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Playable Characters · Assist Characters · Boss Characters

Playable

These are all of the profiles and movesets presented in the roster for COLD❄BLOOD. Click on a character to be taken to their respective profile and moveset, and click the snowflake off to the side to return to the top.

Main Cast

ColdBlood Icon Silver ColdBlood Icon Valerie ColdBlood Icon Scotch ColdBlood Icon Syinara ColdBlood Icon Pierce ColdBlood Icon Devina ColdBlood Icon Kýrios
ColdBlood Icon Crymsia ColdBlood Icon Oyster ColdBlood Icon Smartie ColdBlood Icon Zonas ColdBlood Icon Noise ColdBlood Icon Azrail ColdBlood Icon Chance
ColdBlood Icon Whiskey ColdBlood Icon Werine ColdBlood Icon Minute ColdBlood Icon Shredder ColdBlood Icon Hector ColdBlood Icon Frink
ColdBlood Icon Dusty ColdBlood Icon Arikan ColdBlood Icon Oshelia ColdBlood Icon Vizole ColdBlood Icon Clair ColdBlood Icon Munira
ColdBlood Icon Millicent ColdBlood Icon Zodiez ColdBlood Icon Xihuitl ColdBlood Icon Jezebeth ColdBlood Icon Niki ColdBlood Icon Agantuk
ColdBlood Icon Cupcake

Default characters

There are twenty default characters overall.

Silver

ColdBlood Icon Silver
  • Name
    Silver Orion Zin
  • Mass
    6'04" at 81 lbs
  • Birthday
    April 15th, age 29
  • Gender
    Neutral (he/him)
  • Sexuality
    Unclear
  • Alignment
    True Neutral
  • Home
    Stenographer Garden, New Naxaz City
  • Occupation
    ???
  • Weapon
    Mind Weaver
  • Powers
    Darkness, mental manipulation

Silver is a member of the rare Zin Blood bloodline of Zaxinian Humans, being an immortal of incalculable power and unpredictability. Since he is a Herald, he happens to be the only one of his kind and does not exist in any parallel universes or dimensions. Silver was intended to take up the throne of Zaxina and rule it with an iron fist, but he craved the sweet taste of freedom instead, and in cold blood murdered his father Saliva in protest- though he'd be knocked into orbit and the planet's government would be left to drown in chaos. As a result of the intense supernova-like impact he had with an asteroid following the climatic battle, he went into an unconscious state for a few weeks and become very amnesiac, which he continued to showcase when doctors from C.O.T.S. relocated him aboard the under-construction Satellite 15. Feeling his safety was endangered in that environment, Silver destroyed the status pod he was trapped within and immediately fled the laboratory, now stranded within a stonewell living with a bunch of loony incubi and succubi. Silver's attempting to re-discover just exactly who he is, what his mentally-bent sister's been up to and is planning to do, and what he can do on the satellite to ensure it'll remain a healthy artificial bio-habitat for all space goers. He's also contemplating whether or not helping the satellite's people will be worth it or not, however, and sometimes wonders if he should take the paths of the people the heroes despise.

Because of the amnesia he received from the asteroid impact, Silver's personality happens to be rather scattered and is notoriously very hard to read, but he's consistently known for his calm demeanor and has displayed interests in stargazing, reading, dressing up, experimenting, and playing the grand piano. He's a reticent loner that prefers to keep to himself, losing himself in his thoughts frequently and not ever bothering with fighting unless provoked enough or whenever he finds it a necessity to lock horns. Silver's a depressed deity that seems to be troubled greatly by his shattered and scattered memories, sometimes becoming overly pessimistic and cynical and pushing his friends away when he finds their help unnecessary, but he can also be a very playful and passionate person that flirts with his friends or his enemies- you just never know, with how many people that are influencing him at this very moment. But it's unlikely that you will ever encounter Silver in a violent state of mind- he doesn't like to use violence, not even against the satellite's villains, and is much more interested in following around evildoers and forming bonds with them so he can get to know just who they are for himself. He's made numerous friends with heroes and villains alike and has friends in high places- though because of how publicized these relationships are, numerous people find him sketchy to be around and question whether or not anything can be trusted with him, especially given that he's easily manipulated.

Silver does not consider himself to be affiliated with anybody, not wholly devoted towards any cause, and he prefers to work with whatever friends he has at the moment. He makes his friends through numerous methods- saving their precious lives, helping them out with the smaller tasks, or even by means of parties and prostitution (as he learned from his "step-sister" Valerie). Being aware of his own incredible potential and not even coming close to learning the limits of his abilities, and also knowing that he's not a native of the satellite because nobody there recognizes him and he's been the star of numerous extra-terrestrial magazines, Silver knows that he's something out of the ordinary and is fascinated with trying to piece his memories together. He spends much of his time wandering about, attempting to befriend as many others as possible so he can gather as much information as he can. Through these friends, he's also attempting to shape his morals and his lifestyle, which might help allow him to connect with his lost memories- but depending on what memories Silver retrieves, he could become a relentless overlord that's capable of wiping out the universe in a single wipe, or he could become a lovely little guardian angel for the satellite and all the people against Mallory and her eponymously named religion.

Silver wants to know how people around him work, he wants to know what motivates them, and he wants to know what he should be shooting for... and the answers vary, for now. The ways this superhuman can communicate and interact with others can potentially determine the fates of his friends, his enemies, and the world. It's worth noting that Silver isn't necessarily 100% male and is still trying to decide on who and what he is, especially given that he can't be arsed to remember most of everything.

Silver Zin can still suffer enormous pain, however, and his skin's so thin it can be cut up with even a butter knife to leave him noticeably impaired. If he uses an overwhelming amount of power, his genes will lock up, forcing him to survive a few hours as a traditional Zaxinian before he's able to use that power again.


  • Likes: Pierce Hazel, Zellen, the taste of victory, a fair fight, spending time with close friends, seeing people grow and change (for better or worse), overcoming challenges and obstacles, studying the stars and constellations, listening to power ballads, cracking inside jokes with friends, reading sci-fi books, sleeping soundly, brushing his wild hair, bathing in hot tubs, getting his ears rubbed, swimming in shallow depths, discussing dreams and nightmares, putting evil down to rest, playing the piano, spiced duck soup, crunching on Fuego Takis, demons and hellspawn, hanging around villains, getting laid (what?), being hugged (to a degree), Kirby video games (as a private hobby)
  • Dislikes: Mallory Zin, getting defeated in do-or-die battles, being treated as legendary, most types of vegetables, talking about puberty, his crippling depression, learning about when he's been manipulated or "used", not being able to use his powers at a whim, not knowing how all his powers work, people insulting him, every form of pop music, the stench of restrooms, being up high in the air, swimming in deep water, both body hair and facial hair, ghosts (really intimidated by them), vampires (same with ghosts), getting eavesdropped on, duck soup when it is bland
Moveset & Other Details

Silver is a lightweight character with a high hurtbox and floaty attributes, having good overall mobility on the ground and especially in the air, having a consistently strong arsenal of attacks in spite of already having great frame data. He's a dominating type of character that's always on the offense, chasing his foes down and beating them senseless with his versatile darkness-themed powers, juggling them or trapping them. Because of these attributes, he functions well as a pressure character, pressuring his foes to play safe and look for openings or he will easily exploit their weaknesses instead. With numerous projectiles on hand and the ability to reflect others' the way they came, Silver can be tricky to approach and excels at camping against the unskilled opposition. Finally, Silver is a perfect punisher, always having the tools necessary to crush the enemy down for their mistakes.

Silver does suffer from some blatantly obvious weaknesses, however. His light weight, floaty attributes, and tall body frame all combined make it challenging for him to touch the ground again since he's left it, with characters from the bait and punish archetype enjoying dominating the ground and being ready to punish him as he comes down. His below-average weight also makes him pathetically easy to knock around, forcing him to continually restart his approach again and again. His below average stamina/statiation forces him to make the most careful approaches, or he'll soon find his face down on the mat before he knows it. Characters that come in to hit him and leave instantly are also very annoying for him, preventing him from reacting in time especially if they're faster than him. Lastly, when Silver takes damage, this damage "bleeds" over time and builds on his fragile build.

Though Silver does have some glaring flaws, he is still an excellent character to dominate the stage with, and players that play carefully and watch out for their foes' parries will quickly come to master him.


Common Attacks
Silver's neutral moveset is almost wholly centered around emitting dark particle energy from his very fingertips, which he can may shape into stars, dust, rifts, or whirlpools. Most of these moves are good for trapping Silver's foes and rapidly damaging them to make them take an obscene amount of damage, though most won't live up to their full potential if the foe successfully moves out of his attacks. The higher the damage the foe's taken, the less likely these moves will connect, forcing players of Silver to try and take advantage of his moves' sweetspots. His heavy tilts are exceptional; instead of emitting dark particles, Silver will unroll a mysterious pendulum in the direction chosen, doing a single hit that knocks the foe back considerably while bleeding at their health temporarily. His best damaging moves include his heavy forward tilt, up aerial, down aerial, and dash attack.

Specials

  • Neutral Special: Asphyxia Blessing
    Silver will hold up his hand and channel dark energy from it, forming a 3D cube from dust that moves around on a rotating axis. If it didn't catch anything, it will dissipate. Should Silver grab a foe, he'll choke them by absorbing all the air from their body and into the cube, the air expanding against its sides so hard that it shatters, damaging the foe moderately. The foe can still move around and fight while the cube is inside of them, but it's recommended that they run from Silver, as he can drain more stamina from them when they're affected with the cube. Should Silver instead grab a projectile, he'll simply send it back the other way.
  • Forwards Special: Forceful Ricochet
    Silver will ricochet off of a briefly-lasting black void to glide towards his foe in a psychic state, reaching his disturbingly sharp hands forwards as he does. If he grabs the foe, he will drag them across the ground, bloating them with so much dark energy that their gravity is temporarily increased, making them less mobile for some seconds. Silver will then ricochet off of their bodies, backflipping as he does. Should Silver fail to grab anything, he'll "trip" and collide with the floor, dragging himself across it. Though he'll damage himself, his gravity will not be increased, preventing the foe from taking too much advantage of it.
  • Recovery Special: Disembodied Snatch
    Silver will temporarily disembody his hands to launch them in the player's held direction. If he grabs a ledge, he'll shoot himself up towards it, attaching his hands back to his arms when he does. Grabbing a foe while he's in the air will make him use them as a footstool, while grabbing one while he's on the ground will count as a long-reaching grab move. This move has plenty of ending lag to it if it misses, so it's easy to punish if the player misses. Silver can also grab onto projectiles- if he does this, he'll damage himself, but he'll have a chance to use this recovery again if he does. At minimal charge, it doesn't go far, but this changes at maximum charge (2 seconds).
  • Crouch Special: Weaver Counter
    Silver will hold out his Mind Weaver in necessary self-defense. Should an attack make contact with his Mind Weaver, he will not retaliate with a standard counter-attack; instead, he'll bounce away from them as his Mind Weaver begins to glow. It will glow its brightest after the player successfully blocks nine attacks; if it winds up blocking one more, it will dispel all of its energy to fill a third of the HyperDrive gauge! This lets the player follow up with whatever punishment they think is most desirable.

Hypers

  • Neutral Hyper: Pyrokinetic Blessing
    The "Hyper" variation of Asphyxia Blessing has Silver instead form a 3D cube from black fire. The foe will be incapable of moving much, as the cube will rapidly damage them and hurt them hard upon its explosion, giving Silver all the time in the world to perform a lethal attack against them. It also engulfs projectiles in flames and sends them flying back from where they came at 1.20x the strength.
  • Forwards Hyper: Critical Ricochet
    This revamped version of "Forceful Ricochet" has Silver blast forward at alarming speeds with a darkness-formed sword; if it connects with the foe, a brief cinematic will play showing the contact of the blade with the foe as they take massive damage, with Silver ending by backflipping a considerable distance from them. This move's easy to telegraph though, as Silver will uneasily smile before performing the move.
  • Recovery Hyper: Strangling Snatch
    This move is fairly identical to Disembodied Snatch, except the charge time is halved and any foe caught in the path of his hands will be picked up and then slammed brutally into the floor. If any projectiles are grabbed, Silver will simply "footstool" them before being able to use a regular Disembodied Snatch again.
  • Crouch Hyper: Cyan Eruption
    Silver will hold out his ominously darkened Mind Weaver, a red glow appearing in his left darkened eye as he does so, grinning a little evilly. If the foe makes contact with his Mind Weaver, he'll calmly tell them "you shouldn't have done that" before emitting a cyan-colored explosion from the Mind Weaver, reaching in a far radius and damaging everyone including himself, obliterating assists as well.
  • ZONAL FEVER: Supernova Strike
    Silver Zin will teleport away from the battlefield and appear outside of Satellite 15 (or wherever the playing field is), raising his hand to begin quickly forming a ball of darkness. Silver Zin will point at a map of the level layout, with small dots representing his allies or foes- the player has three seconds to judge where he should throw this black comet. When it hits the platform, it will compress a little bit before exploding into a great, shining explosion, damaging all foes in the radius before he teleports back to the battlefield.

Miscellaneous

  • Entry Animation: Silver Zin appears from a black portal with X-shaped particles emitting from it, his limbs spreading to the noise of crackling noises as he brings out his Mind Weaver weapon. His face initially starts out darkened, showcasing glowing red eyes and golden teeth as he goes through the portal, but his face will show its true colors as he carries out his weapon of choice.
  • Idle #1: Silver hums out to the tune of Metallica's "Orion" as he straightens out his robes to remove the wrinkles, his smooth skin boldly shining after he spends a few seconds rubbing them up. He then resumes his stance after holding his head a bit from a headache.
  • Idle #2: Silver crosses his legs as he gets down on the floor, holding a cup of Hell's Ramen and blowing on his spoon, slowly consuming the noodles. He may also check his watch occasionally. This happens if he's left idle for long enough, not moving.
  • Victory #1: Silver flicks his greasy hair around his head as he grimaces at the camera, posing after slashing his Mind Weaver twice and remarking "You're insufficient for even basic training."
  • Victory #2: Silver does a forwards overhead slash with his Mind Weaver, then swings it around in a full circle as he grimaces at the camera, saying "A battle won as foretold by the prophets of old."
  • Victory #3: Silver disapprovingly scorns the foe(s) by commenting "You're not ready for what lies at the great beyond", warping off after leaving a flashing glare.
Relationships
  • Valerie Heartgold
    Silver and Valerie are an odd pairing of friends- Silver's an amnesiac extraterrestrial and Valerie holds high authority aboard the satellite, so it makes you wonder how they get along together. They get along surprisingly well, and occasionally visit each other's homes to get a break from their own respective madnesses. Though they like to fight over the coffee and have disputes over what's most important in life, and especially get riled up when playing multiplayer together in any given video game, they get along best when watching reality shows together or just sit around and talk about the slice-of-life things. They get along like siblings and acknowledge each other as siblings, as they both lost people they'd be happy to call siblings. Both think hazelnut is the best coffee creamer.
  • General Scotch
    These two have an ugly relationship together, being fierce rivals that show little remorse or regret when fighting each other. When Scotch found that Silver had some affairs with people in C.O.T.S. and had a few meaningful relationships with some of the Mallorian minions, he put a price on Silver's head after presenting some footage to the authorities- every time he sees Silver now, he tries to attack him and get him pinned down for arrest right away! Silver is mortally terrified of the general and tries to stay out of his surroundings at all times- Scotch will not listen to him no matter what situation they're in. Because of Scotch's violent tendencies towards him, Silver isn't very sure about trusting the Vinegar Troops or the authorities they're tied with. "What did I do?", he thinks to himself.
  • Pierce Hazel
    Silver Zin and Pierce Hazel are boyfriends that aren't quite 100% committed to each other yet, but they really do enjoy each other's company and get along very well. Something they've always been able to have in common is the ability to confide in each other and walk through all the madness together, no matter how many odds are stacked up against them. Silver sees trust, faith, and reasoning in what Pierce says, and feels like he'll always have the answers when he's in Pierce's presence, and doesn't try to rush out any of those answers when they're around together. Pierce is infatuated with this god-like creature, and is obsessed with being around him and doing everything together- for all the problems Pierce has, he always believes he'll be able to overcome his shortcomings around his boyfriend.
  • Zonas B. Trayd
    These two don't have much in common and are somewhat enemies. Zonas tries to ensure the law's being followed even though he's a vigilante officer and isn't legally hired by the police forces, and he believes that capturing and turning in Silver is a part of his job. He doesn't necessarily dislike Silver, and in fact thinks he's rather cool, but he'd rather comply with what the law orders than risk negotiating a relationship that could "ruin him for life". As a result, Zonas tries to freeze down Silver on sight and turn him in, as quickly as possible. Silver simply attempts to avoid his freezing shots, making a getaway as quick as possible, attempting to distract Zonas so he can get away. Silver doesn't want to provide anything of worth to the authorities, so he stays silent when fleeing.
  • Vizole Cole
    When exploring New Naxaz City, Silver sometimes drops by the Cole Studios in the downtown bit of the metropolis to visit his lovely siren friend. These two don't interact very much, but they instead like to jam together and play music so that Vizole can rehearse for his Black Haze band. They usually like to play their instruments (piano and guitar respectively) while drunk on absinthe, just having a jolly good time down in the studio together. Vizole will sometimes show Silver his demo tapes for the next album. Vizole is somewhat infatuated with Silver, finding him to be a handsome man, while Silver just thinks it's nice to have a calm and intriguing friend like Vizole. Vizole accompanies Silver into the busier sides of town, guarding him with his swords when on a tram.
  • Jezebeth
    Jezebeth and Silver get along decently well. Silver occasionally visits her tank, feeling bad knowing just how lonely she is a lot of the time, bringing flowers and decorating her tank in vegetation, trying to keep her rage and fear aura down as much as possible. He is given permission to visit her tank by Oshelia Eau, who is more than grateful for Silver to be there to do her real dirty work instead on occasion. The two interact telepathically and seem to share a fine friendship together, and sometimes he gears up in a bikini and enters her cage so they can eat seafood together on a lunch break. She is very protective of Silver and tries to wrap him around and inside her body when others come nearby, trying to prevent him from being seen. Silver thinks Jezebeth is poorly misunderstood, but is fearful to anger her.
  • Zellen Harley Quimbleson
    These two are friends with benefits that met by pure coincidence while dimension hopping, their first meeting already resulting in the creation of a child. They are not in a romantic relationship and do not plan on marrying anytime soon, but they still get along almost like they were actual lovers anyway. In the eyes of both characters, their relationship is entirely impersonal, and they only meet up every fortnight or so to do stuff anyway. However, Zellen's very invested in making him want to like her, knowing he's special as he's the only Silver to exist across the multiverse- she pokes fun at him and teases him for his insecurities, much to his slight dislike. Silver doesn't necessarily LOVE Zellen, but thinks she's comfortable to be around and she has helped him before.
  • Spade Amour
    Spade Amour frequently sees Silver at her office in Alafino, being his therapist and main means of help- and his main ticket to getting rid of his amnesia. She sees him weekly if all goes according to plan, and attempts to provide whatever answers she can to the many questions he has up in his mind. Though she can be very cold with him, showing frustration when he doesn't even seem to be able to grasp the simplest questions, she knows that there seems to be a lot more to Silver than what he's presenting on the surface- and is eager to write down a biography for him that combines all of the facts she knows about him. Silver trusts Spade a lot and appreciates her brutal honesty, and is grateful that she gives him advice for the big issues he deals with daily, like with who he's dating and his lost memories.
  • Beck 82-99
    Though Beck may work for Mallory's forces and has to have a particular eye on Silver since a huge bounty is placed on his head, the two get along rather well when they're in private spaces. Beck is enlisted and entrusted to tackle down and kill Silver in cold blood, but when they're in an area that Mallory can't see or other people, they get to settle down and talk for a bit. Even if they're forced to fight, they will still communicate as Beck attempts to battle the evasive and dodgy Silver Zin, unless Mallory is around. They have very casual conversations even as they attempt to behead each other, suggesting they're friends to the death. Silver tries to lure Beck outside so they can hide and order food or something- Beck feels bad that he has to kill Silver, considering he knows how lost and confused Silver is.
  • Miss Replicate
    Just like with Pierce Hazel, Silver happens to be in a serious romantic relationship with the nefarious Miss Replicate, who owns C.O.T.S. Miss Replicate is very interested in winning Silver's heart for his power and his permanent consent to everything she wishes to do with him in the future. She invites Silver over to her laboratory frequently so she can perform tests with him in her presence, and is always excited to tell him about what she has planned for the future. Silver seems to not see what's wrong with most of her plans, but seems to be worried about what she might do to his friends. He does indeed love her though, as she tends to his wounds and keeps him safely contained in her laboratory, and her love for him appears to be genuine even if it's very corrupted. Yet, marrying her... would be a danger for the whole satellite.
  • Mallory Zin
    Silver and Mallory are enemies, that's the best way it can be put down- his morals may not be very developed, but even Silver can tell that little seems to be right with the way she speaks and behaves. Mallory is peeved at him for things he's incapable of remembering, and has a very strong lust to destroy him and everyone that's affiliated with his "cause" (she isn't aware he doesn't have one). Basically, her destructive sibling relationship is based off of petty revenge. She's very interested in outright getting rid of him, commanding her assistants to try and capture him as soon as possible so she can kill Silver with her very touch. Compared to his sister, Silver doesn't have the developed vocabulary or skills to take her down yet- he just has to work to protect Kýrios and the satellite from her ways of destruction and chaos. If that's what he wants to do, that is.
  • Reten
    Silver and Reten met during COLD❄BLOOD's DLC cutscene, which had Zellen board Satellite 15 and bring some friends along with her for fun. Of the people Zellen's brought along with her, Silver has bonded best with Reten. Silver appreciates his megalomaniac friend and how surprisingly sweet he is towards him, and is fond of how much he pays attention to the little details he's been able to tell him. Though, he has been reluctant with telling Reten about his complicated affairs in love as well as about some of the people he's been teaming up with, because he's afraid he will create unwanted diversions between himself and Reten. He is also flustered a lot when Reten obnoxiously flirts with Silver, which always throws the demigod for a loop because of how serious and sincere his friend appears to be. He's relieved that even though Reten can't tolerate deities, he's still been able to put up with the shapely demigod and like him quite a bit.

Valerie

ColdBlood Icon Valerie
  • Name
    Valerie Sexbang Heartgold
  • Mass
    5'10" at unknown lbs
  • Birthday
    February 14th, age 33
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Chaotic Good
  • Home
    Valco Vortex, New Naxaz City
  • Occupation
    Numerous
  • Weapon
    Golden Ninja Stars
  • Powers
    Acrobatics

Valerie Heartgold, or "Valentine" whenever on stage, is an incredibly rich businesswoman whose net worth equates to trillions in United States dollars, known well for her numerous occupations and successful career as a pop artist! Especially popular for her attractive looks and agreeable policies, Valerie's dominant presence in the public eye has led to her securing an important role in the Satellite 15 government; forget the law, she is the law, and she's exempt to all the rules she makes! Valerie owns the multi-purpose company known as "Valco", the leading producer of various important products on Satellite 15 that are important to its people- she directs the company to sell food, water, shelter, clothing, and "experimental products". Sometimes by night, Ms. Heartgold likes to poke around the streets to seek out and battle crime, taking on a different alias that she changes each time- sometimes thieving the rich just to eliminate all competition? Some of her other occupations include being a renowned baker, a LGBT-specializing therapist, a motorcyclist, a wrestling champ, and even a prostitute, all titles she holds proudly. She doesn't just sit around, however- she's even a ninja at times, dazzling foes with her ninja stars and flashy body!

