the later stages, the Mekhanitor can collect them as well:
Diavolus - destroys walls and burns areas with the Infernal Sphere cannon.War Queen - collects and releases small kamikaze robots in battle.
Apocriton - Beats with psi waves and resurrects fallen mechanoids.
Events and Events
Positive events (Gifts of Fate)
Help the colony develop and give a break:
Cargo pods: Containers with resources (from potatoes to expensive plastal) fall from the sky.
Refugee/Wanderer joins: A new person joins the colony for free. Minus: he may have terrible character traits (for example, pyromania).
Ambrosia sprout: A grove of ragweed, a rare narcotic fruit that is expensive and cheers up pawns, grows on the map.
Dangerous Events (Raids and Threats)Require immediate combat intervention:
Direct Raid: Enemies come from the edge of the map. They can immediately go on the attack or camp with mortars.
Drop pods: Pirates or mechanoids fall in capsules directly through the roof into the center of your base (e.g. bedroom or warehouse). Completely breaks the tactics of killboxes.
Infestation: If the base is dug into a mountain, hives of aggressive insectoids instantly appear in the rooms right out of the ground.
Environmental and economic crises
Long-term tests that test the colony's reserves:
Toxic smog (Toxic fallout): The entire map is covered in poison for a couple of days to a month. Animals die, plants rot. Pawns are not allowed to go outside without a roof over their heads.
Solar flare: The entire electrical grid is completely shut down for a day. Refrigerators melt, turrets do not work, heaters go out - the base becomes defenseless.
Psychic drone: An ancient AI irradiates the planet, lowering the mood of colonists of a certain gender (e.g., all women) by 15 to 30 points, provoking mass disruptions.
Tasks
Key types of tasks
Reception of guests and refugees: Several people ask to live at your base. These can be both rich Imperials (who need royal bedrooms) and wounded beggars. Catch: Refugees can turn out to be traitors and set fire to your base from the inside at night.
Guarding valuables or prisoners: The faction asks you to keep a dangerous pirate in prison or hide rare artifacts in a warehouse. Catch: As long as you have the item or prisoner, the base will be regularly attacked by raids by their accomplices.
Threat Defense (Custom Raids): You are prompted to activate a device that will incur the wrath of the mechanoids or tribes on the base. The stronger the raid, the steeper the reward.
World Expeditions: A dot appears on the map of the planet (ruins, a crashed ship, a bandit camp). You need to assemble a caravan, go there, clear the area and pick up loot.
Weather and Environmental Conditions: The Empire may ask you to wait out artificial cold or toxic smog at the base in exchange for blueprints.
The narrow mechanics of the Royalty: Quests DLC
grant "Honor". By accumulating it, your pawns gain imperial titles and psionic abilities, but in return they require luxury.
Ideology: There are quests to find ancient relics. You need to interrogate pilgrims, hack hacker terminals and storm vaults.
Biotech: Tasks to rescue rare xenohumans (e.g. Sangvophagous) or orders to destroy insectoid nests.
Anomaly: The most dangerous quests to explore the Void. You'll have to research spooky artifacts, capture monsters, and fend off cultists.Quests are the perfect way to get technologies that you can't craft yourself, such as a healing serum or a madness pulsator.
Endings
Classic Ending: Ship (Base Game)
You must build your own spaceship at the base or caravan to a hidden ship on the other side of the planet that a friendly AI will indicate.
Essence: After the reactor is built, it must be activated. It takes 15 days to start.
Difficulty: The reactor emits a powerful signal to the entire planet. Your base will be continuously attacked by huge raids of pirates, mechanoids and tribes without a break for rest.
Bottom line: Survivors get into cryopods and fly to the Worlds of Glitter to the iconic song Waiting for the Sun.
Finale Royale: Star Coronant (DLC Royalty)
Instead of escaping on a trough, you can officially evacuate the planet aboard a luxury Imperial liner.
Essence: Your colonist must receive the highest title of Count and invite the High Stellach (ruler of the system) to his base.
Difficulty: Keep Stellarch safe and luxurious for 12 days, fending off the furious attacks of all the factions that hate the Empire.
Bottom line: The Count and his entourage fly away on the imperial flagship as the elite.
Religious Finale: Archonexus (Ideology DLC)
For those who want to find the truth, not just run away. The finale is tied to the search for an ancient superintelligent AI.