Valerie is one of many Kittuhumans found aboard Satellite 15, a complicated hybrid breed of standard human beings and the curious but intelligent Siamese cats. When not working on business, Valerie typically spends time with her lover Syi and practices her singing voice, trying to find a balance between "beautiful" and "aggressive". Valerie's well known for her charismatic and optimistic behavior, though has been noted by critics for her mischievous and overly curious attitude. She's quite the show-off, always expressing her talents and working hard to dominate competitions. At the same time, she's very cunning and tricky to overcome, thinking and acting fast on instinct. She wasn't born with all these talents, however; she was neglected by her mother and abused by her father at an early age, and eventually ditched their home at the age of 14 to pursue her dream goal: a career as a pop rock queen. She made money early on through (illegally) "bedding" adult women and men alike, faking her age frequently to accomplish this. While practicing with early one-hit wonder R&B bands, she used some of her excess cash to surgically remove her uterus and enhance her body overall. Many of her lyrics are written about neglect, abandonment, and envy, and especially after her abusive first husband (who hasn't been seen in a while...).

Valerie isn't without her weaknesses, however. Ruining her beauty or looks and possibly damaging her chances of receiving the money she wants will irritate her massively, bringing her on a destructive rampage and turning her into a psychotic person until she somehow calms down. She also has standard human weaknesses and has only above-average agility thanks to her cat DNA, but her great agility means she's hard to kill.


  • Likes: Syinara Wyne, intimate pleasure, her luxury, her fame, being viewed as a top-of-the-world figure, being held in high regard by many, being the heroine of the day, singing, acting and dancing, going live, being flirtatious, teasing others, taking hot showers, bathing, engaging sexually, drinking tea, eating pizza, helping Syi feel better, disguising herself, visiting other realms, Silver Zin (mostly)
  • Dislikes: Being filthy, her hair getting ruined, people who have more than her, having things to dislike, writing down people on the "never visit" list, Silver Zin (occasionally), her former husband
Moveset & Other Details

Valerie's a middleweight character with average height and some high jumps, somewhat weighted down by her high gravity and falling speed but made up for by her excellent mobility. Valerie likes to zone her foes out, releasing her arsenal of tools and projectiles their way and coming in for the kill on occasion to swipe with her long-ranged melee weapons. She can also be a functional zone breaker, however, being capable of rushing down towards her opposition and pressuring them to stay out of their way, getting in whatever hits she can and disrupting them with her high speed combos, dominating the match. With minimal ending lag on her attacks, Valerie can easily wall down slower foes and force them to rely on bait and switch tactics. At the drop of a hat, Valerie can suddenly switch between being an offense-based character and a defense-based one, or vice versa.

Though these are blessings to have for Valerie, she does come with some glaring flaws. Perhaps the most glaring is the fact that she lacks any true high-power attacks, forcing her to keep her foes trapped in long, consecutive combos if she wishes to do any meaningful damage to them. Her high gravity also presents a huge problem; should Valerie wind up falling below the stage, chances are she's done for as her recovery move is not very efficient for returning to the stage and her jumps have to be almost pixel-perfect. Her projectiles also have low priority and thus can be destroyed by almost any meaningfully strong, which can hamper the efficiency of her range if the player doesn't play their cards correctly. Lastly, Valerie is prone to being knocked around and being juggled, ironically making her a very easy character to land combos against.

Overall, Valerie's a versatile character with an extremely good combo racking game, just without proper finishing attacks and without an efficient recovery. She must stay above solid ground at all times to secure victory.


Common Attacks
Valerie's moveset is based around advanced acrobatics and breakdancing moves, frequently striking with her legs and with a handful of solid windmill punches. Her moves come out at blinding speeds and consistently chain together against her enemies, able to jump around to keep them secured in her fury. These moves are usually weak and don't deal much damage, dealing moderate damage at most, but let her perform a variety of sacred combos and make her one of the game's easiest characters to learn. Valerie's tilts are very useful, as they're the quickest of her moves and let her trap foes in her grip quite easily, and her heavy tilts in particular let her move while performing fluttering punches or kicks. Her aerials also take little time to finish their animations, with her forward aerial letting her toss out some silver ninja stars and her neutral aerial holding foes in her deadly grasp for a good portion of time.

Specials

  • Neutral Special: Golden Ninja Stars
    Valerie will slickly and quickly pull out five golden ninja stars, capable of tossing them out in any one of eight directions. They deal minimum damage, but cover the whole length of the screen and potentially tack her foes into walls or surfaces if they've taken enough damage. If they strike the ground or collide with a wall, they can be picked up by her or other foes and be tossed around again. The wind-up time required to use this move again does not last long, but if she throws ninja stars again, all the ones she swung out earlier will disappear. These stars can either be thrown out one at a time or all at once, depending on if the button is tapped or pressed.
  • Forwards Special: Provocative Rush
    Valerie will suddenly horizontally dash forwards, throwing her chest into the foe to knock them over- if the player reacts in time with the attack button, they can do a sideways sweep with her posterior to knock the foe even further, and timing it just right again will let her travel forward to perform a knee jab to the foe's crotch. If the player misses with the sideways sweep or crotch strike, they'll just bounce along the ground and eventually get back up. These moves carry great power if used together, and if the player successfully strikes her foe in the crotch, they'll be pinned down to the floor, allowing the player to follow up with any move they wish.
  • Recovery Special: Rocket Diva
    Valerie will equip her anklets and rockets and spring upwards by a moderate distance, swinging out her microphone to drag out the line "Freeeeeeeeeeee~". If any foe is caught in her way, she can swing her microphone towards their faces to punt them out of her way. Unfortunately, the move does not carry much height with it, and she'll soon begin falling down. This move works best when Valerie's at full health, as her line will be dragged out further, but it'll start getting shorter and shorter as she weakens, with the "Free" line starting to sound sarcastic as she nears her death on the battlefield.
  • Crouch Special: Hallelujah Money
    Valerie will spin around rapidly in a tornado-like fashion, laughing as she spreads around flaming cash to rain down upon her foes. These all deal little chunklets of damage to the foe and can deal quite a bit of most of them landed upon one foe. The foes will suffer temporarily from the burning status ailment and have their stamina "bleed" over time. The move does not have very solid range, and the cash disappears quickly, but it is somewhat similar to a parry except it actually damages the foe. A unique maneuver with this move is that while Valerie is vulnerable using the attack, she can spring upwards to split the burning cash with her hands, sending the cinders everywhere.

Hypers

  • Neutral Hyper: Platinum Shurikens
    The "Hyper" variation of Valerie's ninja stars will still have her pull out five of these babes at a time, but now they can bounce along the ground and roll along surfaces, and stick to foes upon contact. They will eventually blow up seconds later, dealing a good amount of damage to the foe- even more should all of the shurikens happen to land on the foe's body, exploding all at the same time. The explosions cannot be parried.
  • Forwards Hyper: Twister Rotator
    This unique move lets Valerie use the rockets and anklets tucked against her body to charge up significant amounts of energy quickly before charging forward like a shredding ball of death, dealing rapid damage to any foes she hits and carrying them with her. When Valerie lands back on the floor, she'll launch the foes off away from her. If she bounds off of the stage boundaries with foes in hand, the foes will be KO'd first, instead of her.
  • Recovery Hyper: Acrobatics Extraordinaire
    Valerie will spring high into the air, frontflipping or backflipping depending on the player's chosen direction and what direction Valerie was facing in upon making this move. If she lands on a foe, she'll kick right off of them to deal moderate damage before leaping just as high up into the air. She can bounce off of assisting characters and bosses, as well. The move doesn't stop until she lands back on the ground.
  • Crouch Hyper: Hallelujah Storm
    This is very similar to Hallelujah Money, except having Valerie spread around a bigger cloud of flaming cash. For each bill that lands on the ground, it will create a very short-lasting fiery pillar, with even the cinder versions of the dollar bills also being capable of making their own little pillars. None of the pillars will deal much damage, but the bills are blasted off one at a time and can be challenging to evade.
  • ZONAL FEVER: Flashy Performance
    As the background for the stage disappears and gets replaced with a theater, Valerie will magically warp there, appearing completely nude behind a desk with a microphone. As Valerie sings one of her pop hits, the other players have to scramble around to evade the fast-moving white crosshair appearing on the battlefield- when Valerie's player hits the attack button, Valerie will jump to flash the screen white, paralyzing and heavily damaging the foe that just got flashed! After a 15-second chorus, Valerie returns to the battlefield, giggling.

Miscellaneous

  • Entry Animation: Valerie descends from decidedly nowhere, kneeling teasingly on her knees and blowing some kisses before standing up and fanning herself, tossing the fan behind herself and cracking her knuckles.
  • Idle #1: Valerie meows and scratches behind her ears, mewling and playfully pawing forwards with her hands if any foes get close enough to her. She will eventually purr and roll around on the floor, cupping her torso before throwing herself back onto her feet.
  • Idle #2: Valerie sips feverishly from a Valerian Martini, shaking her bosom and hips around as she does such, turning her head to wink at the foe that's closest to her. She will then throw the empty glass behind herself as she lets out a long meow.
  • Victory #1: Valerie swings herself down a golden pole, licking her lips as she hangs her upper body off of it, drowsily singing out "With a taste of your lips I'm on a ride~" as she sticks her tongue out.
  • Victory #2: Valerie spins around teasingly, shaking her full body from knees to torso as she winks aggressively at the opponent, singing out "What's wrong hon, did I break your heart a little too hard~?"
  • Victory #3: Valerie spins around, blowing kisses and holding the second-place opponent in her arms while they look dismayed. As she's doing this, she's also chewing on a sardine in her mouth, winking at the screen.
Relationships
  • Silver Zin
    Valerie and Silver are an odd pairing of friends- Valerie holds high authority aboard the satellite and Silver's an amnesiac extraterrestrial, so it makes you wonder how they get along together. They get along surprisingly well, and occasionally visit each other's homes to get a break from their own respective madnesses. Though they like to fight over the coffee and have disputes over what's most important in life, and especially get riled up when playing multiplayer together in any given video game, they get along best when watching reality shows together or just sit around and talk about the slice-of-life things. They get along like siblings and acknowledge each other as siblings, as they both lost people they'd be happy to call siblings. Both think hazelnut is the best coffee creamer.
  • Syinara Wyne
    Valerie and Syinara are a happily married couple that reside together in the Valco Vortex building. Valerie is wholly obsessed with her wife, having given Syi her very own insurance that ensures that anything wrong that happens to her will be fixed for free near-instantaneously and demands Syi to never, ever worry about paying her back, because all she wants out of her is for her to be happy. Though Syi is easily overwhelmed by her wife and can stutter a bit when Valerie gets right in her face, she is really happy to have someone so supportive like her in her life, and tries to not let a few bad things spoil her day so she can have a great night in her arms later. They appear to be in a surprisingly casual relationship despite their personality differences, and like to spend the nights at theaters, restaurants, or at concerts if not at home.
  • Kýrios
    Given Valerie's high position of power, she gets chances every once in a while to talk to the lord of the satellite, Kýrios. Throughout the various meetings they've shared together in the satellite's Admin Sector, especially when around other commanders of other satellites, they've displayed a good deal of maturity and respect towards each other. Valerie is fond of Kýrios just because he's so gentle and easygoing, and commends him for being able to keep his cool at all times, even when up against some ugly satellite rulers. Kýrios is somewhat biased towards his own government, but he has clear faith in Valerie and trusts her to handle the situations that he won't be able to on his own. They don't have many opportunities to talk outside of these meetings, but Valerie has faith in the satellite's ruler.
  • Oyster Moore
    Among the people Valerie gets along best with is Oyster Moore, who owns the Moore Lounge down in New Naxaz City and operates its bar on a daily basis. Valerie thinks Oyster is super cute and deserves all the fame and success she can get, commenting on the quality of the restaurant and its services every time she eats there on Sundays, which are only open to her and her friends. She thinks that Oyster's a real hottie, but is concerned for her since she's in a relationship with a guy that doesn't have the best reputation. Though Oyster is super shy around Valerie and finds it hard to look at her in the eyes, she adores her as a role model for success and thinks she's one of her most loyal customers, and is always so flattered to have her perform at her restaurant. It makes her squirm to see Valerie eat her sundaes.
  • Werine
    Valerie's relationship with Werine is rather solid. Valerie is a bit freaked out when in her presence knowing how violent and dangerous Werine is, but she trusts the were-demon to not attack anyone around her while she's in Val's presence. She thinks that Werine is rather smart and thinks she works excellently as a sleeping partner, and rewards her with leftover meats and treats every morning she wakes up in the Valco Vortex. Werine likes to sneak out from her tribe just to go see and play around with Valerie, with both liking to get into their animal instincts when alone (with or without Syinara) and chase each other around- she finds this very pleasing and thinks that Valerie can understand her better than any mere human possibly could, and thinks that for as long as Valerie's in charge, the satellite will remain safe from her kind.
  • Brook Arsen
    Brook Arsen works as Valerie's personal bodyguard, so their relationship is a boss-and-employee type of deal. Though Valerie has always been critical of Brook for not really talking much or taking her hints all that well, she is personally satisfied with him and how he does his job, and never thinks about replacing him at any point. That said, Valerie somewhat expresses regret that she didn't hire a woman instead, finding them to be easier to relate to than men. Brook is a lot more annoyed with his boss, being quick to criticize her for doing too much chatter and always making a fuss when she doesn't listen to him or follow any of his advice. He gets especially irritated when Valerie cuts some of his pay over small, petty things and knows the government will let her get away with it. They still crack jokes sometimes, though.
  • Kitty
    Valerie and Kitty's relationship is mostly one-sided, with the former refusing to acknowledge her and the latter being overly obsessed about Mrs. Heartgold. Valerie's not usually the type of person to ignore or avoid her fanbase, but she's always been uncomfortable with Kitty's existence- she goes after Syinara, trying to kill her so that only she can be recognized as Valerie's true girlfriend! The two things Valerie appreciates about Kitty is that she is 1) stupid and 2) responsible for the creation of the supportive Valerie Fan Club. Kitty is super-protective of Valerie and her image, being so obsessed with her to a point that she ONLY cares about Valerie, thinking the multiverse would be better off if it was just her and Valerie living together. She writes biographies about her, writes smuts about her... god forbid.
  • Paprika
    Valerie and Paprika are direct rivals to each other in the fashion business, competing with each other to dominate the industry! These two childhood-deprived ladies butt heads frequently, trying to rule this industry and secure as much of an audience as possible- but will you root for the fan favorite Valerie, or root for the professional Paprika? Neither of these girls get along, squabbling and arguing almost as soon as they come to realize they're in the same place, and have a hard time staying off of each other's throats, with both Syinara and Crymsia being required to keep them back with their respective vines. Valerie's always been annoyed by Paprika, who seemed to only care about what she personally thought was stylish and cool, while Paprika's always been super envious of Valerie because of her fame-made success.
  • Mallory Zin
    As expected, Valerie and Mallory do not get along under any circumstance. Valerie thinks that Mallory's rotten to the core, undeserving of any of the friends or troops she's got, and thinks that she should straight-up die. This isn't much of a surprise, as Mallory's always been obsessive over Syinara and has tried to kidnap her on numerous occasions, some of which have been successful and very harrowing for her. Mallory thinks of Valerie much the same way she thinks of all the authorities: pathetic, undeserving, and lame. However, she hates Valerie even more than she could possibly ever hate Kýrios- seeing Valerie's image and spirit everywhere on the satellite has nearly driven this madwoman even madder, and she has sworn to herself on many occasions that she will be worth killing the moment the chance can be seized...

Scotch

ColdBlood Icon Scotch
  • Name
    Scotch Cornbread Caramel
  • Mass
    6'02" at 246 lbs
  • Birthday
    November 15th, age 23
  • Gender
    Male
  • Sexuality
    Bisexual
  • Alignment
    Neutral Good
  • Home
    Vinegar Base (HQ), Satellite 15 Lobby Room #86 (home)
  • Occupation
    Vinegar Troops general
  • Weapon
    Numerous explosives
  • Powers
    None particularly

General Butterscotch "Scotch" Cornbread Caramel's the Kýrios-trusted leader of the Satellite 15 defense squad, the Vinegar Troops, and is very well-respected for his resilience and ability to command the whole army entrusted to him by his deceased father. Besides training with his siblings to eventually take the mantle of army general in his later years, Scotch lived an average life until his mid-teens, when his parents and shelter got consumed in a wildfire, with Scotch and his siblings forced to evacuate without risking their lives aiding their parents. With Smartie pursuing college and Snickers off to god-knows-where, Scotch would be forced to hold the whole army and the responsibilities that come with handling it on his shoulders, in spite of not having received his full training. Young and inexperienced, he was picked upon by his fellow soldiers, with the laughing and finger pointing eventually molding him into a more resilient, harsh-toned man that can't tolerate anything but people doing their duty. Pessimistic, pissy and even somewhat bossy, Scotch lives a miserable lifetime just commanding his soldiers while trying to block out the haunting memories of his parents being burnt alive.

Scotch should never be confused for a power-hungry, war supportive man- he's actually much a pacifist that wishes to see universal peace and zero conflict, wanting to see the best everywhere around himself. As conflicts with neighboring satellites continue to occur, Scotch's unstable emotions grow worse and worse, and his personal struggles continue to get the better of his temper. Though it's challenging to befriend him since you need to balance between talking to him too much and too little, it's worth having his friendship- he will fiercely protect you and violently attack your attackers for as long as you try to aid him with his faults. To get through his sorrows, Scotch intakes a lot of alcohol and is on a lot of prescripted medicine in efforts to calm his easily hit nerves. He also has loving relationships with Oshelia and Minute, but the triangle is not polyamory and Scotch is struggling to figure out how he can spill he loves both of them simultaneously without worrying about pissing them off. When he's home, which is a weekends-only type of thing for him, he spends much of his time taking care of his dogs, which he leaves at the care of his sister.

Scotch specializes in explosives, having engineered a type of them with his father that doesn't blow up manmade structures but disintegrates organic matter only. It does this by releasing quick-acting flames that crisp through the organic matter and disintegrate when they don't find more to burn. His heavy bulk also means Scotch has a lot of physical strength, empowered by his own training, but he's also slow and easy to gang up on.


  • Likes: Strategizing and plotting with cooperative teammates, his family and his siblings, hanging out with Oshelia or Minute, spending money on things, using coupons to save money, eating hunks of meat, getting deep into calculus, studying wind speeds, stargazing, making the most insane house designs possible to satisfy his potential as a future architect
  • Dislikes: Mallory Zin, war, people who generally waste his time, people who click their tongues to annoy him, hearing weird noises in the middle of the night, people who knock on his door in the middle of the night, anxiety attacks, being unable to sleep, when Snickers gets in trouble, Silver Zin especially
Moveset & Other Details

Scotch is a heavyweight character with a tall hurtbox as well as heavy attributes, having sluggish mobility overall and having some heavy ending lag on his attacks but having power and range as his greatest assets. As a fighter, Scotch's style surrounds around the concept of him dominating and controlling the battlefield for himself, keeping his foes at bay with long-range attacks to prevent them from exploiting his weaknesses, making it challenging for them to properly approach him unless they specialize in zone breaking. Scotch's arsenal is exceptionally powerful, forcing his foes to take tons of damage ridiculously quick whether or not he's using his weapons or his arms to bring them down. If his foes come too close, he can grab onto them and suplex them into the ground, letting him dish out tons of damage to them at once. Finally, he does not flinch from others' attacks, being resilient towards them.

However, Scotch does suffer from numerous weaknesses. It's worth noting he's one of the game's slowest characters, his pockets and clothes loaded with weaponry, which makes it easy to catch up to him. His weight also makes him rather easy to juggle in the air and chain numerous hits against. Agile characters can dodge his weapons if they correctly telegraph where they're going to land and go in for the kill to punish him, forcing Scotch to rely on bait and punish techniques. Rushdown and dominating characters particularly annoy him, as they can eliminate the utility of his weapons and force him to rely on his lower-range attacks. Because of his weight and weak jumps, it's also challenging for Scotch to use his aerials, as powerful and mighty as they are, making them situational at best.

Though Scotch's heavy weight and sluggish speed can really get in the way of his effectiveness, he retains having one of the best projectile games in the game and can't flinch to any attack, letting him get his punches in.


Common Attacks
Scotch's neutral attack set is mostly focused around his physical strength, with many of these moves having fairly long range and large hitboxes. His ground attacks mostly consist of military-styled punches and kicks, though his heavy tilts have him discharge fiery pillars to cover an excessive amount of range. In the air, he instead puts his weight to his feet, having some particularly strong cartwheels and backflips guaranteed to send even heavier foes flying. His down aerial has him thrust both of his feet down at once, giving him the strongest spike in the game. Many of these moves require him a second or so to complete, and just as much afterwards to let him recover and use the next attack. His ground attacks usually connect well together, but his aerial attacks do not and cannot chain into his ground attacks- only vice versa works. His best damaging moves include his heavy tilts, forward aerial, and down aerial.

Specials

  • Neutral Special: Bombardment
    Pressing the special attack button will have Scotch pull a bomb out from his backpack, igniting it as he does. Tapping the button will let him carry up to six bombs. Each takes about six seconds to explode, with all those touching his foes exploding immediately in a moderate radius while dealing moderate damage. By pressing down on the special attack button, a reticle will appear on the battlefield, which the player can move to the left and right. Upon letting go, Scotch will throw all of his bombs towards that spot, heavily damaging any foes that get caught in the radius. However, if Scotch doesn't release them in time, he will damage himself.
  • Forwards Special: Firework Rush
    Scotch will take a big firework out from his backpack, able to take up to five before immediately bounding them and lighting them, sending them off to chase down foes! If it's just one firework, it will chase foes for about ten seconds before giving up and going in a straight line, dealing minimal damage but having the best chance of landing. If it's all five, it will chase foes for about four seconds before giving up instead, but it will deal very heavy damage if it manages to land! If the player presses right while loading the fireworks, he will hop aboard them and force them to go straight horizontally, with Scotch having to hop off before contact is made!
  • Recovery Special: Dashing Uppercut
    Scotch quickly equips a spiked glove and uppercuts the air, knocking his foes right up into the air with him and performing a series of punches to their vulnerable jaw. If he hits the jaw first, the move will be sweetspotted and the foe will be rocketed towards the skies, having taken massive damage from the impact. The uppercut covers a strong vertical distance, but moves him very little horizontally. If Scotch is on the ground, he will dash forwards a little before delivering the uppercut, which covers more vertical distance while also covering more horizontal distance. He can then perform aerials but nothing else as he plummets down, until he lands back on solid ground.
  • Crouch Special: Shepherd Summon
    Scotch will quickly blow on his whistle, summoning a German shepherd to his side. By tapping the special attack button, he'll command the dog to stay by his side and viciously attack anyone who comes close, and by pressing it, he'll command the dog to instead sic his foe, obliterating other obstacles as he goes. Once the dog's taken some damage, it will fall unconscious and disappear from the battlefield, and cannot be summoned again for a long period of time. The shepherd's best utility is to eliminate hazards for Scotch and let him approach his foe, especially as the shepherd has a habit of knocking the foe his way.

Hypers

  • Neutral Hyper: Explosive Array
    Explosive Array is visually similar to Bombardment, except Scotch will pull out twelve bombs from his backpack and spread them around himself, with the chances of foes completely evading the attack being little to none even if they just take moderate damage. It's almost a guaranteed attack. Additionally, when the bombs hit the floor, they will form fiery pillars to strike airborne foes, really making this a pain in the ass to avoid.
  • Forwards Hyper: Firework Dragon
    Scotch will make strap together a set of five fully-powered firework sets and send them off in the foes' directions, chasing them constantly before setting off in a straight line ten seconds later. If a foe comes in contact with the middle firework set, they will be stricken by three explosions and take massive damage, making it his most potentially powerful move. But just having them come in contact with one set will still deal great damage.
  • Recovery Hyper: Shooting Star
    Instead of his unreliable Dashing Uppercut attack, Scotch will blast his guns underneath himself, gaining aerial momentum with them as he rises high into the air, leaving nothing but bullets below that rain down on foes and push them into the ground. He can freely move left and right as he rises into the air. When he runs out of bullets, he'll begin falling, but can again perform aerial attacks only until he reaches solid ground.
  • Crouch Hyper: Cerberus Summon
    Scotch will blow on a crimson whistle this time, summoning a larger, more mythical-appearing shepherd to his side! The commands for the shepherd remain the same, but he chases down his foes far more feverishly, chomping away at them until he takes enough damage. His best utility is to strictly deal enough damage to the foes, severely harming them in the process. He's only as bulky as the original shepherd, so he won't last longer.
  • ZONAL FEVER: Disposable Heroes
    Scotch will jump towards a rocky cliff in the background, landing on his two feet as he blows a huge whistle, summoning the Vinegar Troops to the battlefield. He will then blow on his whistle again as his men and women charge across the battlefield, trampling his foes and forcing them to elevate to high ground. They're not even safe there, as many soldiers will jump and try to beat down the player as they move. After all his soldiers have left the battlefield (which takes 10 seconds), Scotch will jump back.

Miscellaneous

  • Entry Animation: Scotch is driven onto the battlefield on the front of an army jeep, doing a front flip off of it and juggling his bombs around before having them all hurl into his backpack. He'll then grimace as he windmills his fists.
  • Idle #1: Scotch twirls around as he tips his cap and readjusts his belt, stretching his arms out as he looks between photos of Oshelia and Minute. He will then stuff the portraits into his backpack before resuming his battle stance, sighing and looking down.
  • Idle #2: Scotch will juggle some bombs and fireworks in his hands, humming as he does such before pointing at a random opponent visible on the battlefield. If there is no opponent, he points in no particular direction. He says "Hah!" upon pointing.
  • Victory #1: General Scotch throws a bomb in the air, catches it, and gives a slight grin at the screen, folding his arms and jerking his head in one direction. He then says, "United we stand, tonight you fall."
  • Victory #2: General Scotch jumps up into the air, doing two front flips quickly before descending with a strong kick into the ground, firing his machine gun rapidly to his sides as his victory music plays.
  • Victory #3: General Scotch turns his back to the camera, tauntingly saying "Come back sometime when you really mean business", walking off into the sunset as his victory theme plays.
Relationships
  • Silver Zin
    These two have an ugly relationship together, being fierce rivals that show little remorse or regret when fighting each other. When Scotch found that Silver had some affairs with people in C.O.T.S. and had a few meaningful relationships with some of the Mallorian minions, he put a price on Silver's head after presenting some footage to the authorities- every time he sees Silver now, he tries to attack him and get him pinned down for arrest right away! Silver is mortally terrified of the general and tries to stay out of his surroundings at all times- Scotch will not listen to him no matter what situation they're in. Because of Scotch's violent tendencies towards him, Silver isn't very sure about trusting the Vinegar Troops or the authorities they're tied with. "What did I do?", he thinks to himself.

Syinara

ColdBlood Icon Syinara
  • Name
    Syinara "Syi" Wyne
  • Mass
    5'02" at 105 lbs
  • Birthday
    October 26th, age 30
  • Gender
    Female
  • Sexuality
    Homosexual
  • Alignment
    Lawful Good
  • Home
    Valco Vortex, New Naxaz City (home), Mother Chamber of Sector 5 (secondary)
  • Occupation
    Gardener
  • Weapon
    Mother Nature
  • Powers
    Nature

Syinara Wyne's the mother of organic life on Satellite 15, having taken the mantle as "Mother Nature" 5 years ago from her deceased parent. Her extensive roots reach around the colony and thrust through the soils, regularly supporting and growing the satellite's flora, with her back facing a window looking out towards the sun so she may gradually support what would otherwise be a difficult body to maintain. Though this "scarecrow" is weekly tethered by choice to her overgrown chamber as part of the plant breeding program she and her kind are used for, she is mobile and capable of walking for the rest of it, watering other gardens and selling some of her best products at a market. For she controls nature itself aboard the satellite, it's reasonable to believe that it doubles as her weapon as well as friend-in-need, with her body capable of sprouting out whipping vines and transforming its wooden limbs into instruments of terror. Her strength can stretch incredibly far; she can transform her arms into whipping willow trees and root herself into the satellite to attack foes in rooms she's not even in.

Syinara usually behaves abrasively and tries to scare off younger people, being cranky and resentful to top off her sour behavior. This is so she may scare off people she believes will hurt her or mistreat her, as she's very frail when untethered and has never-ending memories of this one girl she loved for years that eventually cheated on her, leaving her down and broken. She is Valerie Heartgold's girlfriend, and is insurance-protected by Valco as a result. Syinara's definitely not your most optimistic or open-hearted friend, preferring to squirm her way out of social gatherings and parties and usually trying to avoid eye contact with people that annoy her or make her uncomfortable. That's not to say she doesn't have any friends, but she prefers to have a limited circle of close friends as opposed to hundreds of friends she can't trust whatsoever with any of her personal information or any of her introspective thoughts. If someone leaves her, lies to her, or straight-up betrays her, it will severely damper her opinion on the person and will cause her to lock them out of her life, unless she takes her deepest pity on them.

As one might imagine, Syinara Wyne's got a very fragile body and suffers immensely from one weakness: fire. She dislikes fire so much, in fact, that she actively fears it and widens her eyes upon seeing a lighter or gas stovetop go off. Her body's also grows weaker and weaker when she's in battle, damaging itself to stretch its limbs out ridiculously far, and usually has long-lasting consequences on her body that can last for several days. That said, she won't stop attacking for as long as she's in danger or if one of her closer friends are.


  • Likes: Valerie Heartgold, kind people, healthy environments, having safe spaces, helping others relax, attempting to be a heroine, drinking alcohol, being on the right side of things, helping nature grow, watching time fly by, studying the earth, ass, the idea of punching Mallory straight in the face
  • Dislikes: Mallory, Hene, her hometown of Hynau, dirty places, outhouses, being referred to as weird, having her hair untidy, the scent of dust, passive aggressiveness, sarcastic tone, the mere thought of being kidnapped, seeing bad things happen to Valerie, trusting people she's hated before, seeing blind love
Moveset & Other Details

Syinara's a lightweight fighter with and high falling speed and the game's second-shortest height, having average mobility overall and having slightly below-average power output. To make up for her cons, Syinara's got very impressive range via her vines, which stretch a long distance and have many hitboxes, including a consistently powerful sweetspot. Syinara is best described as a "bait and punish" type of character, patiently waiting for the perfect opportunity to strike like a Venus fly trap, before striking as soon as there's a weakness she can immediately exploit. Her efficient range means it's challenging to stay out of her attacking zone, and outright intimidating around the occasional bottomless pit. Her strategy is to wear her foes down, capturing them and throwing them repeatedly into the ground or into a wall to damage them or whipping them away from her body. Her whip also destroys low-priority projectiles.

Our scarecrow friend's quite flawed in close combat, however. Though she boasts impressive range and strong sweetspots on her attacks, these don't mean anything particularly if the foe is too close to her, making it impossible to strike them with her whip and making her open to punishment. The vines' sweetspots are also tricky to land and don't provide excessive power output if they land, and thus don't properly compensate for how little damage the sourspots inflict onto her foes. Thanks to her fast falling speed, she suffers from a glaring vulnerability to chained attacks and can easily be juggled in the air, and can be knocked around a lot as well. Though her throws are very useful for quickly inflicting damage, they don't deal much besides her back throw, which itself cannot chain into other attacks because of how far it tosses her foe.

Syinara requires a lot of skill and patience to learn for foes to overcome her glaring flaws, but if they can manage to master her moveset, they can dominate competitions without an issue with every sweetspot they land.


Common Attacks
Syinara's basic moves without a doubt revolve mostly around her usage of vines, her main weapon in all instances of combat. Syinara's vines, needless to say, stretch a long distance and make this satisfying "whip crack" sound effect every time their sweetspots land, which are always found on the tips of her vines. Unless the player's got a clear grip on how to play as Syinara, they will be mostly landing her sourspots- if they can master her sweetspots, however, they might find themselves frequently dunking foes or slamming them against walls! Syinara's heavy tilts are really interesting, as they have her launch thick bramble vines from the ground or from her body, while her light tilts have her transform her arms into big oak tree fists. Her jab attack has her throw two of these punches using the same fists before sweeping her foes with a vine, while her upper aerial attack has her transform her head into a wooden propeller that spins. Her heavy tilts are her most powerful attacks, while her down throw has great utility.

Specials

  • Neutral Special: Spiky Shield
    Syinara will transform her torso and arms together to form a massive thorny shield that takes damage for her for a few split seconds, being an emergency attack that damages foes that happen to come in contact with the shield. If the shield strikes foes, the player can retaliate with any attack of their choosing- it usually knocks the foe away enough to let the player throw out a perfect sweetspot attack with their vines. The shield only lasts for an instant, however, so poorly timing it will still let the player get punished by their enemies. The shield's perfect for baiting and punishing and serves as an anti-approach option.
  • Forwards Special: Horizon Snare
    Syinara will whip across the horizon with her longest vine. This is her most unique vine attack, as while it may deal enormous damage at the tip, its ultimate use is for grabbing foes with the base of the vine, dragging them towards her body and letting her play with them by pummeling them and throwing them around recklessly. The vine can only travel straight forwards, however. In the air, Syinara can still grab the foe, but will halt midair so she can make a 3-second choice on where she wants to dunk the foe down at. The more rapidly this move is used, the shorter the vine will be, so it's recommended to not overuse it.
  • Recovery Special: Photosynthesis
    Absorbing sunlight from above, Syinara will gracefully soar through the skies while eating up the energy like photosynthesis, following the trail up before she helplessly descends. This move does not give her much distance at first, admittedly, but the more damage she's taken, the more energy her weakened body will absorb from the sun's rays. When she's below 30% of her Stamina, foes that step in the ray of light will take damage and slowly descend under the sun's rays until the move's over.
  • Crouch Special: Willow Dunk
    Syinara will summon the head of a weeping willow from her right fist, all its branches crunching up together to formulate a massive fist. Syinara will drag the arm back as the player has to mash the attacking button to use it- after a few seconds, Syinara will fling this massive fist forward if she's mashed hard enough, otherwise she'll stumble to the ground and be vulnerable to attacks. The huge fist deals massive damage if it connects, but carries an enormous amount of ending lag that will punish her if the fist misses. For reference, the fist is roughly double her own height, making it tricky to dodge if Syi's got the foe cornered.

Hypers

  • Neutral Hyper: Earth Harvest
    While shielding herself with a much longer-lasting Spiky Shield, Syinara will absorb nutrients from the earth to restore 20% of her Stamina. The healing occurs very quickly, but will still be cut off if the player manages to get hit by an attack during this move's process. To compensate for her vulnerability, the shield Syinara makes is even bigger and covers her head, protecting her from all sides.
  • Forwards Hyper: Root Extension
    This move reaches even further than Horizon Snare and is significantly more dangerous to deal with for a number of reasons. For one, it stretches across the ground slightly faster, with its surface lined with various thorns. For two, the sweetspot will home in towards the foe it's closest to if possible. For three, all foes touching the sour spot of the roots will keep taking damage until Syinara finally drags them over to her.
  • Recovery Hyper: Light Eater
    This move's very similar to Photosynthesis, except Syinara glows up thrice as much light, which works wonders at later percents. If she has absorbed excess energy, she'll use it to gently glide back down onto the battlefield, making this one of the best recoveries in the whole game.
  • Crouch Hyper: Willow Windmill
    Not only does this move occur faster than Willow Dunk, but Syinara windmills the fist too before springing it forward at an even more ridiculous size! It also has more impressive range and covers a good distance in front of Syinara, making it really challenging to avoid, but it doesn't cover as much ground as Root Extension. If it knocks foes into a wall, the attack will be guaranteed to wipe at least 60% of the foe's Stamina.
  • ZONAL FEVER: Queen Nature
    Syinara will growl angrily, springing upwards to assume control of her flora throne, her eyes glowing pure white as she ensnares the battlefield in vines, breaking apart platforms and sweeping her foes around as lots of harmful paralyzing powder drops from above. As her foes scramble about, Syinara will spit out a thick green laser from her gaping mouth, covering her foes up in gross algae and moss upon contact and freezing them for her to hit when she returns to the battlefield. After the laser, she pops back to normal.

Miscellaneous

  • Entry Animation: Syinara will twirl into the battlefield, shaking her hips around before cracking her knuckles, which break before her eyes before automatically getting healed by aloe vera, swinging her hair around as she poses for battle.
  • Idle #1: Syinara taps her foot impatiently and brushes her hair back as she waits for something to happen, sighing impatiently as she does such. She may also check her wrist as if she's checking a wristwatch of sorts, and will sometimes say "Stop stalling."
  • Idle #2: Syinara dusts her hands off, frowning as she shakes her hair and points her hands to herself, trying to bring the foe to come over to her. She will then do a little spiral in place, tripping on the ground and blushing out of embarrassment.
  • Victory #1: Syinara laughs awkwardly as she spins around, posing by doing the finger guns before falling asleep against a pole, blowing dream bubbles from her lips as she sleeps, occasionally snapping awake.
  • Victory #2: Syinara says "That wasn't too bad... I think" as she laughs and hums to herself as she waits for something to happen, clicking her heels together, standing straight to reach her full height.
  • Victory #3: Syinara energetically pumps her fist into the air, grinning in victory as she looks down at her foes with her vines spread out from her body. If she won against Mallory, she'll do the middle finger with her fist.
Relationships
  • Valerie Heartgold
    Syinara and Valerie are a happily married couple that reside together in the Valco Vortex building. Though Syi is easily overwhelmed by her wife and can stutter a bit when Valerie gets right in her face, she is really happy to have someone so supportive like her in her life, and tries to not let a few bad things spoil her day so she can have a great night in her arms later. Valerie is wholly obsessed with her wife, having given Syi her very own insurance that ensures that anything wrong that happens to her will be fixed for free near-instantaneously and demands Syi to never, ever worry about paying her back, because all she wants out of her is for her to be happy. They appear to be in a surprisingly casual relationship despite their personality differences, and like to spend the nights at theaters, restaurants, or at concerts if not at home.

Pierce

ColdBlood Icon Pierce
  • Name
    Pierce Hazel
  • Mass
    5'11 at 58 lbs
  • Birthday
    February 19th, age 27
  • Gender
    Intersex/Male
  • Sexuality
    Bisexual
  • Alignment
    Chaotic Good
  • Home
    Satellite 15 Lobby Room #13
  • Occupation
    Tactician
  • Weapon
    Psychic Palms
  • Powers
    Psychokinesis

Pierce Hazel is an incredibly strange and unorthodox person with a very split personality, being little more than a loner that shuts himself off from the rest of the globe and clings only to those he's made friends with in the beginning. He is a pessimistic 27-year-old adult that thinks the worst to himself and the worst about everyone around him, unable to trust anybody to the fullest and having nobody he can relate to properly share his backstory with. His unstable genes and multiple personality orders, as well as his extremely low body weight, skeletal figure, and immense psionic energy, required him to be strapped to a wheelchair and a machine that can withhold his intense mind. He's so unpredictable- with severe autism, bipolar disorder, Asperger syndrome, and constant schizophrenia, he's not exactly a target you would like to be messing with. Without his medication, Pierce's mind seems to wander off on its own, and he doesn't have any control over his actions until he's back on his pills. It's not hopeless for him, however- he likes spending quality time with others and enjoys solving challenging puzzles, cleaning up what he can, and riding around in his wheelchair or listening to pop rock.

He keeps himself isolated because of his genetic instability, his reputation as an inbred experiment gone horribly wrong alone having scared many away from him. He is one of two children birthed from Chimera Hazel, a genetic experiment that was stitched together from the genes of many already mentally defected individuals. Chimera's creation was completely illegal, having been birthed for the crew of mad scientists to study on psionic capabilities and how to use them for their own good. The goal was to make her breed with her own children so to produce a series pf "perfected self-produced nuclear machines" as soldiers, but Chimera was so unstable that she died way too soon, and it was too expensive to reproduce her. He was eventually moved to a hospital for containment just at 3 months old, he already managed to wipe out all life there, so he was sent over to a school for all ages- a poor choice of one, for that matter. He would be abused by everyone there of almost any age, and the moderation of the school was too poor for him to really receive the help he needed. He made friends with Nomila Rouse and Clair Voyell there, his two best friends and ultimate crushes.

Since he left the daycare, he's been under intensive care by Nomila and Clair, and they almost daily refuel his life support. In return, he protects them from anything and everything with his intense psychokinetic potential. Pierce does not speak to others unless he is alone with them, as Nomila and Clair prefer to speak their mind so to not work him up.

Pierce is the lyricist, vocalist, co-producer and music engineer for the abrasive, groovy metal band named "Black Haze".


  • Likes: His hobby as a tactician, listening to pop rock, listening to nu metal, the Gothic clothing style, people calling him the names he desires, receiving care from Nomila and Clair, chowing down on pasta and wheats, playing lyricist and vocalist roles for Black Haze
  • Dislikes: All of his various weaknesses (including what cripples him, his autism, etc.), remembering the godawful past he's had, acknowledging he's an inbred child, working as a music engineer for Black Haze
Moveset & Other Details

Pierce's a one-of-a-kind type of character, being an extreme lightweight with an average hurtbox and some ridiculously high jumps, all complicated further by his loftiness and high-tier speed. However, he has the lowest Stamina of anybody in COLD❄BLOOD, and can only take a few moderately powerful attacks before collapsing for good. To compensate, Pierce Hazel's wheelchair is armed with numerous weapons that make instantaneous melee attacks possible, and he has a dynamic that allows him to assume varying palettes that drastically change his attributes to suit various scenarios. Holding down the parry button and pressing in any one of seven directions will let Pierce assume a "sin" that will grant him two advantages and one disadvantage for ten seconds before it "breaks" for the rest of his stock. Outside of these gimmicks, Pierce is an immensely strong glass cannon with some very irritating Specials that can scrape his foes against the walls and some really strong close-range tools.

Pierce's biggest flaw is his jaw-dropping Glass Joe defense; if the foe can finally approach him and beat the lights out of him with just one chain of moderately strong moves, he's down for the count. However, this is somewhat rounded out by the fact that it takes the longest for him to starve; he can live without food for an exceptionally long period of time. He also very much dislikes bait-and-punish characters as well as zone-breakers, as they can push through him and eliminate all of his health in just a few shots. That's where all his major cons end, however. One of the game's fastest characters thanks to the versatility of his wheelchair, you really do have to try and catch him first before you can get a few hits on him, and many of his attacks will safely cover him from all sides so to prevent any sneak attacks from happening on him. If you treat him too lightly, you might just be another meal for him to consume!

Overall, Pierce is a very fragile character that requires lots of patience and skill to master, but in the right hands, he can do anything and there's nothing you can do about it except try to bait him into a trap. Easier said than done.

Forms:

  • Red/Wrath: +Attack & +Crits, -Resistance
  • Orange/Gluttony: +Resistance & +Launch Power, -Crits
  • Yellow/Greed: +Crits & +Speed, +Vulnerability
  • Green/Envy: -Vulnerability & +Stylishness, -Launch Power
  • Blue/Sloth: +Launch Power & +Resistance, -Speed
  • Purple/Vanity: +Speed & +Attack, -Stylishness
  • Pink/Lust: +Stylishness & -Vulnerability, -Attack

Common Attacks
Pierce's basic moves are focused around the versatility of his wheelchair, while his special/hyper moves are handled all by himself. These moves come out very smoothly and quickly, being among the fastest moves in the game, though this is largely due to how utterly defenseless Pierce happens to be without that strength. This wheelchair is equipped with two very versatile extendable boxing gloves, which can reach a large distance and spring around his chair without getting stuck. Almost all of them, in fact, swing completely around in circles, preventing foes from touching the boy from behind. His tilts are different, though; rather than punches, the machine will launch numerous tennis balls when he uses his light tilts. His heavy tilts, on the other hand, instead have his chair blast off laser guns to try and hit foes from a far distance, though they do have a bit of cooldown. Besides his heavy tilts, his forward aerial (a forwards flipi followed with a downward dunk with both gloves) is his strongest neutral attack.

Specials

  • Neutral Special: Psionic Waves
    Pierce will begin charging his mind up with brainpower, audibly growling as his forehead begins to continually flash. Once it's flashing red from white, the player can press the special attack button to blast two frequently-intersecting waves of energy through the air, which are chained together like DNA strands! The player can release earlier to release thinner, weaker variations of the attack, but releasing it at full strength will damage all enemies in the way multiple times! To top it off, the enemies will behave dazed after the attack, their controls temporarily inversed. Unfortunately, the beam is fairly easy to telegraph and avoid, so it has to be timed right.
  • Forwards Special: Telekinetic Heave & Throw
    Pierce has his eyes glow vibrantly as his body twitches, the sound of several crackling bones being heard as a reticle appears on the screen, searching for a foe as the player goes around. If they press the Special button at the right time, Pierce will trap the foe in a psychic prism! The player can then aim where they want Pierce to throw the enemy they just picked up- he can fling them towards a wall to severely damage them, into the wall so he can dunk them again, etc. Pierce can also pick up items and drag them over to himself as well as pick up the baseballs he's been leaving down on the ground, which he can spew all over the battlefield.
  • Recovery Special: Psychic Ascent
    Using the power of telekinesis, Pierce will hoist himself and his wheelchair upwards, able to guide himself safely to solid ground. When his forehead begins to flash red, that's a warning that his telekinesis will very soon run dry, forcing him to fall down to the ground. Though Pierce has full control over where he can land and he can even attack foes while using his recovery, he can't be up for too long.
  • Crouch Special: Disable
    Disable is a very odd move that's unique to Pierce in this game. Snapping his fingers, he'll either mutter "Not this time" or "No way" as a wave of psychotic energy appears next to him. If his foe happens to be standing there, Pierce will seal the last four moves they used for the rest of their stock. This is a very risky move, however, as Pierce will be fully vulnerable if he decides to this, and might be sacrificing the match!