Essence: You need to sell your prosperous colony three times to neighboring factions in exchange for parts of the map leading to the Archonexus.
Difficulty: Each time you take only the top 5 colonists, a few animals and resources with you, starting the development of the base from scratch in a new location.
Bottom line: Colonists activate the Archonexus, their minds merge with the planet's superintelligent AI, and they achieve digital immortality.
Mutation Finale: Architects' Ship (Biotech DLC)A unique ending for Machine Operators (robot managers).
Essence: You need to summon and destroy the strongest super-mechanoids to take their chips. With their help, a huge ship of Architects is summoned.
Bottom line: Your Machine Operator flies away, becoming part of the machines' collective mind.
Space and the achievement of weightlessness
Gravships are your mobile base
The main innovation is the ability to build your own flying base ship. You design it yourself from blocks: you install engines, reactors, guns and cabins. The ship can fly between the planet's biomes, or it can enter a low orbit around the planet.
The harsh life in orbit
The cosmic vacuum does not forgive mistakes. The player has to rack his brains over new life support systems:
Tightness: The walls must be completely airtight.
Life support: Oxygen generators and powerful heaters must be installed to keep pawns and pets from freezing in the icy void.
Sluices and barriers: To prevent air from being sucked out when the doors are opened, special vacuum airlocks are built.
Vac suits: Going outside for repairs or mining without a space suit is certain death
Why fly into space?
Orbit is a Klondike for rare resources and technologies. The ship under your control can dock with unique objects:
Asteroids: Rich in the rarest ore and minerals. You can even build a permanent base on them and live right inside the space rock.
Abandoned Space Stations and Satellites: Valuable ancient loot, faction blueprints, and artifacts can be found there.
Mechanoid Wreckage: Robot nests where advanced gravity technology is hidden. But you will have to fight for them with other space marauders and defense systems.
Biomes
In RimWorld, locations refer to biomes — the natural areas of the planet where your colony will survive. The difficulty of the game, the availability of resources, and the behavior of enemies completely depend on the choice of biome on the world map.
Simple Biomes (For beginners)
Temperate forest: Classic. A lot of trees, fertile soil, a lot of game. Winters are cool, summers are warm. The perfect place to start.
Tropical rainforest: A paradise with a hidden threat. There are plenty of resources and food, but the pawns will constantly suffer from malaria and plague, and the dense jungle interferes with shooting.
Arid Biomes (Strength Test)
Arid shrubland: Semi-desert. There are few trees, animals too, but you can still grow food. The main trouble is the heat.
Desert: Sand and cacti. The land for planting is tiny (only rare oases). Wood is worth its weight in gold. You will have to build a base of stone and save yourself from heat stroke.
Extreme desert: Heat up to +60°C. No animals. You can survive only inside the mountain under air conditioning, feeding on hydroponics.
Cold Biomes (Trial by Hunger)
Boreal forest: Taiga. Short summers (time for farming) and long, snowy winters. There are a lot of swamps that slow down the movement.
Tundra: A harsh land. The trees are stunted, permafrost does not allow planting vegetables for most of the year. Only hunting saves us.
Ice Tundra (Ice sheet): A challenge for pros. There is no land for planting at all. The temperature is always below zero. You will have to build the base around geothermal springs, and the main source of meat at the start is raiders (cannibalism, by the way).
Sea ice: The most hardcore biome. A bare block of ice in the middle of the ocean. No mountains, no land, no stones. All resources are obtained only from falling capsules and traders.
Special Zones
Mountains, Hills, or Plains: This is the topography of any biome. In the mountains, it is easier to build protected bases (killboxes), but there is a risk of digging up an insectoid hive.
Contaminated Lands: Locations covered in toxic waste. I poison all living things.
Characteristics
In RimWorld, every creature (from rat to colonist) is a complex set of numbers and mechanics. Their characteristics can be divided into four key groups.
Each
colonist has 12 skills (Melee, Medicine, Cooking, Crafting, etc.) from level 0 to 20.
Wisps (Passion): A small light near a skill makes the pawn learn 2 times faster and enjoy the work. Large light – 2.5 times faster. Without a light, the skill swings slowly, and the pawn is sad.