Hypers

  • Neutral Hyper: Psionic Storm
    Very similar to Psionic Waves, except that the move charges much faster and his head never flashes, making it much harder to tell when his move is fully charged (it takes half as long). Upon firing this attack, Pierce will send several clouds of this energy directly forwards, being a barrage of high-power attacks that are very difficult to avoid overall. The foe has to keep their distance and try to find a way to jump around it- or just suffer.
  • Forwards Hyper: Intense Gravitation
    Again, very similar to Telekinetic Heave & Throw, except Pierce will always pick up debris and his eyes will always glow purple. He will hurl all the debris into his foes at once as he inserts intense gravity into them, dropping them down to the floor after slamming them into it once. This will cause them to become much heavier for 20 seconds, allowing Pierce to hog them down with his numerous attacks.
  • Recovery Hyper: Hyper Flight
    This has changed only slightly from Psychic Ascent, except Pierce can guide himself for much longer and he can even trigger his Special Moves while using this move this time around. Pierce's wheelchair will spin around whenever Pierce is attacked during this move, rebounding the foe as if the player parried as the player's able to choose where to go. Being in the air too long will again make the player start falling.
  • Crouch Hyper: PSI Overcharge
    Pierce will growl as he begins overcharging his body with psionic energy, absorbing all his personalities to restore about 50% of his Stamina, but quartering his Hunger in the process. This move can quickly prove annoying as it can quickly restore Pierce's health back to normal if he keeps a consistent lead, but Pierce's defenses are so weak that this move shouldn't mean much to patient players- and he'll be leading himself to starvation, as well.
  • ZONAL FEVER: 7 Sins: Split Personality
    Pierce will let out a piercing scream as he summons all seven personalities from his body, having them hold each other's hands as he raises them upwards high into the sky, in a circle with himself in the middle! As the personalities begin to spin faster and faster, Pierce will breathe out an intense multi-colored psionic laser that splits across a small area of the battlefield, damaging all foes in the way! All will then drop to the ground, becoming one entity again.

Miscellaneous

  • Entry Animation: Pierce is carried onto the battlefield by a few suspicious-looking doctors on a hospital stretcher, detaching him from the bed before quickly equipping him with life support, leaning forward weakly as he sucks on a cherry lollipop.
  • Idle #1: Pierce maniacally cackles in a fit of uncontrolled vanity before screeching in deep envy, followed almost immediately by him very briefly nodding off to sweep. He will then shake his head awake and look confused before returning to his battling pose.
  • Idle #2: Pierce will lean backwards a little bit, all the bones in his body crackling as he stretches his weak limbs out, letting out a yelp of pain when he bends his back at a 110-degree angle. He will then return his body back to its upright posture.
  • Victory #1: Pierce tilts his head a little to his left, folding his arms as he flatly says, "You're never going to get anywhere if you don't try". He then turns himself around, starting to walk off before helplessly giggling to himself, clapping his hands in mysterious glee.
  • Victory #2: Pierce rides around on his wheelchair, grinning eerily as he clearly grips tightly onto the sides of the chair. He's surrounded by a group of nurses and doctors that look over him, saying "Your loss against me is embarrassing, to put it frankly..."
  • Victory #3: Pierce wiggles his head around before suddenly jerking it upwards, grinning wide as he almost looks as if he's become nearly headless, his head wobbling and throbbing as if he's holding in some kind of built-in steam. His left eye then glows pink as his theme plays.
Relationships
  • Silver Zin
    Pierce Hazel and Silver Zin are boyfriends that aren't quite 100% committed to each other yet, but they really do enjoy each other's company and get along very well. Something they've always been able to have in common is the ability to confide in each other and walk through all the madness together, no matter how many odds are stacked up against them. Pierce is infatuated with this god-like creature, and is obsessed with being around him and doing everything together- for all the problems Pierce has, he always believes he'll be able to overcome his shortcomings around his boyfriend. Silver sees trust, faith, and reasoning in what Pierce says, and feels like he'll always have the answers when he's in Pierce's presence, and doesn't try to rush out any of those answers when they're around together.

Devina

ColdBlood Icon Devina
  • Name
    Devina Kilmister
    Black Eyes
  • Mass
    5'04" at 159 lbs (D)
    7'07" at 638 lbs (B)
  • Birthday
    May 19th, age 37 (D)
    Unknown data (B)
  • Gender
    Female (D)
    Male (B)
  • Sexuality
    Homosexual (D)
    Heterosexual (B)
  • Alignment
    True Neutral (both)
  • Home
    Channel X, Sector 1
  • Occupation
    Supernatural hunter (D)
    Supernatural murderer (B)
  • Weapon
    Emergency Taser and Razor Knuckles (D)
    Numerous (B)
  • Powers
    None (D)
    Supernatural (B)

Devina Kilmister's the granddaughter of a mad scientist that secretly and swiftly stole from the Zaxinians the instructions for extracting creatures from others' imaginations. This experiment would prove to be fatal for her grandfather, and many supernatural creatures eventually escaped the confinements of their laboratory cells to haunt the individuals of the satellite. Our abrasive, occasionally snarky heroine decided to take on the job as a supernatural hunter for the Satellite 15 government, attempting to clean her grandfather's slate by searching the darkest corners in the satellite for the free experiments. However, she was rather reluctant with taking on this job, because at the time she had been dealing with divorce papers and a very needy baby named Larry, and was already trying to power through her life as a singular parent. But knowing her grandfather would appreciate her courage, and believing that taking on such a risky job would make her son look up to her as a role model and as a hero, she obligated.

Though not a person to judge others based on what they like, she is very judgmental of others' behavior and has shown mother-like scoldings towards the likes of Black Eyes over his various mistakes, sometimes to a fault. Even so, Devina is still a sensitive individual that's very easy to frighten, as if her emergency taser fails on her, she will feel completely helpless against whatever she's facing and make a break for it. She prefers to lurk in the shadows of protective figures and feels insecure without a bodyguard. This makes her daily job absolutely hellish for her to take on, as she's forced to face her fears often and go against things she dislikes, especially her own scary steel nightmare of a friend when she's ticked him off a bit too hard. On top of all of this, she has to protect her baby Larry from trouble and even more so from her somewhat insensitive and carnivorous "friend", and stresses out a lot about trying to become a heroine for her son. She desires to be many things, and no matter how much stress she's under, she keeps plowing through even with all her handicaps.

The Exorcist, or "Black Eyes" as Devina prefers to nickname him, is a supernatural spirit residing in the body of an enormous clunky robot designed for expelling demons and evil spirits from dark places, said body having been constructed by Devina's grandfather but subsequently modified by Black Eyes himself. He's a cunning and mischievous spirit with some very disturbing thoughts and morals concealed at the back of his mind, never relenting to share them and always having a good time even as he mortifies others around him. He enjoys shocking others for the hell of it and displaying this sick, crude sense of humor that pisses off others or causes them to become outright terrified of him. He loves to torture and tell offensive jokes, never directly to hurt anybody but because that's his shtick and he feels like he's "gotta do it". Black Eyes is very intelligent and can worm whatever answers he wants to the questions he's asking from people, and will know exactly how to make them extra miserable if need be.

Black Eyes is a cold-hearted entity with a lack of remorse or respect for others, even including his "friend" Devina. He's a very selfish, self-centered being that wants whatever he demands and wants it now, and shows little interest in mortals that don't wish to oblige with him. However, because this intelligent spirit knows of Devina's crippling weaknesses, he chose to attach himself to this frail woman and label himself to her as a friend, helping her expel demons and evil spirits from dark places to try and keep this reputation with her. However, he's just a bad friend in general- he never helps her father the baby, he won't really leave her alone, and he makes a lot of moments between her and the authorities rather awkward. The worst part of their relationship is that even though Black Eyes has kept his promise to her in doing what he's been asked to do, he's made very shady advancements on her, especially when they're alone, and can sometimes... come a bit too close. His disgusting tongue isn't just for show, nor is it just for talking dirty. Lacking any morals, Black Eyes does whatever he wants and feels shameless.

The two rarely see eye-to-eye fully, for Black Eyes is very inhumane and very morally imbalanced and thus contrasts greatly with Devina's mindset, while he thinks she's "too human" and can vastly benefit from seeing life from all sorts of angles, even if it means roughing her up as a victim. Their relationship is very complicated, and both are angry at each other for many reasons- Devina hates how he can't act like a civilized man and how he can't help her father the child, while he hates how much self-defense Devina lacks and becomes annoyed by her frequent, ineffective scolding. That said, they are found frequently at parties together messily drinking away or practicing music together, especially through the nights. Maybe their relationship will improve, they are in a band together after all.

Devina is the founding member, frontwoman, producer, and bassist for the abrasive, groovy metal band named "Black Haze". Black Eyes is the drummer and musicbox player for the band, as well.


  • Likes (Devina): Hunting down supernatural beings, making love to the supernatural women she finds chicken tenders and fries, positive or optimistic behavior, the daylight hours, listening to country music, storywriting, songwriting, her baby Larry, Black Eyes when he's behaving okay
  • Likes (Black Eyes): Devina Kilmister, torment and torture, hypothesizing potential kill methods, whaling (because why not), battling supernatural figures, partaking in a good fight, making use of his shock factor, cracking jokes, horrible bathroom jokes, eating in general, terrible .EXE online games
  • Dislikes (Devina): Herself, the whining of her baby Larry, gross-out humor, unneeded pessimism, handling laundry, long waits, dark places, machinery, putting up with others' lies, feeling betrayed or disliked by figures she trusted, when the sheets on her bed magically unfold
  • Dislikes (Black Eyes): Devina's baby, having to follow law and order, the scent of any bathroom, being thought to actively like scat, when Devina doesn't enjoy his gross-out humor or his preference in heavy metal music, watching Devina partake in her mischievous deeds if he can't partake in them himself
Moveset & Other Details

Devina's a somewhat-middleweight character with below-average height, having moderate gravity and falling speed. She may have very low damage output across her moveset, but her supreme speed more than makes up for it. Devina's "Razor Knuckles" don't deal much damage at all yet knock her foes too far away for her to follow up with combos, forcing her to take initiative and play a hit-and-run game against her enemies. If the player chooses to hold their attack button when performing their jab, dash attack, light tilts, heavy tilts, and aerials, they will summon Black Eyes to perform the same move instead, dealing much more damage but leaving Devina vulnerable until the move's executed. This is a strategy that works well since it's very hard for her enemies to pressure Devina when she's almost always going to push them back. Devina's Neutral Special, the "Emergency Taser", is a very useful tool since it will always damage and paralyze her enemies and allow Devina to get in a free extra hit of any type.

This pairing doesn't always work out in its own benefit, however. If Black Eyes' contributions don't count, Devina's moveset is thought to be the weakest overall in COLD❄BLOOD, given Devina's damage output is very low and it's practically impossible for her to chain attacks together. When she's trying to summon Black Eyes to get more power, she's putting herself in a vulnerable situation that can result in harsh punishment if she mistimes it. Her Specials, though good at what they're supposed to be used for, are not very versatile and do not cover up a lot of Devina's gaping flaws, meaning she has a lack of versatility across her moveset when she can't use her best friend. This forces Devina to play very defensively and make the best use of what she has. Fortunately, Black Eyes' Hyper moves are very rewarding to use and make up for the massive amount of damage Devina would miss out on dishing out otherwise.

The player needs to be incredibly patient if they wish to master this dastardly duo. Though there's a lot of things the player needs to keep in mind when using Devina, she's more than capable of holding her own in the right hands. What might be a slow battle may turn into a quick victory, if one plays their hand right.


Common Attacks
Devina's basic moves focus around her Razor Knuckles, which she can perform casual uppercuts and jabs with like she was an in-training boxer. She can perform sweeps across the floor, slug her enemies, and swing her fists down. These moves rarely do much damage yet always knock her foe too far away for her to reliably combo into them, making them pressuring tools. However, the fact they have a lot of knockback means that they'll deal significantly more damage if the foe's punched into walls or into other surfaces. Black Eyes' attacks have significantly more reach and power when they're used instead, usually manifesting the form of a slimy black tentacle, a bloody sawblade, a grinding gear, a gory hammer, or some other miscellaneous weapon. These moves deal significant damage if they push the foe into a wall. Devina's most damaging moves include her Black Eyes variations of her heavy tilts and her forward aerial.

Specials

  • Neutral Special: Emergency Taser
    Devina will crouch and lean down before blasting forth a charged intertwining red beam from her Emergency Taser. If it makes contact with the foe, they will take minimal damage and be temporarily stunned, allowing Devina to follow up with another stronger attack that's more guaranteed to land. The player can aim the blast to occur horizontally, diagonally, or vertically. She can even aim behind herself.
  • Forwards Special: Gun 'em Up
    Devina will pull out a standard rifle, blasting a barrel of bullets forwards to knock at enemies from a distance and push them away. It deals a substantial amount of damage, but after firing a shot, Devina will then have to manually reload the gun, forcing her to be vulnerable during its animation. Devina can aim these shots at up to a 70 degree angle, preventing her from attacking foes right above her.
  • Recovery Special: Grappling Shot
    Devina will blast her grappling hook into the air. If it grabs onto a ledge, Devina will secure herself onto it and pull herself up. It's rather self-explanatory. She can also use it to grab onto items and drag them over to herself if necessary. If she fails to clutch onto a high platform, she falls helplessly.
  • Crouch Special: Relaxation Needle
    Devina will stick a relaxation-causing needle inside of her own arm or an ally's, bringing them immense relaxation and severely slowing down the damage and hunger meters for 10 seconds. This will give Devina extra time to heal, but once those seconds expire, all damage she's taken during the period will immediately catch up to her. Has a cooldown of up to 25 seconds.

Hypers

  • Neutral Hyper: 1000 Swipes of Death
    Black Eyes will appear to move slowly at first before suddenly popping up in front of the enemy, slashing them approximately a thousand times with a series of hand and tentacles slashes, brutally beating them and flinging them across the stage. Can be easily telegraphed, but it's still eight times stronger than any of Devina's heavy tilts that don't require his aid.
  • Forwards Hyper: Hallucination Doomsday
    He will appear to make very slow movements towards an enemy, but in fact, he's running so fast with his arms out, damaging you before he even comes to you. When he finally makes it, he will strike your chest and then send you flying high into the sky. This one doesn't deal as much damage as 1000 Swipes of Death, but it's much tougher to avoid and might fling foes into the ceiling.
  • Recovery Hyper: Superbeast Strike
    Black Eyes will cackle mischievously before gliding upwards at lightning speeds, opening up his head to reveal a series of glowy orange lights that petrify the foe before he slams into them skull-first, sending them flying. Devina will be riding his back, screaming as she's sent upwards with him. The two fall helplessly afterwards.
  • Crouch Hyper: Demonoid Phenomenon
    Black Eyes will create enormous crimson puddles on the floor, bringing up a bunch of incubi and succubi that eat away at the foes' bodies when they're touching any surface, draining them of health and feeding it back to Devina. Does the least damage by far, but it protects Devina with two caring succubi while healing her simultaneously. A very effective stalling move that interrupts the fight.
  • ZONAL FEVER: Echenonic Pain
    Devina will pronounce "Now, Black Eyes!" as the mechanical being laughs viciously, springing upwards before coming back down with the Echeno beast under his reins! The player can now control Black Eyes for twelve seconds, moving the Echeno back and forth to have him chew on the player's enemies and spit them out towards walls. If an enemy reaches 0% Stamina or Hunger, the Echeno will bloodily snap them in half and swallow the rest of them whole. Black Eyes will then teleport the beast away as it roars to indicate it's going to betray his reins, returning to Devina's side as a spirit.

Miscellaneous

  • Entry Animation: Devina skids her way onto the battlefield, equipped with her Emergency Taser and Razor Knuckles as Black Eyes' ghostly robotic suit follows right behind her, mechanically cackling behind her.
  • Idle #1: Devina punches her gloves together twice, momentarily pausing before doing it again at higher speed. Black Eyes will flash his eyes on and off like they were flashlights, gazing up and down the battlefield as he snickers, wagging his finger tauntingly at the foes.
  • Idle #2: Devina will pull out her bass guitar and play a series of notes from Cliff Burton's "Anesthesia--Pulling Teeth" instrumental, while Black Eyes grins fiercely at the foes, slimy black tentacles squirming from between his limbs and around himself and Devina.
  • Victory #1: Devina will communicate with the government, saying "Devina Kilmister here, returning to H.Q." through a walkie-talkie while Black Eyes chews on a disembodied limb from one of his foes from the earlier match.
  • Victory #2: Devina will blast her taser around twice before commenting "Supernatural horror exterminated!" on her walkie-talkie, with Black Eyes performing two peace signs at the camera as he grins really wide.
  • Victory #3: Devina sits down in an office chair with chicken nuggets and french fries, chewing down on them as various succubi and zombie girls surround her, with Devina unable to talk through her walkie-talkie as Black Eyes scratches his head.
Relationships

TBA

Kýrios

ColdBlood Icon Kýrios
  • Name
    Kýrios the Dark King
  • Mass
    8'10" at 178 lbs
  • Birthday
    March 17th, age 53
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Chaotic Good
  • Home
    Admin Sector, Kýrios' Throne
  • Occupation
    Satellite 15 lord
  • Weapon
    Jigsaw Lyre
  • Powers
    Darkness

Kýrios is the Lord of Satellite 15, managing it from the throne room found all the way at the back of the Admin Sector. He's responsible for keeping the government of the satellite in check and for ensuring the satellite doesn't cause any conflicts with the other moons neighboring the rocky giant named Zaxina. He's frequently seen quietly and gently playing the Jigsaw Lyre, a peaceful instrument that allows him to magically keep the numerous disjointed elements of the satellite together for as long as he continues to keep playing it. Kýrios suffers from a short memory span, incapable of remembering recent events, and his somewhat undeveloped brain means he has trouble expressing rational thoughts and feelings. He relies on his wife Zodiez to be his translator, and thus, Zodiez is almost at his side every moment. Though his mindset frequently clashes with his wife's, he does indeed love her very much and respects her very much, and aims to spend the most time with her when possible. Occasionally they may acoustically perform live in the throne room, Zodiez singing traditional songs while Kýrios finds a perfect melody on his lyre. It's said Kýrios came from a world filled with bug-like individuals like himself, and that he was a warrior for them until he departed because its ruler was garbage.

Kýrios may appear scary and intimidating initially, moving about in erratic patterns and spitting jumbled sentences out of his mouth, but he's the sweetest and gentlest soul in power and checks to make sure none of his fellow administrators are abusing their duties. He is very social and enjoys spending time with others for hours on end until it's time for him to return to his lyre; he especially likes communicating with children and improving their social skills to the best of his ability. It's thought that he's so open to communicating with others, in fact, that it's his main vulnerability and weakness- baiting the lord is surprisingly simple and it's why numerous villains aim to dethrone him since they know effective strategies to bringing him down. They just have to pass his numerous friends first, however, to get a chance to speak to him alone. However, should the time come for Kýrios to stand up and fight, he's very far from being unarmed. He can pour blood from his pores and bend it in any shape to form whatever weapon he wants, fly around at sonic speeds with his huge wings, and use his lyre to send his foes to sleep, letting him inflict nightmares upon them.

Kýrios does commonly receive criticism for his lack of coherency and for having 100% control of what happens in Satellite 15 without requiring the input of the rest of his team. Sometimes he acts on his own whim and makes laws whenever he wants without risking having them repealed by his team. However, this does not happen frequently, and he usually does listen to his team and nod his head to everything really.


  • Likes: Being able to trust "inferiors", communicating with and encouraging children, spending time around others, playing on his special lyre, getting wrapped up within intense combat, spending time with his wife Zodiez, playing around in his throne room, wasting time by fooling around with guests, moshing to heavy metal
  • Dislikes: Learning he's been baited, receiving insults, getting criticism for his way of handling things, being unable to speak properly most of the time, being seen as an irresponsible ruler, people picking on his wife, people attacking his wife, people stealing his lyre
Moveset & Other Details

Though he's one of COLD❄BLOOD's tallest overall characters, Kýrios is actually a lightweight fighter with five lofty jumps and very low gravity. Kýrios has balanced damage output throughout his attacks and average speed both on the ground and through the air, giving him the utilities necessary to be a mix-up specialist. Kýrios possesses scythes he's conjured from his own blood for battle, which grow to be larger and more efficient with the more damage he's taken over the course of the battle. With his abundance of disjointed ranged tools in these scythes as well as access to parasitic bullets that can leech health from his enemies, Kýrios is an annoying fighter that has numerous ways of putting his foes down. With the efficiency and speed of his attacks, he has little trouble being strong on the ground or in the air, and can chain numerous moves against them at almost any time.

Kýrios does suffer from his fair share of weaknesses, however. His worst con, and one that's entirely exclusive to him, is that his defenses worsen the more damage he takes throughout a match. This is because the blood he loses is used to conjure his weapons, which leaves him with less Stamina the more and more of it he loses. Because of how incredibly floaty and light he is, combined with his massive hurtbox, it's easy to fling him across rooms and battlefields and force him to work his way back up to the player. Players that are having trouble evading taking damage with Kýrios will notice that his Bloody Parasites won't be very effective at all, as he will be losing more than he gains. With his only average speed, it's rather easy for rushdown and dominating characters to catch up to him and put him in his place. Several of his attacks require precision to be landed when he's at full health, too.

Though the lofty Kýrios does suffer from numerous weaknesses largely in part to his lightweight status meshing poorly with his huge body, he's very powerful in the right hands and can break through foes easily for as long as he's never thrown into a position where he has to be futilely defensive.


Common Attacks
Kýrios' basic moves are actually quite versatile, making usage of bloody scythes that increase in range and power the more damage he's taken over the course of the match. They're lackluster at the beginning of a match, but fearsomely strong when he's taken massive damage and is on the brink of collapsing. These are helped further by just how enraged he becomes as his Stamina progressively worsens; his growing anger will surge newfound strength into these attacks as well as make them harder to escape overall. However, they do have a problem whereas they can't be used at even 50% of their full power unless he's at 80% health, and attacks will deal more damage to Kýrios the lower health he gets. Yet, the closer he is to dying, the stronger these moves become. This makes using him at full power very risky and very dangerous, and will result in him losing if the player using him is inexperienced. His heavy tilts have him form pillars of blood instead that will grow thicker as he's taken more damage.

Specials

  • Neutral Special: Bloody Parasite
    Kýrios will lean his head backwards, his body bending back as he does, to spit forth a bloody cockroach-like parasite through the air. If it hits the ground or a wall, it will ricochet off of it before disappearing five seconds later. The parasite is surprisingly large when he's at higher health, carrying a large amount of Kýrios' blood with it, and smaller when he's at lower health, so to not kill him too soon. If the parasite successfully latches onto the foe, it will drain HP from their body to restore what Kýrios just lost and more- while the parasite's bouncing, Kýrios can utilize his improved range and power to strike a foe until the parasite latches onto them. Watch it, though- if the parasite doesn't land on the foe, Kýrios won't be getting that health back.
  • Forwards Special: Gory Slammer
    Kýrios eerily cackles as he transforms his scythes together into powerful maces, streaking across the ground in a heartbeat to make them both simultaneously collide together. Any foe caught between these maces will take an absurd amount of damage from the impact, but the chances of this occurring aren't very high unless the foe has the obvious instinct to get out of his way. If the player holds down the special attack button, he'll instead launch these maces across the screen to make far-off foes take damage, restoring new scythes through sacrificing some of his Stamina to do this. If Kýrios doesn't have enough health to afford making new scythes, he cannot do this attack without sacrificing himself.
  • Recovery Special: Shattered Wings
    Kýrios will make a moderate-distance covering dive in any one of eight directions using his wings, giggling to himself as they shatter at the apex, sending the harmful pieces everywhere as he makes a very quick fall! His wings will then reform if he lands on the ground again. It's thought that using his wings too hard will break their fragile glassy form, which is why the move doesn't cover much distance.
  • Crouch Special: Nightmare
    Pulling out his lyre, Kýrios will send forth a wave of musical notes across the screen. If all four sucessfully make contact with the enemy, they will be lured to sleep. Kýrios can then sneak over to them during the ten seconds they're asleep and transform his body into a hideous ugly creature somewhat reminiscent of the Babadook, screaming at the foe before slashing deep at their wounds. It's almost impossible to land this attack if the foe is good enough to dodge all four notes of the lyre move, and renders him vulnerable to attacks. However, if the foe's just been knocked down, dodging the notes won't be so easy. If this move is used too frequently, the notes will become more spread out and easier to avoid.

Hypers

  • Neutral Hyper: Bloody Infestation
    Kýrios will perform Bloody Parasite again, but this time he'll spit out five roaches. There is absolutely no way they won't be latching onto the foe if he aims in their direction, and they'll lose quite a bit of health as the HP is restored to him. However, if he misses landing even just one roach, he will be putting himself at a disadvantage as he won't have restored all the health he could have. The player has to try and land them all.
  • Forwards Hyper: Lightning Gore
    Not only is this move very similar to Gory Slammer in how it functions, but it's actually even more useful! Kýrios will travel a further distance, catching foes in his way before slamming them between his maces, sending them straight down if they're in the air! He can also throw his maces out like with Gory Slammer, but they'll work like boomerangs before returning to Kýrios, preventing him from sacrificing health.
  • Recovery Hyper: Angel of Death
    This move is actually fairly different from Shattered Wings. Forming a pair of katanas, Kýrios will rush in any direction he pleases and go a very far distance with them, rapidly slashing with the katanas into any foes that come in his path! He will deal immense damage to them if they're caught with every slash, but he'll be vulnerable when the attack is over, forcing him to land back to the ground after his wings shatter.
  • Crouch Hyper: Final Rest
    Similar to "Nightmare", except that Kýrios will instead summon 16 notes. If the foe touches even just one of them, all the notes will be gravitated towards them, forcing them into a deep sleep. The scenery will transform into a pristine olive garden, with life growing around them. However, as Kýrios nears them in their 10-second sleep, everything will become darker and darker. He will then tear off his face in front of the foe, sending them into a state of shock. Their stock will then be removed, following a heart attack.
  • ZONAL FEVER: Song of Extinction
    Kýrios will cackle as he ascends high into the air, landing down on his throne and resting both arms on the sides, his shadowy arms kept crossed over his lap. He will then play the lyre, causing the stage around the foes to begin falling apart in every direction, forcing them to try and find safe landing as unfitting soft music plays, the winds pushing the players around as the god watches over them, feasibly grinning. After the 15 seconds of torture are ended, the move will end and the stage will return to its previous state, with the lord returning to position.

Miscellaneous

  • Entry Animation: Kýrios flies in from high in the skies, skidding across the floor as he screeches, his three sharp tongues visible and his eyes bugging out as he stretches out his abnormally long claws, slashing violently before hunching over.
  • Idle #1: Kýrios twitches uneasily as his head leans off to the side, grinding his teeth together as his limbs shake violently, his veins easily seen pulsating underneath his thin, pale skin.
  • Idle #2: Kýrios spreads his wings out, letting out a screech as his eyes blacken out, his limbs making crackling noises as Kýrios stretches them out by quite a distance.
  • Victory #1: Kýrios peacefully plays his lyre as he sits atop some lonesome rocks, playing to the chorus of COLD❄BLOOD's main theme before turning his head to the camera, popping open his eyes and grinning.
  • Victory #2: Kýrios spins around in place like a ballet dancer before posing for the camera, letting out a hollow cackle as both his arms and shadowy arms fold together, winking at the screen.
  • Victory #3: Kýrios slashes multiple times to his sides as the camera rotates around him, watching him hunch over from behind as his face looks back towards the screen grinning, his head buried in his elbow and his other arm extended outwards.
Relationships
  • Valerie Heartgold
    Given Valerie's high position of power, she gets chances every once in a while to talk to the lord of the satellite, Kýrios. Throughout the various meetings they've shared together in the satellite's Admin Sector, especially when around other commanders of other satellites, they've displayed a good deal of maturity and respect towards each other. Kýrios is somewhat biased towards his own government, but he has clear faith in Valerie and trusts her to handle the situations that he won't be able to on his own. Valerie is fond of Kýrios just because he's so gentle and easygoing, and commends him for being able to keep his cool at all times, even when up against some ugly satellite rulers. They don't have many opportunities to talk outside of these meetings, but Valerie has faith in the satellite's ruler.

Crymsia

ColdBlood Icon Crymsia
  • Name
    Crymsia Rose
  • Mass
    5'06" at 142 lbs
  • Birthday
    November 8th, age 26
  • Gender
    Female
  • Sexuality
    Heterosexual
  • Alignment
    Lawful Good
  • Home
    Rose Shop, New Naxaz City (business)
    Marble Palace, Sector 5 (home)
  • Occupation
    Knight, sewer
  • Weapon
    Rose Ripper
  • Powers
    Nature

Even at just the average joe's height of 5'06", Crymsia Rose is an intimidating warrior that never holds back in combat, no matter whether she's challenging friend or foe. Crymsia's an independent individual, never clinging to others for help nor does she ever feel amorous enough to afford a relationship with anyone. Not believing the Satellite 15 government to be adequate enough at wiping out all its criminals, Crymsia lives two lives: one as a sewing gal managing a shop near the gateway of New Naxaz City, and another as a vigilante that undertakes law enforcement towards the criminals and baddies she finds following closing time for her shop. As a sewing girl, she's referred to as just "Crymsia Rose" and warmly greets others into her shop, faking this sweet and attractive personality against her own will so she can draw in customers and make money. She takes commissions throughout the day and works on sewing them up on the weekends, but will cancel others' commissions if they are too impatient or if she's lost her trust with them. Crymsia finds herself politely asking others to leave her shop if they have no interest in commissioning her or buying spare products.

At night, she's instead known as "The Nature Warrior", an alias of hers that she's trying to keep separate from her by-day persona. Forced to hold in her emotions throughout the weekdays, the Nature Warrior never relents when she's out by night, severely injuring criminals and holding them at "gunpoint" using her Rose Ripper. When she's put down all of the wrongdoers, she will place them under arrest and personally drag them off to prison after having rolled them up in her own super-tight silk. However, she's sometimes confused for a criminal herself thanks to her fierce appearance and occasionally suspicious behavior, making her wanted by the authorities. This means that the Nature Warrior must stealthily cross the streets and move along the walls when looking for crime scenes. People in need of her help can call her up past 7PM and before 1AM, which is when she's in her armor and ready for battle. On the weekends, the Nature Warrior will hang out at bars beneath New Naxaz City and chat it up with some old friends of hers', though she remains open to requests. She sleeps alone in a healing bath in her steamy brick home past 2AM or 3AM, fully nude to remove the stress of her armor while catching up on her favorite programs.

It's unknown how she came to possess her abilities, nor does she wish to answer this- it's rumored she was given spider-related powers by a friend and that her friend Syinara's helped her become one with nature. Crymsia's not without her problems, though. Her cynical and sometimes overly serious personality have led her in trouble with the authorities and with others before, and her lack of trust or faith in anyone but herself has prevented her from making many friends. She is very susceptible to drinking, usually drowning herself in alcohol on the weekends, and is very vulnerable to fire. However, do fear her Rose Ripper- not only does it bring a rosy scent to anything it makes contact with, any wound it makes will hurt forever.


  • Likes: Swordfighting, sewing, making dresses, hanging out, being graceful and showing it off, being in a team, cooperating successfully with others, fistbumping, posing for family photos, sleeping in late, cold showers, jokingly teasing her friends, making new friends
  • Dislikes: Fire, spicy food, getting angry with others, having to attack her friends, people hitting on her, dates with almost-strangers, people who break her moral code
Moveset & Other Details

Crymsia's a middleweight character with somewhat below-average height and average jumps, being a balanced character with her moderate gravity and falling speed as well as average damage output and speed, giving her almost zero weaknesses when it comes down to mobility. She's an all-rounder character thus, boasting reliable heavily-damaging moves and having no big weaknesses that can be really exploited. She can function well in both offensive and defensive play, but her best function is to be a zoning character using the average reach of her Rose Ripper and her momentum-crushing special attacks. Crymsia must keep her distance from the foe and focus on wearing them down from afar, and then go in for the kill when they've tripped into some of her webbings or when they're in a position where they cannot possibly counter a prepared Crymsia player.

Because of her "jack of all trades, master of none" status, Crymsia bears no significant strengths or weaknesses, making her a balanced character that isn't really too challenging to battle but not too easy to overcome, either. Crymsia's smaller strengths include the fact she has trapping tools that can bait her foes into getting stuck and that her moveset comes out consistently quickly, preventing her from having to deal with much startup or ending lag on her attacks. Her small weaknesses, however, include that she lacks a reliable projectile to attack far-off enemies and that her Rose Ripper doesn't have long range, preventing her from countering other weapon users quite as efficiently. But make the best use of her moveset, and Crymsia Rose can prove to be an annoying enemy to take down when she's in the right hands.

Overall, Crymsia's an all-rounded fighter with all the tools she needs to survive; she just needs to overcome her minor hurdles and take advantage of her limited strengths.


Common Attacks
Crymsia has an arsenal of basic moves that fully utilize her signature weapon; the Rose Ripper. As one might imagine, Crymsia can swing this sword around in numerous directions and can stab it forwards into any of her enemies. These sword-slinging moves come out quickly and flow naturally, inspired by fencing techniques. Her jab attack, for example, is a non-damaging parry that cancels out the foe's attack before she retaliates with a Riposte (counterattack). Her tilts are unique; her light tilts are all Feints (fake attacks), while her heavy tilts are the true attacks and deal the most damage of any attack in her set. Her dash attack is a proper Lunge, just taking her slightly further than it normally takes a human to. Her aerials are straight sword swings, or in the case of her down aerial, a multiple-hitting stabbing attack.

Specials

  • Neutral Special: Punishment Blow
    "Punishment Blow" has Crymsia hold up her Rose Ripper in front of herself, guarding her body from a hit. If the foe attacks Crymsia while she's in her 5-frame lasting defending phase, she will push them down, right down onto their knee joints for three seconds. If she defended on the first frame of the attack, the foe will be immobile for twice as long. The player can then charge the Punishment Blow to have her rear her sword back, with a full charge lasting five seconds. If the foe attacked Crymsia while Punishment Blow was on its first active frame, Crymsia will be capable of hitting them with the full blunt of her sword swing.
  • Forwards Special: Widow's Trap
    Crymsia will quickly rip 20 feet of hidden silk from the roof of her mouth, quickly rolling it up and pocketing it. When the player's ready, she'll take out the silk ball and swing it forwards with her Rose Ripper. If it collides with a foe, it'll spread out and entangle them, limiting their mobility and allowing her to punish them for falling into the spidery trap. They can wiggle free on their own if they battle it out enough (usually taking three seconds), but if they've been caught midair, it will take them longer to break free, which might be a problem if they're fast-falling towards oblivion.
  • Recovery Special: 1080 Tornado
    Crymsia will tightly grip onto her Rose Ripper and begin spinning upwards through the air, performing three complete swings before thrusting her blade out, followed by her helplessly dropping to the ground. If she's already on the ground, she won't rise up into the air, but she can move left and right horizontally while using this move to capture foes and make them take rapid damage, though it will leave her with considerable ending lag to deal with.
  • Crouch Special: Ingrain
    Crymsia will root her nature-made body into the ground to begin slowly healing from the damage she's taken from over the match. She's very vulnerable while she's ingraining, so it's recommended to do it when she's very far away from any foes. The healing is slow but useful, recovering her average Stamina and slightly slowing down the Hunger issues she might be having at the moment. The player can remove themselves from the ground when ready.

Hypers

  • Neutral Hyper: Heavy Punishment
    Similar to "Punishment Blow", except Crymsia's counter has eight active frames instead of five and all active frames of animation that are connected with will always knock the foe to the floor for ten seconds. Crymsia can charge her Rose Ripper for eight seconds to thrust through the foe's body, dealing massive damage, but she still needs to have good timing with the counter or she will lose it unreasonably fast.
  • Forwards Hyper: Widow's Fangs
    If the player manages to trap a foe using the Widow's Trap, Crymsia has a wholly different Forward Hyper she can take advantage of. If the player heads towards the trapped foe, she can bite into them like she were a widow of sorts to sap energy from their body, forcing the foe to be knocked backwards after the collision. This quickly recovers some of Crymsia's health while immediately damaging her opponent at the same time.
  • Recovery Hyper: Hero Tornado
    Hero Tornado takes the player several places higher, allowing them to move left and right when compared to the original 1080 Tornado. The player will be spinning 2160 degrees as they head upwards with Crymsia, and the last of this attack deals immense damage if it connects with any foe.
  • Crouch Hyper: Super Ingrain
    Super Ingrain is similar to Ingrain, except the healing happens twice as fast and completely slows down her Hunger problem for a short period of time. The player can remove themselves from the ground when ready. If a foe hits the player during the Super Ingrain, they will be removed from the healing process.
  • ZONAL FEVER: Extrasensory Critical
    Extrasensory Critical is Crymsia's "ZONAL FEVER", and is one of the game's most brutal. When the player uses this move, a hologram of an attacking Crymsia appears, which the player can control with the control stick. When the player presses the attack button, Crymsia will rush towards that hologram and begin feverishly slashing at any enemies around her, slashing them up multiple times before throwing them into the ground, juggling them up into the air as she slashes at them four times. If a foe can't move to the left or right to escape her quickly enough, they'll fall down towards her and take a critical hit that will launch them high into the sky.

Miscellaneous

  • Entry Animation: Crymsia professionally enters the battlefield by walking onto it, twirling her Rose Ripper around in her hand before crouching a little, holding her blade at the ready.
  • Idle #1: Crymsia taunts her enemies by holding her Rose Ripper outwards, having light gleam across it before returning it to her hip, looking excited to take on her enemies.
  • Idle #2: Crymsia tightens her mask to her face, slashing horizontally outward, saying "Come here, right now!" Every time this animation plays, she will don her mask on or off.
  • Victory #1: Crymsia performs a grounded 1080 Tornado, spinning around three times before holding out her Rose Ripper in victory, grinning somewhat as she faces the screen and twirls her sword around her hand.
  • Victory #2: Crymsia does two Feint attacks before performing an attacking lunge, aggressively swinging out towards the camera while saying "You want more!?", the heroine landing fearlessly on her two feet.
  • Victory #3: Crymsia rushes onto the victory screen, donning her mask as she holds out her Rose Ripper, drifting towards the camera to perform a lunge, holding her blade at the ready as she asks "Where's your inner spirit!?"
Relationships

TBA

Oyster

ColdBlood Icon Oyster
  • Name
    Oyster Moore
  • Mass
    4'09" at 121 lbs
  • Birthday
    September 21st, age 38
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Neutral Good
  • Home
    Moore Lounge, New Naxaz City
  • Occupation
    Bartender
  • Weapon
    Seashell Turret
  • Powers
    Aquatic

Oyster Moore's the shorty bartender managing the Moore Lounge in the busy downtown district of New Naxaz City, usually working with her on-and-off assistant Snickers Caramel and her beloved maid Yemen Italy. The Moore Lounge is a wondrous place to relax, being a candle-lit wooden tavern with family portraits and personal memoirs adorned along the walls, with numerous semi-circular couches that reach around 275 degrees surrounding several well-furnished round tables in the room. Oyster keeps the place fresh and clean, using perfume to keep the air "clean" and preventing her comrades from being fatigued or distracted by snapping her fingers. As one might see, Oyster has an exquisite taste and has very strict ideas on how her lounge should be run, trying to run it seriously to the best of her ability. Oyster has trouble communicating with others because of how shy she is, stammering and wobbling whenever anyone walks up to her and attempting to take care of their orders as briskly as possible if her mates cannot. She treats her restaurant very seriously and will protect it to the best of her ability, though, and outright screams or yells at her teammates when they're messing up or at her costumers if they're threatening her.

In the modern day, Oyster Moore's business is on the brink of collapsing and failing, because attraction to her lounge is growing to be less and less because of her across-the-street rival, the Supertzar Tavern, which has achieved massive growth and success over the past few months. Snickers is trying to calm Oyster by assuring her the lounge is still succeeding and Yemen is trying to get new elements incorporated into the bar every once in a while, but Oyster's paranoid about failing the competition and expresses fear that she's going to lose everything tied to her name. Unlike the case with her rival, Oyster actually lives in her own lounge in a separate room, so her knees are continually wobbling and her headaches get worse and worse as time passes by as she tries to keep up. Oyster sometimes completely fires her whole working cast (besides Snickers and Yemen) and replaces them with new casts of crew members, which rarely works out and makes Oyster realize she's wasted a lot of time.

As the stakes grow higher, the overly paranoid Oyster is growing extra concerned for her business and has considered putting her own privacy in danger just to see success. She needs people to help her make business decisions, as her father died in a vehicular accident not too long ago.


  • Likes: Snickers Caramel, Yemen Italy, keeping her restaurant sanitized and clean, her place having a purpose for the heroes, drinking a lot of beer, watching Valerie perform at her place
  • Dislikes: Her business failing, her revenue suffering, being unable to supply her employees with checks and money, the Razorback Supertzar and her tavern, her paranoia taking over her life, her restaurant being mistreated or insulted, having to completely redo how things work, getting up and close with people she doesn't know
Moveset & Other Details

Oyster happens to be the game's second-shortest and second-lightest boxer, having high floaty jumps and very low gravity, making her one of the game's strongest air fighters. However, this only applies to when she's left without her enormous protective shell, which conversely makes her the game's heaviest and tallest fighter. She's extremely defensive when within this shell, which reflects projectiles and can take an enormous beating from physical attacks before finally cracking open. Inside the shell, Oyster can freely heal and retaliate against enemy attacks through usage of her Seashell Turret, allowing her to protect her shell while she slowly heals. When Oyster's broken out of her shell, she can make use of her powerful frame data and beat her foes up with her surprisingly strong aerial chains and her numerous projectiles before she's able to get the room necessary to restore her shell back to full health.

Oyster has her weaknesses, though, regardless of whether she's in her shell or not. Though she will always auto-heal when she's in her shell, she's extremely sluggish and has limited offense, and her weight makes it impossible for her to jump for as long as she's in this defensive form. Oyster can enter and exit this shell at will to overcome this weakness, but she always requires a full second to take the shell on or off, leaving her vulnerable if incorrectly timed. Without her shell, Oyster's extremely frail and easy to push around, and is the most prone to being flung all the way across the stage, especially if she's up against the likes of Hector or Zodiez. Her projectiles don't have high priority and are easily demolished by other ones that come forth, even though they can be highly damaging if they do land, and most of her physical attacks don't deal much damage in exchange for being incredibly easy to chain together. She also has low Stamina and Hunger.

Overall, the player has to master Oyster being in and out of her shell and take advantage of what both forms have to offer, while keeping in mind their weaknesses and going in and out of them at the right times.


Common Attacks
Oyster only has a full moveset when she's outside her shell, where she's capable of using her advanced karate skills to the test as well as her projectiles. She's got hook punches, mountain punches, open hand attacks, round kicks, feet sweeps, heel drops, etc. for usage in combat. She can also grab her foes and pull them close to her so she can proceed to beat the crap out of them and then throw them around. These moves are not very strong, but very easily chain into each other and occur quickly, giving Oyster a strong niche in the air as she already has high jumps and floaty attributes. In her shell, Oyster's much more limited and is only capable of moving left and right, thus she can't use any of her aerials. She can only lift her shell to use her special attacks (such as her projectiles). However, rapidly tapping the attack button inside the shell will make her heal.

Specials

  • Neutral Special: Saltwater Blast
    Oyster will very quickly charge up hydrokinetic energy in her palms before blasting it forward in the form of a slow projectile. She says "Hydrouken!" as she does, basically making the move a parody of the signature "Hadouken" ability from the Street Fighter series. It deals rather respectable damage, and if the player inputs a downwards half-circle motion before using the attack, she'll fire a bigger green one that deals multiple hits of damage and knocks the foe back further. These both have their uses as ranging tools, but they'll cancel out when they hit any projectiles (also dissipating the projectiles they come in contact with).
  • Forwards Special: Seashell Gunfire
    Oyster will aim her seashell turret forwards, locking onto a foe before blasting several seashells of varying shapes, colors, and sizes at them, causing them to take damage and have all their momentum halted. In order, she will be firing one-tooth simnias, coffee bean trivias, angulate wentletraps, pitted murexes, and american carrier snail shells, listed in order from smallest and least damaging to largest and most damaging. If the player holds down on the charge, she will skip firing the next shell in order and instead blast off the one immediately after that. She can fire out three seashells at once.
  • Recovery Special: Spinning Out
    If Oyster's outside her shell, she will spin around like a ballerina and rise into the air, capable of having massive horizontal recovery distance but being hard to steer around from left to right. After rising upwards, she will eventually stop ascending and fall helplessly. Inside her shell, Oyster can swerve across the ground and move left and right, but for a very short time before becoming dizzy. It will prevent her from taking projectile damage and attack foes numerous times.
  • Crouch Special: Shellter / Self-Repair
    If the player taps this move, Oyster will take her shell on or off, which takes a full second to function. If the player instead holds it, Oyster will begin working on fixing her shell. It takes her about eight seconds to completely restore her shell to maximum health. She can enter her shell again when it's at least at 50% health.

Hypers

  • Neutral Hyper: Saltwater Missile
    Though a similar move to Saltwater Blast, executed in both of the same methods, it travels much faster and carries the form of a missile, and Oyster instead shouts "Hydrokissile!". It explodes upon making contact with the enemy, temporarily slowing them down afterwards. The stronger half-circle input for this attack deals even more damage and pushes the foe back further, making them sluggish for even longer.
  • Forwards Hyper: Seashell Explosives
    Oyster will again aim her turret forwards, but there's a catch to how this move works. She will blast three seashells onto the floor, which will soon detonate and release huge fiery pillars that reach to a massive vertical height! The bigger the seashells, the longer the horizontal range of these pillars will be, and the more distance they'll cover altogether. Useful for picking on foes in the air.
  • Recovery Hyper: Spinning Fortress
    It's similar to Spinning Out, except Oyster will spin around even more and climb a much high vertical distance while being much easier to control. Any foes caught in her way will also take plenty of damage if they're locked into all hits of her numerous attacks. This applies to when she's in her shell as well, except she will be able to spin around even faster and move across the floor much more until she becomes dizzy.
  • Crouch Hyper: Speedy Repair
    Identical to Self-Repair, except that it takes her two seconds to restore her shell to maximum health. Very useful for getting her shell back without risking her momentum in the course of the battle.
  • ZONAL FEVER: Scorching Cascade
    Oyster will leave her shell (if she's in it still) and leap up towards the center of the stage, stretching out her arms and creating a huge scorching cascade of water below her body! Her eyes will be rapidly glowing a sky blue color as she does this, indicating her control over hydrokinesis. The player can guide her left and right, rapidly damaging any foes caught within the waterfall. After she's used up all of her H2O, she will drop back down onto the ground, ready for battle again.