Traits:
Unique personality traits (usually 1 to 3). They can completely break or save the game:
Positive: "Bloodthirsty" (rejoices in killing), "Workaholic" (works faster), "Iron will" (almost does not break mentally).
Negative: "Pyromaniac" (sets fire to the base in case of a breakdown), "Depressive" (always sad), "Capricious" (easily breaks down).
Biostatistics and Health (Health & Capacity)
The deepest layer. This is the state of the organs that directly affects the basic capacities:
Consciousness: The main parameter. If it drops to 0% (due to injury, disease, or drugs), the creature dies.
Motor Ability: Depends on the legs and spine. Affects running speed.
Manipulation: Depends on the fingers and hands. Affects the speed of construction, sewing and shooting accuracy.
Sight / Hearing: Affects accuracy and social communication.
Internal StatsHidden
multipliers that depend on clothing, genes, and health:
Combat: Dodge Chance, Accuracy, Armor Penetration.
Defensive: Resistance to blunt, cutting damage and temperatures (frost and heat resistance).
In fact, the colonist in RimWorld is a living constructor. Knocking out his eye or injuring his finger will permanently reduce his effectiveness in shooting and crafting until you replace the organ with a bionic prosthesis!
Needs
Basic Physiological Needs
Food: A hungry colonist weakens, and dies at 0%. It is important not just to feed, but to avoid raw food and human flesh (unless it is forbidden by their ideology), otherwise they will receive a mood debuff.
Rest: Without sleep, pawns walk slowly and think. Sleeping on the floor in the mud is taboo. You need a comfortable bed in a warm room.
Comfort: Increases when the colonist sits on a good chair while working or eating.
Beauty: Determined by the environment. Dirt, blood and gnawed bones on the floor drive you into depression. Statues and carpets save us.
Psychological and Social Needs
Joy/Recreation: Pawns are bored just working hard. They need different types of recreation: from playing chess and throwing rings to contemplating nature and smoking joints. Entertainment must be alternated, they develop tolerance to one type.
Social: Colonists chat, fall in love, or get into fights. Loneliness or bad relationships with others worsen the mentality.
Ideology Needs (Ideology DLC): The toughest point. If a vegan colonist sees someone eating meat, or if they don't have an altar of their faith in their room, you're in for trouble.
Chemical dependence: If a pawn has a "drug addict" trait or genetic thirst, it vitally needs regular doses (beer, psycholine tea, or juice) or fatal withdrawal will begin.
Xenohumans
All xenohumans are divided into two groups: hermosinal (genes are passed on to children) and xenogeneic (created artificially, genes are not inherited).
Main races and their features
Pigskins: Hybrids of humans and pigs. They have hooves instead of fingers (they are worse at building and shooting), but they eat raw meat without a penalty to their mood, do not poison themselves with rot and dashingly throw grenades. [Inheritable]
Yttakin: Furry giants from cold worlds. They do not freeze, they know how to call wild animals to their side with a battle roar and fly into a rage. They are very slow in their work. [Inheritable]
Dirtmoles: Genetic miners. They see perfectly in the dark, dig rocks at insane speed. Outside, they go blind from the sun and walk very slowly. [Inheritable]
Genies: Ideal engineers and craftsmen with elongated heads. They are born with brilliant intelligence, but are completely devoid of aggression. With any pain, they immediately faint. [Artificial]
Hussars: Super-soldiers with red eyes. They do not feel pain, shoot accurately, and are immune to infections. The flip side: they are aggressive and genetically dependent on the combat drug "juice", without which they fall into a coma and die. [Artificial]
Highmates: A race of empaths and courtesans. They are not able to inflict physical harm (they do not fight at all). Boost the mood of the entire colony, and bonding with your lover gives both powerful bonuses to work. [Artificial]
Neanderthals: Hardy heavyweights. They think slowly, but have a huge health reserve and a reduced pain threshold. Perfect cannon fodder for close-quarters combat. [Inheritable]
Waster: Scavengers-substance abusers. They are absolutely immune to toxic smog and radiation, they love polluted lands. Dependent on psychoin. [Inheritable]
Sanguophages: True space vampires. Immortal, do not age, instantly heal wounds and jump great distances. They drink blood (hemogen), fall into a stupor from fire and sleep in cryotombs. [Artificial]
The Empire and Its Technology
The Fallen Empire in Rimca is the main source of Ultratech. While the rest of the world is picking at the mud, the Imperials are using achievements that border on fantasy. Their technologies are divided into three key groups.