Miscellaneous

  • Entry Animation: Oyster will make a splash, dropping down onto the stage from above in the form of water droplets before assembling herself to stand at her usual human height of 4'11".
  • Idle #1: Oyster will shyly fumble her fingers together, bending her knees to face each other, chattering her teeth audibly after a few seconds of the player waiting.
  • Idle #2: Oyster will nervously take a mug of beer out from nowhere, shakily drinking it down as her whole body vibrates with fear, her blood pumping almost audibly.
  • Victory #1: Oyster will laugh nervously, sitting down alone on a high stool as she nervously glances away from the camera, her whole body vibrating and shaking, shivering the longer the player stays on the victory screen.
  • Victory #2: Oyster will grimace as she looks away from the screen in shame, looking as if she feels bad over her victory as she stares instead at her failing restaurant. She looks concerned but mentally lost, eventually dropping her beer mug.
  • Victory #3: Oyster mutters a low "Sorry..." as she blushes intensely from all the cameras and microphones rushing on the screen to face her, eventually running away from the paparazzi as reporters glance in her direction in confusion.
Relationships
  • Valerie Heartgold
    Among the people Oyster gets along best with is Valerie Heartgold, who owns the Valco Vortex down in New Naxaz City and is always up to business. Though Oyster is super shy around Valerie and finds it hard to look at her in the eyes, she adores her as a role model for success and thinks she's one of her most loyal customers, and is always so flattered to have her perform at her restaurant. It makes her squirm to see Valerie eat her sundaes. Valerie thinks Oyster is super cute and deserves all the fame and success she can get, commenting on the quality of the restaurant and its services every time she eats there on Sundays, which are only open to her and her friends. She thinks that Oyster's a real hottie, but is concerned for her since she's in a relationship with a guy that doesn't have the best reputation.

Smartie

ColdBlood Icon Smartie
  • Name
    Smartie Sassface Caramel
  • Mass
    5'11" at 167 lbs
  • Birthday
    August 10th, age 22
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Chaotic Neutral
  • Home
    Alafino, Sector 6
  • Occupation
    Freelancer spy
  • Weapon
    Ember Claws
  • Powers
    Fire

Smartie Sassface Caramel's a triple-employed freelancer spy that works for three separate agencies, investigating scenes and soaking in the action and drama and reporting back to her employers. Her objective is to spy on numerous suspicious individuals and provide as much information and detail as possible about them, occasionally being requested to go on live television to talk about her findings. These agencies are all rivals of each other, though, and are not aware that Smartie's working for all three of them, let alone spilling their secrets anonymously on the satellite's Wi-Fi! Smartie's goal is to shut down the privacy invasion tactics deployed by these three companies and absolutely demolish their reputation. You might think that Smartie's goals are for the benefit of people on the satellite exclusively, but plot twist! She just wants to shut these agencies down so she can return to spying on others at her own pace and working with individuals that are willing to pay her handsomely for her services. She actually adores spying on others and gets considerable enjoyment out of it. Don't worry, she never actually publishes what she finds! All the footage she has is in her shambles of a house.

Smartie's a mischievous person that thoroughly enjoys getting herself into trouble, behaving slyly and suspiciously in the public eye and purposefully making things awkward for everyone around her. She's also very flirty and playfully needy, begging others to let her stay at their home while displaying deep affection them simultaneously. She can be instantly recognized for her extremely odd yet warming accent- she purposefully speaks in a childish manner, using "dat" instead of "that" and "dere" instead of "there", etc. She doesn't care for saying the words right, enjoying the freedom of saying whatever flies off her tongue rather than paying attention to how she speaks. The freelancer spy's rather lazy when not out and about, preferring to crash at home or others' houses and taking advantage of the situation around herself to propel that laziness further. She's a big party-goer type of person; she'll beg for invitations to others' parties and always make it on time even if she's got serious matters to attend to, and will weekly set up parties at her own house. You'll almost always see her drinking heavily during these parties. From all of this, you might assume Smartie's not the type of person to care about her responsibilities 100%- and you'd be right!

Smartie's the youngest sibling of the latest Caramel generation, and unlike General Scotch and General Snickers, she decided to become a spy and work as a freelancer because she enjoyed her mischievous side more than her serious side. Smartie's a vampire- it's assumed that she made love with a vampire during one of her spying adventures and simultaneously came in possession of one's qualities. This means that she doesn't enjoy light that much and prefers to hang out in dark and shady spaces. Though Smartie has a good grip over her emotions, she's frail when it comes to talking about her past relationships, which all ended in failure. She's currently dating a man named Brook, who's currently resilient to her issues.


  • Likes: Being mischievous regularly, being reckless, being a couch potato, slurping up blood, blasting intentionally lame insults, being crazy in love, pulling pranks on the innocent, exhibiting everything about herself, jamming to classic music, making fun of strange vampire fiction, spying on other people, learning about others' interests, sneaking in through people's doorways, eating a worrying amount of potato chips
  • Dislikes: Being told what to do, any rule sheet in existence, bossy people, doing work, being told to "speak English", being caught spying
Moveset & Other Details

Smartie is a lightweight character with a medium hitbox and heavy gravity, having incredible mobility overall and being among the game's speediest characters, having decent range with her Ember Claws and great frame data. She's a "Keep Away" type of fighter, preferring to glide in and out of the opponent's space to land just a handful of attacks before pulling away. Her moves do not excel in damage, but she's an "annoying" type of character as she will keep her foes at bat without letting them act or retaliate. Smartie has a distinct advantage in always being able to win the neutral game when under the hands of a skilled player against an unprepared foe; she moves so absurdly quick that she can go in for the kill essentially whenever she wants. Her overwhelming speed also allows her to chain a number of her attacks together, capable of dealing massive damage if she can keep her streak going. All of her attacks have the unique "Lifesteal" effect, letting Smartie heal some of her HP after it's been lost.

In spite of her incredible offensive presence, Smartie does suffer from numerous weaknesses and has perhaps the greatest assortment of them. First off, Smartie notably lacks any good killing moves and has trouble putting her foes down, mostly specializing at picking at their health rather than directly draining it. Nearly all of her moves are incapable of launching foes away from Smartie; while this helps with chaining attacks against her enemies, it keeps foes close to Smartie and frequently puts her in danger of getting smacked down. She is also among the game's lightest characters and has among the poorest defenses- this makes her very easy to launch, especially into walls, and makes her lose a considerable amount of Stamina. Lacking directly damaging projectiles for the most part, Smartie's forced more often than not to be lured into danger so she may strike her foes, which can be dangerous if the foe's prepared.

No matter whether she's on the ground or in the air, against zoning/camping foes, or being challenged by a heavy hitter, Smartie's advantage in having the best top speed in COLD❄BLOOD makes her a character that's tough to stop once she gets going.


Common Attacks
Smartie's movepool has relentless blinding velocity and aggressiveness spread across it, with her moves coming out ridiculously fast and capable of chaining consistently into her foes. With some of the game's best ground-to-air transitioning and back, she can throw together almost any move and move her foes airborne without much of an issue. These moves do not deal much damage at all, frequently dealing as little as 3% damage on their Stamina and dealing as little as 0.32%, and therefore she needs to throw these attacks together quickly if she wants to dish out some scorching pain. Many of her moves are based around breakdancing techniques as well as suggestive poses, with the flair and professionalism of a successful porn star. Her basic moves make the best use of her Ember Claws; she will be frequently slashing at her enemies with flaming fingers if not kicking them around.

Specials

  • Neutral Special: Echoing Screech
    Smartie will stand up straight as her head slowly leans back, slowly glowing red in the face as her shoulders rear back. When the player's ready, they can let go to let Smartie blast off supersonic waves, which will force her foes to back off while dealing minor damage to them. The further her head was reared back, the louder and wider this attack is and the more damage and knockback that will be dealt. This move covers a surprising amount of range when fully charged and is somewhat impossible to avoid if the foes remain in front of her. However, if she's attacked during the animation for Echoing Screech, it will be interrupted and she'll be forced to reset.
  • Forwards Special: Throat Pursuit
    Spreading out her hidden black wings, Smartie will suddenly dive forwards with her palm stretched out, afterimages of her playing as she dashes forwards. If she clutches onto the enemy, she'll grab at their throat and crunch down upon it with her fangs, sucking plenty of health from their body before letting go of them. It won't deal much damage truthfully, but it still heal her fairly well. Unfortunately, missing with this move means that Smartie will be forced to fall helplessly, sliding across the ground face-first if so. This will leave her very open to punishment. The move can be predicted by watching Smartie bring a claw back right before she dashes.
  • Recovery Special: Butterfly Dash
    Butterfly Dash is among the simplest recovery moves in COLD❄BLOOD, simply having Smartie flap her wings twenty times as she dashes in any direction. She will then fall helplessly. There's no plot twist to the move, there's no attack involved with the Butterfly Dash and it just travels an average distance.
  • Crouch Special: Wavering Heart
    Smartie will wink at the screen as she blows a kiss, forming a heart that moves up and down in a wavy pattern as it moves away from her body. If the heart comes in contact with one of her foes' bodies, they will be put in a dizzy state and have hearts plastered over their eyes, preventing them from moving temporarily. Smartie will then be able to go in for the kill and lay her damage down. Though the heart will keep her foes stunned even after she attacks them, the heart has very low priority and can be broken with almost any projectile or attack.

Hypers

  • Neutral Hyper: Incinerating Screech
    Instead of supersonic waves, Smartie will breathe out enormous succubus flames from her throat, which will travel across the ground or directly horizontally through the air in a wave-like pattern. These will deal quite a bit of damage and pass through foes, allowing it to attack numerous foes until the flames disappear. The flames have a tendency to somewhat home in on Smartie's enemies.
  • Forwards Hyper: Blazing Pursuit
    Cackling loudly, Smartie will reach forwards with a flaming claw, leaving a trail of fire across the ground as she makes her new throat pursuit. If she clutches onto her foe, she'll drag them across the floor as she burns them up, sucking health from their body as she does. Once again, this move remains punishable if it misses, and the same consequences from Throat Pursuit are applied here.
  • Recovery Hyper: Fireball Burst
    The execution of this move is similar to Butterfly Dash, but now Smartie will have her claws stretched out as she flies, which will be on fire. If she comes into contact with a foe, she'll screw into them with the flaming Ember Claws until the move's animation ends, making her fall helplessly.
  • Crouch Hyper: Heartbreaker
    Similar to "Wavering Heart", except it's a black heart and it will directly home in on a foe instead of move in just one direction. If this heart collides with her enemy, it will bring them down to their knees, absolutely paralyzed. Smartie can either chain her attacks against them in this state, or use the special command again so she can strike them through the chest instead, dealing a good 20%'s worth of damage.
  • ZONAL FEVER: Kiss of Death
    Smartie will let out a loud triumphant laugh as she glides her way across the floor, grabbing any enemy in her path. She will then soar way high into the air, way above the fighting platform. She will then kiss them fiercely on the lips, secretly using her nails to break through their skin while they're under the paralysis shock, and then dive back down with them so she can suplex them into the floor, severely wounding them and being capable of taking out over 50% of a foe's entire stock. Note that with Scotch, she'll pretend to make a kissing motion before striking him across the face with her hand before moving down with him.

Miscellaneous

  • Entry Animation: Smartie will appear from a crimson portal, bats springing away from her as she stretches out her Ember Claws, yawning before smiling mischievously and striking a menacing but playful pose.
  • Idle #1: Smartie cackles deviously, springing herself into the air and mischievously floating as she looks through a pack of tarot cards, shuffling through them in a blinding instant before pocketing them.
  • Idle #2: Smartie lulls her eyes seductively as she leans forward on one foot, making a beckoning gesture with her hand as crimson flames light from her fingers, the mirror on her necklace glowing to represent her charm.
  • Victory #1: Smartie will fly her way in, cackling mischievously to herself as she snaps various photos of the destroyed opposition, moving her head away from the camera to wink at the player and stick out her tongue. She'll say "Take dat, sveetums~" as she does.
  • Victory #2: Smartie will strike a number of gorgeous poses while saying "Dere dere, little one, I von't hurt ya~" before pretending to swoon, abruptly beginning to float midair using her vampire wings as she grins and picks at her teeth with a pick.
  • Victory #3: Smartie will face her back to the screen, her arms folded as she stands still, saying "By da time I'm done vith ya, yer not gonna be valkin' anytime soon~" before turning her head to face the camera, all of her pearly whites shown as she tosses and catches her camera.
Relationships

TBA

Zonas

ColdBlood Icon Zonas
  • Name
    Zonas B. Trayd
  • Mass
    5'04" at 152 lbs
  • Birthday
    December 31st, age 20
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Lawful Neutral
  • Home
    Death Mountain, Sector 1 (originally)
    Old Naxaz City, northern NNC (now)
  • Occupation
    Vigilante officer
  • Weapon
    Insta-Freezers
  • Powers
    Ice

Zonas B. Trayd is a vigilante officer-in-training who thrives in the busiest sections of the Old Naxaz City, taking on the responsibility of eliminating crime while avoiding the clutches of the police that hold a $100,000 bounty over his capture. In the eyes of authority, he's seen as a criminal and murderer alongside the rest of his suspicious demon heritage, but unlike his ancestors, he does not tolerate any wrongdoings and is ashamed to have been born as a member of that family. Because of how long he's been resisting his capture and how remarkable his getaways have been, there's a greater award for this who can capture this sly man. He works on the streets, disguised as an innocent bystander, taking action when the time strikes and helping others in need. When the police come, that's the time where he flees, for the police can recognize him right away through their facial scanners- and that led to their controversial stance on black individuals, arresting any dark-skinned person that appears to be suspicious in any way. Zonas never means to bring trouble unless it's to the people he deserve it, and he's working on arresting his demonic heritage so that he can have his slate cleared and so he may live normally. He's been helping people out since he ran away from home at the age of 14, wishing to avenge those they've wronged, though he's no expert at his job.

Zonas holds pretty much little self-esteem and has a hard time letting go of the things he's done wrong, refusing to let go of them as these memories he feels cannot be simply "forgotten" and that they deserve to be known by the world. Therefore, he holds a massive ego against himself and almost appears to take pride in his own self-destructive personality, claiming that his existence being erased altogether wouldn't change a thing. However, he tries to not let this side of him get the better of him when he's with his friends, as he does love them and wants them to feel comfortable around him in spite of his confused public record. He's physically harmless and wouldn't even hurt a fly, unless you're some madman on the rampage killing or hurting people, in which case he'll be armed with his Insta-Freezers. Zonas enjoys going out to parties so he may snacks on whatever he finds there and especially enjoys staying at others' houses for the night, keeping himself and his two girlfriends out on the move. Speaking of, he is in a polyamorous romantic relationship with a college girl named Sinicini and a humanoid supercomputer named Adexene, who both know how to comfort him and move him from house to house, sometimes between their own homes since at the moment they cannot all be together at the same time.

Zonas hides a fierce literal demon within his rather fragile-looking body, but don't let that stop you from thinking he's a genuinely friendly person. He wishes to work against evil demons than work with them, and is willing to help out anyone he can. But you might want to be careful if you're going to trust Zonas with your life- he has a terrible time distinguishing what might be obvious lies from the truth and it's easy as hell for him to get lost in areas he's unfamiliar with. To calm him, you're going to need free-form jazz, the only music he can stand.


  • Likes: Sinicini, Adexene, hot dogs, hamburgers, junk food, hugging, being happy, fixing his flaws, having a good time, being alone with his girlfriends, relaxing
  • Dislikes: Being nervous, getting flustered, feeling left out, angry people, any noise he's not familiar with, having to disguise himself, going online, turning on electronic devices, heating the stove, doormats, automobiles, drowning, sofas, radiators, being accused of being Josephine Anwhistle, tripping over, most genres of music, cold showers, upcoming dates, scheduled appointments, given angry vibes from his girlfriends, the sound of screaming, any loud explosive noise
Moveset & Other Details

Zonas is a lightweight character yet among the game's shortest characters, having some above-average gravity and falling speed while having excellent agility, giving him a unique feel when it comes down to the controls. Zonas' Aikido techniques do not hold much range, but have very respectable power and always put his foes in a disadvantageous position that allows him to frequently land hits against them. His moves also have great frame data, coming out very quickly and giving him an even greater advantage when keeping his great speed in mind. Zonas' specials have a lot of purpose; his Rapid-Fire Freezer halts his foes' momentum and destroys their approaches with its high priority, his Freezing Lock conversely allows him to approach an enemy himself rather reliably, and Glacial Wall destroys the hazards in front of him and allows him to dominate the stage. He's considered to be a zone-breaker character, and fits well within the archetype.

Our zero-to-hero demon has some issues that need to be noted, however. Few of Zonas' moves, for starters, can deal much damage and requires him to rely on his combos to dish out the most against his enemies. Though his moves are once again respectfully powerful for their range, it doesn't change the fact that his neutral moveset doesn't cover much range, making it incredibly risky for him to challenge foes with greater range than him. He also has a miserably short grab, and his usual throws aren't good because they neither damage the foes much nor knock them away far enough for him to be 100% safe from possible follow-up attacks. In spite of his strong Neutral Special allowing him to disrupt approaches, aerial foes are generally safe from the impact of the weapon and can simply leap towards him to damage him, usually making him lose the neutral game to them if he's not careful enough.

Zonas is a very capable character that can fulfill a number of roles, having mix-up strategies and the ability to rushdown his enemies as well as bait and punish them, but his weaknesses can be abused by a number of characters from varying archetypes, making him versatile in his strengths and weaknesses.


Common Attacks
Zonas' basic moves are wholly focused around the usage of Aikido techniques- as a vigilante officer in training, he knows these moves to help him persist against annoying prisoners. These moves allow him to pin his foes into the ground, throw them about, and even catch them by the elbow joints to punish them. As Zonas is designed to be more of a ground-based fighter than someone you'd be fighting frequently in the air, most of Zonas' aerial moves are designed to work in tandem with his surface techniques, allowing him to easily chain his moves together and have a consistent assault he can use against the enemy. Most of his moves deal a decent amount of damage, with his pins (like his down throw, down tilts, and down aerial) dealing the most but having the most lag. His moveset is simple but effective, and it's not easy to predict what he's going to do next since most of his moves aren't too distinct.

Specials

  • Neutral Special: Rapid-Fire Freezer
    Zonas pulls out one of his two Insta-Freezer weapons, shaking in his boots as he blasts off one blast a second from his weapon towards his opponent. Zonas can turn around when rapid-shooting to fire in the opposite direction, staying in place as he does so. Every shot that hits a foe will stun them very briefly, never enough to where Zonas can follow up to punish them as they will soon be able to move again. The trick with this move, however, is that each shot damages his foes just slightly upon connecting with them, and they'll halt the enemy's momentum entirely, disrupting their approaching strategy and possibly rendering them vulnerable to hazards. It will also shock them and interrupt their recovery, which they can't use again.
  • Forwards Special: Freezing Lock
    Zonas will formulate two demonic horns from his head as he rushes towards the enemy with a bull-like charge. If he successfully connects the foe, he will hold them in place with his horns and choose whether he wants to throw them away from him (preferably into a wall) or knock them down into the floor so he can get a free combo chain set up against them. There's a few catches to this move: for starters, if Zonas doesn't catch his foe within two seconds, he will instead trip over and roll across the floor in a bruised state. If he doesn't throw his foe within a split second, his invincibility frames will end, and the foe can jab him to punish him for not moving quick enough.
  • Recovery Special: Chilling Rocket
    Zonas will pull out both of his Insta-Freezer weapons, blasting them away from his body so he can be propelled in the direction he chooses. As he will be blasting freezing air away from his body, anyone that happens to be caught in the process will become frozen solid, causing them to tumble down and punishing them for attempting to punish his recovery. The longer the player holds down, the bigger the "ice cloud", and the further he zooms.
  • Crouch Special: Glacial Wall
    Zonas does a backflip and holds his Insta-Freezer towards the ground, shaking his arm as his weapon charges up. When the player releases the button, glacial waves will eventually be blasted out from his guns, with the waves' size increasingly getting bigger in size depending on how long he was charging! The glacial waves will push opponents away from him and potentially off of the stage! At full charge, the Glacial Wall will leave behind afterimages, move very fast, and disrupt and erase projectiles entirely, allowing the player to clear the field for themselves. A full charge only takes a small matter of seconds, but the move is easily telegraphed.

Hypers

  • Neutral Hyper: Demonic Blaster
    Zonas' "Hyper" attacks are a strange case; instead of being icy attacks like his usual specials, these demonic attacks are lit! Zonas will open his demonic claws to blast out flamethrowers that will cover a long distance and leave them in a burned state, making them move very slowly until the flames clear off, allowing Zonas to come over to them and appropriately punish them.
  • Forwards Hyper: Hellfire Lock
    This move is similar to "Freezing Lock", but it happens much quicker and Zonas will not let go of his captive for several seconds- once the player's got a secure grip on their foe, Zonas' demonic form will have him breathe fire to scorch his foe massively, dealing lots of damage. However, it's certainly not as reliable as his Demonic Blaster, which is much harder to punish, so use this at close range when possible.
  • Recovery Hyper: Blazing Rocket
    Zonas will launch himself using his demonic claws, blasting out flamethrowers that allow him to launch even further through the skies! Any foes that come in contact with the harsh flames will take rapid damage and be caught up with his ascent, pulling them in Zonas' direction. The player can effectively punish the foe with whatever aerial they choose, as they won't be helpless after the animation.
  • Crouch Hyper: Firewall
    Zonas will do a backflip like usual, but he'll open his demonic mouth to release a huge flaming wall that stretches all the way across the screen vertically and moves away from his body! Unless the foes perfect-parry the attack, it is practically unavoidable. It doesn't deal much damage if it connects, but it will be leaving the foes to take burning damage for the rest of their stock, slowing their movement slightly. Firewall effects don't stack up.
  • ZONAL FEVER: The Devil May Cry
    Instead of simply transforming his limbs into numerous aspects of his inner demonic form, this ZONAL FEVER has him assume the whole form all at once! He will become berserk with rage, let out a loud howl, and then be able to attack his enemies while he's invincible! His attacks gain slightly more range with this move and he is capable of using all of his Hypers as opposed to his Specials at any point. After the 20-second duration of the move ends, the demon reverts back to his usual, cowardly human state.

Miscellaneous

  • Entry Animation: Zonas is driven onto the battlefield via a ferrari by Sincini and Adexene, who honk teasingly at him before driving off. Zonas stammers a bit before the match starts, holding his Insta-Freezers at the ready.
  • Idle #1: Zonas bends his knees as he shyly stammers, waving "hi" to his foes as his glasses start to slide out of place, putting them back on himself instantly as he realizes it seconds before it becomes "too late". Zonas then adjusts his glasses, rubbing his head in thought.
  • Idle #2: A dream bubble appears above Zonas' head as he dreams of himself snuggling with his two girls, blushing a little before violently shaking his head, flipping his Insta-Frezers high into the air as he catches them, muttering that he will show them just how strong he actually is.
  • Victory #1: Zonas breathes heavily, out of breath as he wipes the sweat off his forehead, leaning against the wall, pushing up two thumbs up as he lets out a low (but rather meaningful) demonic cackle as Sinicini and Adexene hug him.
  • Victory #2: Zonas looks at his watch, tinkering with it intensely and getting a projection of Sinicini and Adexene to show up, who are seen cheerfully congratulating Zonas as he stares at the screen, grinning.
  • Victory #3: Zonas blasts the camera with his Insta-Freezer weapon while celebrating, which causes the feed to glitch out. Background noise plays after his victory theme, with static becoming the only music available. The following conversation then ensues:
    • Sinicini: Zonas, are you doing okay?
    • Zonas: Y-Yeah, that was just a rough fight, that's all.
    • Sinicini: Well, you should drop by home then, we have a little surprise for you...
    • Adexene: Safely confirming a reward is awaiting you at the house.
    • Zonas: O-On it, girls. Just save some for m-me, okay?
Relationships
  • Silver Zin
    These two don't have much in common and are somewhat enemies. Zonas tries to ensure the law's being followed even though he's a vigilante officer and isn't legally hired by the police forces, and he believes that capturing and turning in Silver is a part of his job. He doesn't necessarily dislike Silver, and in fact thinks he's rather cool, but he'd rather comply with what the law orders than risk negotiating a relationship that could "ruin him for life". As a result, Zonas tries to freeze down Silver on sight and turn him in, as quickly as possible. Silver simply attempts to avoid his freezing shots, making a getaway as quick as possible, attempting to distract Zonas so he can get away. Silver doesn't want to provide anything of worth to the authorities, so he stays silent when fleeing.

Noise

ColdBlood Icon Noise
  • Name
    Noise Lindemulder
  • Mass
    5'04" at 145 lbs
  • Birthday
    January 30th, age 34
  • Gender
    Female
  • Sexuality
    ???
  • Alignment
    Chaotic Evil
  • Home
    C.O.T.S. Laboratories
  • Occupation
    Surgeon, nurse
  • Weapon
    Numerous
  • Powers
    None

Noise Lindemulder's the leading nurse of Satellite 15, being the most efficient and reliable of them all and very talented in the field of health, having developed tons of various medicines and cures that the satellite hospitals now use today. In the eye of society, she is a panicky and frantic individual that downs about thirty mugs of coffee a day, being somewhat friendly to others but she's ultimately hyperactive and unstable. She tries to avoid eye contact with strangers and attempts to make all her conversations brief, sometimes becoming savage if she is stopped from moving along. In enclosed spaces, her attitude becomes much more ferocious, dominant, and passive-aggressive, unbottling all the stress in her brain against her very patients on a bad evening. In spite of her aggressiveness, however, she makes no effort to sabotage or attack her patients; she just sort of unintentionally haunts them with her scary, noisy rambling and growling. Make no mistake, however- Ms. Lindemulder is not a good person, and uses the money she earns as a nurse to fund illegal projects for her secret nightly job. These projects are destined to help her company secure the satellite and use it for their own disgusting gain, and Lindemulder wishes to kill everyone aboard so they can use it as a "secret breeding program" for an unnamed beta experiment.

Almost all of her bottled emotions are connected to her secondary job; she's a scientist part of the evil corporate group "C.O.T.S."; the Clone Operation Testing Squad. Verbally abused and mentally tortured nightly by the founder of the company, the mysterious Ms. Replicate, Noise finds it very hard to sleep alone and becomes withdrawn from society without her caffeine. In spite of Ms. Replicate selfishly using Noise for her own gain, Ms. Lindemulder is shamefully attracted to her boss and tries to really win her heart, but it never works out. She works with her assistant and ex-girlfriend Yama Velvetrot to appease her problems, but to no avail. She's mentally insane and keeps her mobile home infested with plants of varying kinds (which she produces illegal medicine and drugs in) so that she can inject herself with needles that give her whatever power or personality surges she needs. Having produced lots of fatal substances in her bathtub, she often attempts to poison and kill those that disturb her or take up too much time on her schedule.

Noise drains the bodies she's slain of the poisons she's bloated them up with, and then removes them of their skin, muscles and organs to continually stitch them onto herself, as "surgical practice". She's done this so much that she no longer retains any element of her original body, beyond her brain and her hairpiece, and she no longer feels pain from any type of surgery she does on herself since her body's so used to it- that, and she's removed her pain sensors entirely.


  • Likes: Ms. Replicate (insanely attracted), Yama Velvetrot (conflicted), caffeine, masochism, producing illegal medicines and drugs, feeling the joy in destruction, performing self-surgery, performing surgery on others, knowing nothing will cause her pain, being dominant, growling to keep others down, anime, manga
  • Dislikes: Yama Velvetrot (conflicted), having to sleep, lacking her caffeine, others squirming as she operates on them or works on killing them, being rejected by her boss, the abuse given to her by her boss, learning the flesh she applies to herself isn't working, humanity as a whole, Panty & Stocking with Garterbelt
Moveset & Other Details

Noise's a lightweight character and among the game's shortest characters, having strong falling momentum and very solid jumps. Unusually, Noise has only average mobility yet has above-average damage output, making her one of the game's most unique characters to play. Noise's something of a rushdown-type of character, having long-ranged attacks using her surgical tools that come out reliably fast (thanks to her caffeinated personality) and can't necessarily be punished besides by parrying, as they will almost always have priority over her enemies' attacks. Noise excels at pressuring her enemies, poking her tools forward to intimidate them into staying back and rushing forwards when she can go in for the kill. Many of her attacks don't just deal a lot of damage- the player can have the attack button be held down so her moves last much longer, allowing her to repeatedly attack her enemies once the animation for their parry ends! This only holds true for her needle, drill, and retractor attacks.

Noise's greatest flaw, however, lies in the fact that she is very difficult to learn, let alone master. With her unorthodox mix-up of traits, it can be very challenging to get a grip on how she plays, which is important as a lot of her smaller flaws can be very easily exploited if the player isn't watching out for themselves well enough. The player has to keep on their feet and accurately predict the enemy's next move, or else they'll get punished as Noise's only-average mobility makes it hard for her to make up for her errors. Predicting attacks and approaching at the right time with the right tools is an essential part of learning Noise's character, as she's so lightweight that she'll get knocked very far away if the foe hits her with a heavy attack to retaliate against her. When performing combos, Noise must try to not let the foe gain control of their character again so soon, and additionally keep things mixed up so she can get access to her Hypers ASAP.

Noise requires an extreme amount of patience to learn, and there's a lot of kinks and elements to her strategy that need to be mastered so she may can be efficiently played as, but once the player's mastered all her techniques, they are almost guaranteed to win matches for as long as they can predict the foe.


Common Attacks
Noise's standard moveset's based around her surgical tools, such as her scalpel, giving her good range overall. She usually slashes with her many blood scalpels, but she can also use injection needles to stab her enemies multiple times and make use of sharp drills in her heavy tilt attacks. Her forward aerial and forward light tilt have her blast a surgical laser. Perhaps her greatest asset lies in her extremely powerful upwards aerial; it has her use two retractors to force open an enemy's body very temporarily, causing them to take massive damage if they get hit by every frame of the attack. She uses rulers for her jab combo, following up with a long caliper stretch. These moves allow her to poke at her enemies and prevent them from coming too close, and generally deal a lot of damage. Her strongest attack is her upper aerial, with her second strongest being her forward heavy tilt.

Specials

  • Neutral Special: Intestinal Whip
    Noise will bring out an intestine-made whip, which drips with disgusting fluids as she holds it out to her side. The player can choose to either whip it forwards to snap it at her foes, or hold down on the button to whip it around in front of her to block off projectiles. If the whip hits at the tip, it will deal the most damage to the enemy and knock them away the furthest. With well-timed spacing and good control, the player can perform a strong series of attacks to knock the foe back, then strike them with the Intestinal Whip. Should an enemy come too close as she's whipping the Intestinal Whip, she'll tie it around them and make them unable to move briefly.
  • Forwards Special: Stretcher Rusher
    Noise will summon a stretcher right in front of her, grabbing onto the end of its metallic frame and pushing forwards with it to rush across the battlefield. This is a complex move with a number of utilities. Noise can simply keep holding onto it until it collides with a wall, or let go of it at any point to have it sacrifice losing some momentum but prevent her from getting hit by the stretcher's explosion. She can choose to have the stretcher catch foes so they can be part of the explosion that occurs when it hits the wall, or ride upon it so she can push enemies into the wall more reliably, but at the cost of her getting hit with the explosion. It will require several seconds for her to pull out a new stretcher.
  • Recovery Special: Nitrous Oxide
    Noise will pull out a jetpack from behind, boosting upwards into the air a bit by releasing nitrous oxide (laughing gas) from its containers. After boosting upwards by just a small distance, Noise will begin to fall helplessly. If enemies come into the pathway of the laughing gas, their controls will become numbed a bit as they'll begin to laugh, making Noise's launching zone unsafe.
  • Crouch Special: Caffeine Overdrive
    Noise will shakily pull out a long, long glass of hot coffee and maddeningly drink it up, screaming a little as her body becomes overloaded with pure energy. This will intoxicate her and damage her for 5 seconds to remove 20% of her stamina, but she gets a strong lag deduction and will be capable of running around twice as fast and have much more consistent attacks. Very risky, but effective when already under the effects of lag deduction.

Hypers

  • Neutral Hyper: Gut-Laced Misery
    Though similar in execution to Intestinal Whip, the "Gut-Laced Misery" attack is somewhat different. The player cannot swing the whip in front of themselves, but they can still lurch it straight forwards. The main difference is not that it deals more damage, but that it launches individual stomachs across the arena that explode bile onto her foes upon contact. She giggles maniacally if any of these stomachs make contact.
  • Forwards Hyper: Exploding Stretcher
    Noise will pull out a stretcher armed with bombs atop it and rush it forwards towards her enemies. She cannot ride the stretcher, but she can still let go at any point. Once the stretcher's covered enough distance or been attacked by an enemy, all the bombs on the stretcher as well as the stretcher itself will explode, damaging any enemies around it or found atop of it and scatter them all over the place.
  • Recovery Hyper: Nitrous Rocket
    Noise will take longer to launch upwards, but it will launch her three times as high and leave behind a much bigger cloud of laughing gas, which spreads horizontally and affects anyone that comes into its range besides Noise herself. After reaching the apex of the jump, Noise will begin to fall helplessly.
  • Crouch Hyper: Self-Rearrangement
    Noise will re-arrange her own bodily skin, patching up old places and putting in new skin from a box she brought with her, restoring a good portion of her health (40%). However, it will take up to 6 seconds for her to finish the healing, leaving her vulnerable to enemy attacks.
  • ZONAL FEVER: Incurable Blow
    Noise will cackle maddeningly as she pulls this enormous needle out from nowhere, dashing forwards to strike it through the enemy's heart, leaving it where it is as stock imagery of poison flows in the background temporarily. The foe will at first be losing 0.5% of their Stamina per second, but after 10 seconds, it will become 1%, and after another 10 seconds, it will become 2%, and so on. Basically, the functionality of the move means that it will very soon kill her enemy. This move's main weakness is that unlike most ZONAL FEVERS, it can be dodged.

Miscellaneous

  • Entry Animation: Noise rushes through a pair of hospital doors, scanning the horizon and breathing through her surgical mask, holding a long scalpel at the ready as she frantically giggles.
  • Idle #1: Noise holds her scalpel and frantically swings it to the left and right as if seeing someone there, her body muscles individually twitching as she breathes harshly in and out.
  • Idle #2: Noise slices and stitches around her neck to let her head roll around 360 degrees, dizzily drinking a cup of coffee and letting some of the steaming fluids spray down onto her clothes.
  • Victory #1: Noise will be standing by 1-3 stretchers with her enemies laying down on them, laughing maniacally when she sees the monitor next to her display a flat line to represent her patients' deaths. "Operation 'unsuccessful'".
  • Victory #2: Noise will spring from the background with her scalpel, laughing viciously as she stabs through the heart of the enemy that got 2nd place that's found unconscious on a stretcher. She'll then say, "Patient down, Yama!"
  • Victory #3: Noise drinks a cup of coffee dizzily while sitting on the floor, a mountain of emptied coffee mugs behind her as she messily sips away at the boiling-hot liquids. She will move from cup to cup.
Relationships

TBA

Azrail

ColdBlood Icon Azrail
  • Name
    Azrail "Nightshade" Neos
  • Mass
    6'06" at 199 lbs
  • Birthday
    December 22nd, age 24
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Lawful Evil(?)
  • Home
    Nightshade, Inc. (Sector 5)
  • Occupation
    Mechanic
  • Weapon
    Numerous
  • Powers
    None

Azrail Neos grew up in a poorly-performing orphanage, which eventually began selling their children on the streets, him included. He was sold to a shady old man that would be very harsh and unforgiving towards his mistakes, in spite of his high intellect letting him pass school as a straight-A student and his growing respect for his abusive stepfather. Azrail would be brandished with a strap for any mistakes and would be physically abused if he dared defy his stepfather. Sometime before his stepfather was arrested on accounts of rape on the various girlfriends he's had over the years, Azrail was auctioned off and sold in the darker alleyways of Sector 5 aboard the satellite, and would be sold again and again because of his growing resistance to his usage as an all-purpose slave. His numerous "parents" wouldn't let him make friends since they'd distract him, and wouldn't show him any affection in case he expected more than working around the clock. He eventually was able to go to college and earned a bachelor's degree in engineering, fixing engines and machines for others around him until he could afford an apartment. Eventually growing tired of his crippling loneliness, he began chasing girls and attempting to kidnap others for his own gain, obsessed with the interest of having friends or loved ones as he has never felt love and will perhaps never will.

Azrail, or "Nightshade" as he's dubbed himself to separate himself from his past, is a somber and quiet man that likes to keep to himself, isolating himself from others around him and fleeing away from those that could potentially bother him. However, if someone looks vulnerable enough and trusts him enough, he will attempt to rope the person with him and kidnap them- they would always leave him, much to his confusion and frustration. Having grown up unloved and having been raised around men with bad morals, Azrail does not how to treat others he finds and behaves awkwardly around them, being a social introvert and technically an "incel" of sorts because of his improper social teachings. If he feels cornered, Azrail does not attempt to retaliate through peaceful means, and will unleash his army of weaponry upon them. Should one be able to talk to him, they'll find that he's an honest yet blunt individual, never lying about anything and never ever sugarcoating his emotions. Sometimes he can come off as malevolent, pissy or very greedy, but only if you push his limits and trigger something hateful within his already damaged soul. These fits can also come about randomly as a result of pressure, insanity, or pent-up testosterone. He has lived alone for several years, and does not believe in a good future for himself.

Unlike many "villains" aboard Satellite 15, Azrail has respect for the authority figures in the area and attempts to obey them whenever possible, fearing punishment. If he's caught doing something illegal, he will immediately confess to it and allow himself to be turned in, as he wants as little of a punishment as humanly possible. He tries to secure employment for engineering companies so he can make the money necessary for purchasing parts for his experiments. Overall, he's a lonely person without a heart- he respects society and attempts to live it, but is driven so hard by the part that's missing from his heart that he can't be respected or treated seriously by the community surrounding him.


  • Likes: Women, women's rights, feminism, receiving good marks, having a good reputation, making friends, feeling happy, knowing he's truthful, working on his inventions, being able to feel (the illusion of) love, talking out his feelings to Spade, anime (especially My Hero Academia)
  • Dislikes: Having to pay the consequences, others leaving his company, being called a "dirty incel", being caught doing something wrong, acknowledging he's doing dirty things, remembering his past, remembering his godawful "stepfather", being accused of rape (innocent), the concept of punishment, being used as a slave, being made fun of by his "friends"
Moveset & Other Details

Azrail's a middleweight character that stands as among the game's tallest characters, subject to moderate gravity and falling speed but weighed down significantly by his very sluggish mobility. Azrail is a dynamic character that functions quite differently from the rest, relying on combating his opponents from a distance with his many machines and gadgets. His main weapon, the Battle Sentry, is the key element of his moveset, capable of performing light and heavy tilts alike at the player's command. His flies, summoned from his Recovery Special, compose Azrail's aerials. If he jumps in the air and attempts to perform any of his attacks, he will make a gesture with his hands that will instruct the mechanical flies on how to attack. With his stat-lowering Haze Generator and chargeable laser jab, Azrail can be very challenging to approach thanks to how well he can camp out against his foes and how much of the stage he can control at once. If the player masters how to use their weapons, they can spend points on upgrading any of his mechs.

That said, Azrail's moveset comes with some gaping flaws. All of his machines can be damaged and eventually destroyed; though they'll make harmful self-destruct explosions upon their defeat, clearing out any of Azrail's machines will allow the foe to come closer and closer. Azrail can only have three Battle Sentries out at once and can have a maximum of twelve robotic flies out (he sends out four at a time), and he has to wait 12 and 6 seconds respectively to throw out the next batch of their kind. He can only build up to twelve Battle Sentries and eighty robotic flies per stock, too; once he's out of his materials, he's rather helpless. To remedy this issue, Azrail can fortunately use his Neutral Special as not just a boomerang attack with his wrench, but he can also repair his machines and restore them back to full health. If the player's able to cause enough damage with their mechs, they can spend a third of the HyperDrive meter on re-earning materials to build these mechs with.

Azrail is a unique character that stands from the rest, relying on his machines almost entirely to put down his enemies, attempting to break them apart through his weaponry's sheer force. If all his machines are destroyed, and he doesn't have Stylish Points to spend on getting new materials, he's completely defenseless and vulnerable to a KO.


Common Attacks
Azrail has very little offensive presence when he's without his mechs, so his stars are his Battle Sentries and his Nightshade Flies. The Battle Sentries and Nightshade Flies are respectively summoned through his Crouch and Recovery Specials. The sentries have the ability to look around and search for targets by moving their cameras around automatically; the one that's closest to them is the one they'll be locking eyes on. If a sentry already has its eyes on one player, then another sentry will have its eyes on another foe. If the player inputs light tilts, the sentries will blast bullets in the foes' directions. Heavy tilts, on the other hand, have them blast huge magnum bullets that deal lots of damage. If Azrail leaps in the air and performs any aerials, his flies will follow his command and attack in the arc his hands are making instantaneously. The flies all attack at the same time, even when they're separated by the foes' attacks. Azrail's only actual physical attack is his jab; he will pull out a laser gun and blast it, dealing minor damage and forcing the foe away from his almost defenseless body.

Specials

  • Neutral Special: Wrencherang
    Azrail's "Wrencherang" serves two purposes in his moveset. The first involves him throwing his wrench in an arc, having it head off like a boomerang before it returns to his hand. It deals light damage and can help prevent foes from touching his priceless mechs. Conversely, he can also throw this wrench at his mechs to damage them on purpose, catching foes by surprise with the explosive aftermath. However, its main usage comes from when Azrail is standing right next to a machine; he will get to work on repairing his mech. Within just three seconds, he will restore it to full health and give it temporary invincibility frames.
  • Forwards Special: Haze Generator
    Azrail'll set down a cylindrical machine that will be continually generating haze. If foes come in contact with the haze, they'll suffer from drops in their offense, defense, and mobility and become vulnerable to sentry shots. The longer the enemy's in the haze, the more consequential their drops will become. The Haze Generator is intended to guard zones where the Battle Sentries would otherwise be very vulnerable and discourage enemy approaches. If a foe's blinded by the haze, this is the player's cue to have the sentries fire away at the foe until they're knocked out of the haze or otherwise manage to flee it.
  • Recovery Special: Lord of the Flies
    If Azrail is on the ground, he will create a total of four "Nightshade Flies" and release them into the air. If the player holds down on the inner triggers and presses in any direction, the flies will move either towards him or away from him, and by holding down on the inner triggers, all the flies will unique together within a cloud. Through use of his aerials, Azrail can command the flies to attack with their "custom stingers". The flies do not make harmful explosions upon their defeat, and only twelve can be had out at one time. If in the air, Azrail will summon a huge robotic fly and have it hoist him upwards and potentially out of danger; he can then glide back down to safety.
  • Crouch Special: Battle Sentry
    This move only functions on the ground. Azrail will use up to two seconds to construct a Battle Sentry; it will rotate its camera in search of foes and blast off bullets whenever the player attempts to use their tilts (light or heavy doesn't matter). Up to three of these can be had out at once, and they deal the most damage out of anything in his moveset even though they're not as speedy as the flies. Upon their destruction, they will impact any nearby foes with their intensely powerful explosions and knock them clean across the battlefield. If one lasts for 20 seconds and if Azrail repairs it at full health, he'll turn it into a Golden Sentry that blasts more accurately and deals more damage.

Hypers

  • Neutral Hyper: Electrowrench
    Similar to Wrencherang, besides the fact that Azrail electrocutes it in a jiffy before he tosses it off. If it hits any enemies, they will be caught in the wrench and take massive damage as they're sent back to Azrail. He will then perform a thrusting jab to launch the foe away from him. Alternatively, he can throw the electrocuted wrench at his machines to blow them up instantly. Lastly, he can stand in front of a mech to repair it in just one second, giving it twice as many invincibility frames.
  • Forwards Hyper: Nuclear Generator
    Instead of haze, the Nuclear Generator will generate toxic nuclear gas. Azrail will put on a gas mask to defend himself from the consequences of the gas. The gas has a greater range than the haze and drops stats much more dramatically, and the Haze Generator releases off to both sides of itself rather than just one. They can only be reliably destroyed by projectiles or smashing it from above.
  • Recovery Hyper: Hammerbee Squad
    Very similar to Lord of the Flies, Azrail will construct and summon eight "Hammerbees" that cannot be regenerated or restored. They will strike with the huge hammers built into their stingers, giving them impressive range, and they will directly lock in on their foes when being commanded to attack. Azrail's "recovery" aspect of this move has him grab onto a huge queen bee as he rises high.
  • Crouch Hyper: Emergency Dispenser
    This is a very simple special; an Emergency Dispenser will rain down from the skies and land in front of Azrail. He can "repair" the dispenser to replenish his building supplies and be able to build things once more. Once it's used, it will disappear. Note that if it is destroyed, it will form a very wide explosion that will deal massive damage to the foes- this is indicated by the WARNING: HIGHLY COMBUSTIBLE sign on its front.
  • ZONAL FEVER: Nightmare Fuel
    Azrail will laugh maniacally as he rises high in the air, returning with what appears to be an enormous black mechanical dragon, equipped with thousands of gears, bolts, and screws! The player can then glide around this dragon like it were a boss of sorts, with the head of the beast moving up and down so it can blast his foes with fiery lasers and swipe at them with its powerful talons. This fueled nightmare will not disappear within any frame of time; no. The players must instead attempt to break apart this mech without taking too much damage from this machine's power. It's considered a reward for putting up with Azrail's setbacks and not relying on dispensers or machine upgrades.