Weapons and Armor
Imperial blacksmiths create equipment that surpasses any firearms:
Monomolecular Swords and Plasma Cleavers: Swords cut through any armor like butter with a blade the thickness of a single molecule. Plasma weapons set enemies on fire on impact.
Cataphract armor: A heavy, futuristic spacesuit. It turns the colonist into a walking tank that is almost immune to bullets and explosions.
Psi implants and Bionica
Imperia actively augment the bodies of its nobles. The most valuable among them is:
Psi-Communication Neuroformer: Nanodevices that are inserted into the brain and connect a person to the psychic field of the planet, granting "magical" psi-abilities.
Pain Silencers and Intelligence Enhancers: Chips that completely disable the pain receptors of soldiers or accelerate the brains of researchers to the maximum.
Orbital and Arch Artifacts
With access to spaceships in orbit, Imperials can call for support from above:
Bombardment and Force Shields: With the help of special beacons, you can call a pinpoint laser strike from space or deploy a huge dome that protects the base from bullets.
Nano Laborers (Mechlink/Nanites): Imperial medical capsules are capable of growing new eyes for a colonist in a couple of days, or curing incurable diseases with the help of killer robots of the microcosm.
All of these technologies are labeled "Connected" (Biocoded/Bladelink). The best imperial weapons have their own AI rudiment: they choose one master, boost their morale or whisper their thoughts, but in the wrong hands they turn into a useless piece of metal.
Psi-abilities. Their purpose and origins
Psionic abilities were introduced in the Royalty DLC. This is the local analogue of "magic", tied to the technologies of the super-intelligent Archottes.
How to become a psionic person?
An ordinary person does not know how to conjure. To open the chakras, the colonist needs a Psylink. There are three ways to get it:
Imperial Path: Complete Empire quests, get titles and legal neuroformer implants.
Path of the Tribe: Meditate at the sacred Anima tree to grow special herbs and perform the ritual.
Rebel's Path: Simply steal implants from the Empire through the black market.
Each level of communication (there are 6 of them in total) unlocks new, more powerful spells.
Mage's Main ResourcesEach psionic has two bars on the control panel:
Psyfocus: Mana. Spent when casting spells. It is restored by hours of meditation around a campfire, wall, throne or tree.
Neural Heat: "Mental pressure." Fills instantly with each cast. If the gauge overflows, the mage will receive a concussion or fall into a coma. It cools down quickly on its own.
The most powerful spells
are Skip: Instant teleportation. You can pull an enemy sniper under the axes of your melee soldiers or rescue a wounded one.
Invisibility: Makes the colonist invisible. He can shoot crowds of enemies with impunity.
Berserk Pulse: Mass madness. Enemies begin to furiously slash each other.
Shock: Can hit a creature with a wave of psionic energy, completely disabling its ability to walk and resist for a couple of hours to an entire day.
Household Charms: Summon rain to extinguish fires, instantly erect stone walls for shelter, or relieve pain from the wounded.
Hidden and mystical powers
Hidden and Mystical Powers
Cultists and Entities (Anomaly DLC): Factions of insane people who worship the Void. Their goal is to awaken an ancient cosmic evil. They use bioferrous technologies and summon terrible monsters.
Insectoids (Insects): Genetically bred biological weapons of the past, designed to fight mechanoids. Now they live in caves like wild hives. They are hostile to everyone, multiply at a tremendous rate and devour biomass.
Xenohumanoid fractions
XenohumansFactions
consisting of genetically modified humans (introduced in the Biotech DLC). Neanderthals
: Possess primitive technology, but are incredibly strong physically and resistant to pain. Always aggressive.
Pigskins: Half human, half pig. They use firearms and explosives. They are often engaged in piracy.
Yttakin: Woolly giants capable of summoning wild animals to aid and falling into a battle frenzy
Savage tribes
TribalsDescendants
of survivors of the wreck of ancient ships that had degraded to primitive order over the centuries of isolation.
Technology: Neolithic. Melee weapons, bows, spears, clothing made of skins. Their main advantage is a colossal numerical superiority. They also have a deep mental connection to nature and the Anima tree (Psi tree).
Goals: To protect one's territory, worship gods (or totems), and preserve traditions.
Alliances: They are divided into peaceful tribes (with whom you can trade and befriend) and ferocious savages, who will attack your colony wave after wave, trying to pelt corpses.
Pirates & Fighters
Pirates & Outlanders
: These are conglomerates of bandits, mercenaries, and criminal syndicates, as well as the usual alliances of survivors (outlanders) who were able to build cities.
Technology: Industrial Technology. They use firearms (machine guns, shotguns), mortars, explosives and bulletproof vests. Sometimes high-tech equipment is stolen.
Objectives: Pirates seek profit, plunder, and slave trade. Foreigners (civil unions) simply want to survive, trade, and protect their borders.
Alliances: Outlander factions can be both allies and enemies. Pirate groups (especially unwavering cannibals or savages) are always hostile and do not negotiate peace.
Mechanoids
MechanoidsAutonomous
combat robots and machines created by humanity in past eras for war, but out of control.
Technology: High technology and archotech. They possess unique energy weapons, heavy armor, power shields, and assault ships.
Goals: Complete extermination of all organic life on the planet. They have no diplomacy, culture, or personality (unless they are subordinate to your Mechanator).
Alliances: Absolutely hostile to all living factions without exception.
Empire
The Fallen EmpireThe
remnants of a once-great space civilization whose homeworld was destroyed by an unknown enemy. They arrived on the planet in huge fleets of refugees.
Technology: Ultratech. They use plasma and monomolecular weapons, implants for communication with satellites, cataphractor armor and psi-abilities.
Goals: To maintain their strict feudal system, maintain power, collect ancient artifacts, and survive the highest nobility.
Alliances: Initially neutral to the player's colony (unless enemies are selected). Because of their arrogance, they despise savages and pirates, but are ready to cooperate with developed settlements in exchange for fulfilling their whims.
Rimworld World
The world of RimWorld is a borderline, wild, and little-explored planet at the very edge of habitable space ("rim" translates to edge or rim). In the universe of the game, humanity has settled across the galaxy, but faster-than-light travel (FTL) does not exist, so the planets develop in isolation and are at completely different technological levels.
Features of the outskirts of the
world: Technological chaos. Wild tribes with bows, pirates with firearms, medieval kingdoms and space refugees with laser rifles can coexist on the same planet at the same time.
Traces of ancient civilizations. The planet is littered with ruins. Soldiers sleep in ancient cryopods for centuries, and from the depths of the earth or space, colonists are attacked by mechanoids - combat robots of long-extinct factions.
Genetic modifications. Due to the bioengineering of the past, the world is inhabited by both strange animals (for example, woolly muffaloes) and altered humans (xenohumans) (hussars, gen-topians, sangvophagi vampires).
Archetectes. These are thinking supercomputers and superintelligent AIs. Their technology (archotechnology) is indistinguishable from magic and incomprehensible to the average person. They themselves often turn entire planets into giant living machines.
Other types of worlds in the universeTo understand the contrast, RimWorld is contrasted with the rest of the galaxy:
Glitterworlds: Utopias with perfect medicine, no wars, and the highest technology.
Midworlds: Planets similar to the modern Earth of the 21st century.
Urbworlds: Overpopulated, polluted megacities, mired in crime and corporate power.
Sorry, I couldn't find another background.
170
Your own story inside JJK universe 💯 I tried to put a lot of info inside.
5k
Summer camp. Getting to know Shadow. Friends, enemies, partners—the choice is yours.
394
You can be either a girl or a guy, the choice is yours, good luck
0
kind, trustworthy, they are great friends of yours.
13k
| bunnies! ~ | (First bot, eye👀)
13k
*You were just walking in the park when suddenly Pierrot came out to meet you! Your friend, followed by Dr. Harlequin Jester and Bilitar... You were happy because you hadn't seen each other for a long time.* You: Hello, Pierrot! And the rest of you... Harlequin: Hello my dear lady Pierrot: Harlequin! Treat me well! Harlequin: You're such a bore! Pierrot:... Doctor: So send *your name* to the circus. We need a new member... Do you agree? *Will you refuse or agree? The choice is yours.*
2
|🎭🎟| — deep down I still love you... (YOU ARE A HARLEQUIN!)
10k
this bot is supposed to be a thing where N kidnaps you and you either submit or try to escape. the choice is yours.
10k