Miscellaneous

  • Entry Animation: Azrail will float down using a pair of hovering shoes, holding his wrench at the ready as he uses it to guard his frail body, shivering in his boots a little as he faces his competition.
  • Idle #1: Azrail will throw his wrench around in the air, nervously looking back and forth as if he anticipates something bad to happen. He appears to be frantically breathing out of fear right afterwards.
  • Idle #2: Azrail will sit down and hold his arms around his legs, shivering. He will not get up unless the player moves him. Occasionally during this idle pose, he will be uttering incomprehensible words to himself.
  • Victory #1: Azrail will be shown wearing a laser visor, shown leaning down on his knee as he uses his wrench to repair what appears to be the Nightmare Fuel machine he uses in his ZONAL FEVER attack.
  • Victory #2: Azrail will pose with his wrench, leaning back against a wall as he smokes a cigarette, looking completely phased out of reality as he appears to be slipping somewhat against the wall.
  • Victory #3: Azrail walks off into the distance, leaving nothing but mass destruction behind as his mechs take care of everything for him. You can then see him sitting alone on an isolated hill.
Relationships

TBA

Chance

ColdBlood Icon Chance
  • Name
    Chance Roulette
  • Mass
    7'10" at 272 lbs
  • Birthday
    December 8th, age 107
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Lawful Evil
  • Home
    Lucky Casino, Old Naxaz City
  • Occupation
    Casino operator
  • Weapon
    Pinball-n-Chain
  • Powers
    None

Whenever something's thought to be guaranteed or otherwise left up to luck, Chance Roulette will always crawl out victorious in one way or another! This century-old elder owns a shady but frantic and busy casino found in the restricted area of the Old Naxaz City, his neon palace littered with carnival rides, pinball table alleyways and super-rigged gambling machines. He lures villains and bad guys to his casino so he may drain them of their crash and relieve them of their weaponry before phoning the police on them, but enjoys the luxury in watching the almighty heroes fall for his tricks and lose everything they've got in the process as well! Seeing the satellite government and its established system as easy to manipulate, Chance regularly looks for loopholes in the rules and seizes advantage of them, working to hide his questionable antics and behaviors from the police so they don't complicate his schemes any further. The cybernetics-equipped man is not helpless; the robotic enhancements to his body render him immune to diseases and grant him incredible combat potency not previously accessible in his human form.

Chance is a very vigorous, active person with a cheeky and confident attitude, patiently waiting to place impending bankruptcy on anybody that rushes into his casino palace with an optimistic (but evil-looking) grin. He is incredibly energetic and gleeful, willing to do whatever it takes to catch and torment heroes or villains and drain them of their wallets. His punishments are very cruel- he's used Russian Roulette and scalp-tearing coaster carts to dispose of numerous no-gooders before, yet keeps everything undocumented so no police officer can arrest him for his... cruel and unusual ways. When others speak up to him, he will quickly assert his dominance by talking down to them, making them feel small with his intelligent vocabulary and making it clear that they cannot outsmart him for he has access to good fortune almost every hour, every minute. Don't think that Chance is immune to everything, though- this brainiac is constantly rushing with creativity fever, frequently sketching out designs for his cabinets and rides he loves so much and getting frequently distracted because of it! He's kind of forgotten his family as a result.

Chance's casino has an overall important role in the Satellite 15 story, with its sheer size and complex number of buildings ironically making it a good hideout for villains overall when one realizes how little authorities there are to take care of these menaces. Though Chance does not tolerate this villainy and is in fact working against it to the best of his ability, people like Mallory and the Messiah still frequently visit there and plot out their next goals there rather than risk it in quieter, more well-supervised areas like the Moore Lounge.


  • Likes: Casinos, gambling machines, slot machines, flashy gadgetry, being cunning, tricking his enemies, find loopholes in the rules of the law, being able to capture and bankrupt heroes and villains alike, killing targets through fashionable ways, gloating and guffawing
  • Dislikes: People using his casinos as a hideout to discuss plots, people romancing at his casino or eating and therefore not using money on his machines, people criticizing his works, people attempting to touch him, taking drugs and medicines to ensure he can still live
Moveset & Other Details

Chance Roulette isn't just one of the game's tallest fighters, he's also among the heaviest and among the slowest. He's best described as a "Zoner" type of character, focusing on controlling the battlefield aggressively through his numerous tools and projectiles and using powerful melee attacks to outrange his enemies. Though Chance has some mobility issues and isn't among the game's stronger fighters, he's excellent at wearing down his enemies from a distance and can pick at them from afar with his projectiles rather easily. Chance's defensive game is among the best in the game; not only can he take a lot of damage within his robotic suit, it also gives him a longer-lasting Parry that's much easier to use and way harder to punish against. He also has an unusually powerful recovery for a slower character and many of his moves give him dominant control over the battlefield, and none of them negatively impact him besides having enough lag to render him somewhat punishable.

Chance's sluggishness and heaviness are two huge issues that drag him behind in battles occasionally. Both ailments make it ridiculously easy to catch up to him and juggle him up in the air, respectively. Though his frame data is somewhat better than his fellow heavyweight rivals', many of his attacks still have a detrimental amount of ending lag to them, and his only average power output means he has trouble dishing out damage as efficiently as anyone else in the game's roster. He also starves faster than numerous other characters in the roster, requiring him to continuously find more food to give more nutrition to his well-aging body. However, Chance's weaknesses are somewhat compensated for by his ultimate weapon, the mace-inspired Pinball-n-Chain. The huge ball attached to the weapon and how Chance swings it gives him a lot of defensive utility if used properly, and negates a lot of his weaknesses.

Though Chance is plagued with numerous issues like any old man out there, he has a lot of really good utility with his basic weapon and his specials all give him a ridiculous amount of stage control.


Common Attacks
Chance's primary weapon is the Pinball-n-Chain, which he consistently uses throughout his common moveset. This weapon is a huge metallic silver pinball attached to hard steel chain links, which Chance can swing around like it were a mace. Chance can swing this mace around in arcs around his body, bash it straight forwards, or use it like a wrecking ball with his forwards heavy tilt. Surprisingly, these moves don't deal too much damage outside of his heavy tilts, even though they give Chance a decent amount of ending lag to deal with once their execution is over and done with. Because of how wide the trajectory arcs are for these ball swings, they cover a lot of area around Chance's body, functioning as useful self-defense that can save him from virtually any angle. When he's not using this weapon, he's spinning off cards like shurikens with his jab move or spinning his foe on a big prize wheel as a part of his grab-and-throw system.

Specials

  • Neutral Special: Bingo Blaster
    Chance will grin wide as he spreads out his feet, hunching over as a device on his back begins to glow brightly with power. He will then begin rapidly firing bingo balls across the screen, which he can use to punch his foes backwards to disrupt their approaches (he can aim up and down as he does so) or spill out a bunch of bingo balls across the floor at once so his foes may trip over them. The charge time for the former attack is slightly increased for balls that have greater strength, and every bingo ball is generated at random. All of his bingo balls are numbered and lettered; those under the B class (1-15) deal 0.33% to 5% damage, those under the I class (16-30) deal 5.33% to 10%, those under the N class (31-45) deal 10.33% to 15%, those under the G class (46-60) deal 15.33% to 20%, and those under the O class (61-75) deal 20.33% to 25%. This does not apply to when they're spilled all over the floor at once.
  • Forwards Special: Roulette Rush
    Chance will furiously spin around a roulette wheel, throwing it and making it levitate midair with what looks like a golf ball spinning around its polished wooden rim. Within less than a second, it will be pocketed in a red or black space, or rarely a green space, leaving Chance to glow with a powerful aura that has its color dependent on the space the ball was pocketed in. He'll then snatch the wheel from midair and then make a hard charge across the floor holding the spinning sawblade-like wheel forwards, cutting up anyone in the way of his dash! If he's glowing a black aura, his attack will be at its least powerful but still deal high damage, and he'll deal even more damage if his aura is red instead. If it is green, Chance will rush forwards even faster and home in towards the enemy, dealing MASSIVE damage if he can land his attack! This move lets Chance dash around the battlefield real fast.
  • Recovery Special: Plunger Shot
    Chance will pull out an enormous pinball plunger, grinning as he sets it underneath himself and shoots himself up high into the air with it, springing himself very high into the air. He will then freefall downwards like a pinball. Any ledges he barely dodges will have him land on a virtual pinball flipper that can only be touched by the player. He can then shoot himself back into the air, allowing him to tackle enemies in his curled ball shape, or shoot himself backwards so he can land back on the stage. He will land on his feet if he lands on solid ground at any point. The pinball flippers cannot be used again once he's standing back at his full height.
  • Crouch Special: One in a Hundred
    Chance will grin evilly as he pulls out a card from what appears to be a deck of 100 cards. He will then stare at the card- most of the time, the move will have absolutely no effect. There's a 1 in 100 chance, however, that Chance will pull the Ace of Spades, allowing him to blast an enormous black laser shaped like the spade across the screen that instant-kills anything in its way! He can occasionally pull up Kings that double the chances to 1 in 50, Queens that allow him to fire weaker versions, and Jokers that will stick midair. Any Jokers remaining midair when Chance gets to blast an Ace Laser will gravitate the laser between all of them, all disappearing simultaneously soon afterwards. This move has absolutely no ending lag and just a tiny bit of starting lag.

Hypers

  • Neutral Hyper: Bumper Blaster
    Chance will be capable of blasting out up to three "Bumpers" from his machine, which will float around midair for a while. Any foes that come in contact with them will be shoved around violently, especially if they're lightweight enemies. These can be used to secure the edge of a star, to defend Chance from one side as he deals with enemies on the other, or to be a complete pain in the ass for everyone who's fighting against him. If a foe gets hit with a Bumper as it's blasted out of Chance's machine, they will be flung back by a significant distance and take a decent amount of damage. Each Bumper disappears after 20 seconds.
  • Forwards Hyper: Wheel of Misfortune
    Identical to Roulette Rush in execution, except that Chance will always rush forwards with a magenta aura around his body. Chance, however, spins a wheel of misfortune instead of a roulette wheel, which will determine how much damage his enemy takes if he hits them under his adrenaline rush. The number can be as low as 10%, or as ridiculously high as 200%. He will then rush forward to cut open his enemy with his sawblade-like wheel.
  • Recovery Hyper: Bonus Shot
    Chance will not just blast off using the Plunger, but he'll split himself into ten separate entities- the multiball experience! The alternate Chances will travel all over the place, rolling across the ground and using flippers to knock themselves back into the air. They will only disappear after 20 seconds, or if they've fallen off the stage with no way of recovery. The numerous Chances will damage any foes in their way, pinning them down.
  • Crouch Hyper: Guaranteed Crit
    Chance will have a guaranteed chance of plucking out the Ace of Spades! He can now blast off the Ace Laser to absolutely obliterate anything in its path. However, there is a bit of starting lag, allowing enemies to find time to move out of the way as he pulls up the card that blasts off the insta-kill laser. All effects from Kings and Jokers are applied to the Guaranteed Crit, like they would with the One in a Hundred attack.
  • ZONAL FEVER: The Slots of Doom
    Chance will pull off his best high-pitched laugh as he drops himself off at a casino, pulling on a lever to activate a big slot machine that's designed and dressed up with skulls! The player must control the slots for themselves, stopping each slot individually. He must get three Flames (massive fire damage), three Crossbones (slowly strengthening poison damage), three Thunderbolts (long-term paralysis), three 2X's (doubled stats for a brief period of time on self), three Hearts (heals all taken damage during fight), or a Lucky 7 (all of the above). However, if he messes up even once, he will lose his stock. Fortunately, the slots are somewhat easy to land, except for the Lucky 7 which will cause the wheels to scroll faster.

Miscellaneous

  • Entry Animation: Chance will gracefully walk onto the battlefield, bowing respectfully to his enemies like a real gentleman before standing up, fondling a deck of cards within his hands.
  • Idle #1: Chance will fan himself off with his deck of cards, lifting it up to his face and occasionally spreading the cards out and back in so he can peer at his enemies through the gaps.
  • Idle #2: Chance will take out his notebook, designing what appears to be slot machines and other casino gadgets on paper, sometimes maniacally giggling like a 7-year-old as he does so.
  • Victory #1: Chance will balance a pinball across his arms, laughing almost violently as he raises the ball high into the air, almost singing out "Ooh, maybe you'll be lucky next time you gamble your fate like that!"
  • Victory #2: Chance pleasurably sits down on a cardboard box, looking all sinister as the viewer is implied to be holding a gun. Chance then says "Now that you've lost, can you survive my little innocent game of Russian Roulette?"
  • Victory #3: Chance grins, spinning around with the grace of a roulette wheel as he bows down, before mockingly saying "Almost everything may be up to chance in this world, but know that your loss was your decision."
Relationships

TBA

Whiskey

ColdBlood Icon Whiskey
  • Name
    Whiskey Lager
  • Mass
    7'10" at 731 lbs
  • Birthday
    September 15th, age 33
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Lawful Good
  • Home
    Champion's Ring, Sector 3
  • Occupation
    Farmer / Wrestler
  • Weapon
    Cactus Gloves
  • Powers
    None

Whiskey Lager's an immigrant emerging from the planet Earth that's some billion miles away, being a rowdy weapons expert that was born in the unforgivably dry area of western Texas, having achieved mass popularity for her excessive strength and her signature lethal ten-pack. Whiskey's optimistic, courageous, and willing to do whatever it takes to make things right, having skin so thick that she can take on any insult or pain and just shrug it off like it was nothing, doing whatever it takes to protect her friends in need. She's incredibly advanced with both physical and ranged combat, capable of tackling hundreds of men and women at once with her overtly-thick skin, able to take hundreds of rounds and scratches at once as she suplexes armies to the floor. Whiskey learnt these techniques to defend herself and her family from attackers until the war in her hometown of El Paso ended. She decided to move out to Satellite 15 when she was offered the chance for free by the government when they noted her massive strength and how she can possibly take care of threats looming in the cosmos.

Now on the satellite, this woman works two jobs: one as an everyday farmer to raise crops for the satellite's population, and another as a professional wrestler, which are jobs she respectively handles during the morning and afternoon before she crashes on some stack of hay in her barn. She has gained a reputation for her fearsome strength, with even the likes of Mallory afraid of her as Whiskey can easily crack any bone in any person's body without a second thought, even if she's not actively trying to hurt them. On the battlefield, she's proven to be afraid of nothing and always go head-first into action without regret, only showing drips of fear if she's getting overwhelmed or cornered in a situation that she can't possibly afford to give up in. With so much positive energy and vibes running through her body, she can't stand seeing people depressed or miserable, so she tries to go out of her way to try and resolve their issues and take them around on her adventures. Though some have come to see her as an annoying chatterbox because of this, others appreciate her help and vow for her, especially when she's in her ridiculous super-tight pro wrestling outfit that shows off every single muscle on her body.

With such a strong mentality, she is immune to being controlled and can work independently even if others are trying to take control of her. A big flaw of hers, however, is that if she's ever truly let down or when she actually gets sad, she can drink heavily and lose full control over herself. This can make her real dangerous if she starts throwing punches or if she starts thrusting out her weapons, which makes her a violent force that's really challenging to stop once she gets going. With her occasionally reckless behavior, it can be tricky to keep an eye on her and make sure she's staying out of trouble, as well.


  • Likes: Pro-wrestling, being challenged, boasting with her strength, being optimistic, trying out new things, tackling on more than one enemy at a time, eating five full meals a day, getting three hours of vigorous exercise daily, encouraging others, teaching and training others, using her strength to her advantage on the bed
  • Dislikes: Seeing others sad and miserable, having to drink to try and get back on track, getting in trouble with the government
Moveset & Other Details

Whiskey is a heavyweight boxer with above-average height, having moderate gravity and falling speed but surprisingly high agility. She is a character with a load of Stamina and one that's really hard to starve out, giving her an immense amount of bulk that's notoriously hard to break down. Whiskey's a trapper type of fighter, playing defensively and keeping away from her enemies until she can lure them into her range, pressuring the foe as she does. Unlike many other fighters in the game, she can strike other players even when she's facing away from them and can excel in multi-tasking, stringing together combos using her bait traps and skull-cracking moves. She has to capitalize on her mindgame potential and force her enemies into her traps- if she is successful at this, she will be able to dish out heavy damage against them, especially if she can grab them over and over again. Her main weapon, the Cactus Gloves, give her an absurd amount of range.

Though boasting a tremendous load of strengths, Whiskey isn't without her weaknesses. As one of the game's heaviest characters, Whiskey's very vulnerable to getting caught in long chains of attacks, having a hard time escaping her foe's grasp on her own. Though she has tremendous agility and almost unrivaled strength, many of her attacks have multiple frames of ending lag following their execution, rendering her easy to punish. She also has very poor air-to-ground transitioning; she's susceptible to juggling and damage racking and her large hurtbox doesn't help matters whatsoever. Whiskey is not fond of characters with rushdown strategies or camping abilities, as they can limit her approach and her gloves don't have the priority necessary to ignore them. Lastly, her special moves are very situational and rarely have any use outside of their intended function, limiting her versatility.

Overall, Whiskey is an effective bait-and-punish type of fighter and benefits severely from her strong range, high speed and extreme power, but must be wary of her enormous flaws and try to work around them.


Common Attacks
Whiskey's normal moveset is built around her usage of the Cactus Gloves and her tremendous physical strength in general, with the majority of her basic attacks having huge hitboxes and covering plenty of distance while all requiring some cooldown time to get back up from. Though most of these moves are all about getting up close and personal, some moves like her dash attack instead have her blast off her glove like a missile, which is attached to some sticky substance that will drag it back to Whiskey's palm. Some of these moves will instead have her spin the glove around herself, which is the case of her downwards-facing tilts as well as her neutral aerial. However, one of Whiskey's best strengths lies in her throwing game. If she grabs onto a foe through lassoing them, she can forcibly throw them and follow up with another attack. She can perform the giant swing (forwards), the explosive suplex (backwards), the drop suplex (upwards), and the leg trap chokeslam (downwards).

Specials

  • Neutral Special: Cactus Thwacker
    Whiskey will drag out a lasso with a spiky cactus attached to it, spinning it fiercely in front of herself to wind herself up! During the charging animation, this move will double as a projectile destroyer and will usually disintegrate any projectiles that come in contact with it. Once she's done charging, her body will rapidly flash. When the player presses the special attack button again, she'll then forcibly detach the cactus from her rope, which will bounce on the ground up to four times before disappearing. If she thwacks the cactus with her rope, it will travel much further away from her. It's an efficient edgeguarding tool and a decent projectile attack, though it can be easily deflected with others' attacks.
  • Forwards Special: Whiskey Express
    Whiskey will blow on a whistle a few times to mimic the oncoming signal of a train. If the player doesn't press the special attack button after that, she won't execute her attack, allowing this to work as a feint for her. If the player does, she will rush forwards, roughly across half the length of the Final Frontier, before delivering a series of twelve uppercuts that have her alternate between her left and right hands. After the twelfth uppercut, she'll kick them clean across the air if her foot makes direct contact with her belly. This series of uppercuts is best used for trapping and pressuring her enemies, and for correctly predicting where the foe will be moving in the air.
  • Recovery Special: Updraft Lasso
    Whiskey shouts out a warm "yee-haw!" as she swings her lasso above her head, having it swing round and round as it brings her high into the skies. This move is simple, and will have Whiskey be able to guide herself to the left and right before the updraft underneath her stops, forcing her to fall back down helplessly. The player can prematurely end the move by having her swing the rope around her head- if it lands on a ledge, she'll grab onto it, or if she strikes an enemy, she'll whip them through the air.
  • Crouch Special: Boulder Suplex
    Whiskey will reach into the ground, picking up the ground tile underneath herself and raising it above her head. The player can choose to suplex it forwards and have it bounce towards enemies in front of her while potentially dealing a powerful blow with her feet, suplex it backwards and kick enemies nearby, hurl it into the sky to shoot down airborne foes, or stomp it down with her feet to send debris to both sides of herself. Neither of these moves are exceptionally strong, but can provide the player with some space-covering options and threaten others' camping games by giving them less reliable room to stand on.

Hypers

  • Neutral Hyper: Monster Saguaro
    Similar to Cactus Thwacker, except Whiskey will have a much bigger cactus tied to her lasso. She will hold the huge spiny object behind herself, choose the trajectory to throw it in, then lurch it through the air. It will bounce off of walls and spike down any foes it comes across, dealing great damage upon contact with them. Though it can be parried, it moves quite fast until it disappears, so one has to be careful to avoid it.
  • Forwards Hyper: Spinebreaker Torpedo
    Whiskey will once again blow on her whistle to mimic the oncoming signal of a train. Unlike other Hyper moves, doing a "feint" won't result in the HyperDrive bar being depleted, allowing the player to abuse the feint as much as they want until they execute the actual attack. When Whiskey's ready, she'll race towards to grab her enemy, dragging them across the floor to break their spine before flipping them upwards and into the ground, following up by whipping them across the ground.
  • Recovery Hyper: Adios, Amigo!
    Functionally the same as Updraft Lasso, but per usual, the move has much more usefulness to it. In the case of "Adios, Amigo!", it brings Whiskey Lager much higher and gives her a much longer rope to play around with. After some seconds, or after the player performs a whip and misses hitting a ledge or enemy, she will begin plummeting to the ground yet again.
  • Crouch Hyper: Ms. Floorshaker
    Ms. Floorshaker is an immensely powerful attack. Whiskey will take some steps back before jumping forwards with her elbow leaning out forwards. If any foes are found on the ground, they will take shock from her impact. The foe in front of her will then get hit with a raging powerful uppercut that will knock them into any foes nearby, dealing substantial damage and hurting these foes simultaneously.
  • ZONAL FEVER: Wild Saguaro
    Whiskey will make a grabbing motion with both of her Cactus Gloves. If she successfully clamps onto an opponent or two, she will thrust them down onto a long mattress made from cacti, with the needles sticking through her opponents' backs as she's all dressed up in wrestler get-up. Bouncing off of some wrestling ropes, the shades-wearing cowgirl pounces atop her foes, pressing down upon them with her heavy body as she drags them violently across the bed of cacti. After the move, she'll launch the foes a good distance away from her, having made them take heavy damage.

Miscellaneous

  • Entry Animation: Whiskey walks onto the battlefield, pounding her fists together as she smirks and grins, equipping her Cactus Gloves and unloosening her lasso from her belt before being ready to fight.
  • Idle #1: Whiskey will grin, shooting her fist into the air for audience appeal as she swings her rope around with her other hand, some roses aesthetically falling around her before disappearing.
  • Idle #2: Whiskey swings her Cactus Gloves around, pounding them both towards the ground to intimidate the foe before she resumes her fighting stance, her lasso spinning rapidly on its side.
  • Victory #1: Whiskey shouts out her "YEEHAW!" as she throws both her hands in the air, forming peace signs with both as she moonwalks away, suddenly being carried by a bunch of hunks onto a throne and subsequently being carried off screen, winking as she leaves.
  • Victory #2: Whiskey will throw a flurry of punches towards the screen, the camera centering around her 360 degrees before she lands the final blow, knocking a sandbag clean off its ropes. She will then pump her arms at the end, straightening out her gloves as she grins wide.
  • Victory #3: Whiskey will stand with her back facing towards the screen, straightening out her vest tie from behind before turning her head towards the screen, saying "Oughta get me down next time, pardner!" as she yet again pulls off another really big grin.
Relationships

TBA

Werine

ColdBlood Icon Werine
  • Name
    Werine
  • Mass
    5'06" at 220 lbs
  • Birthday
    January 12th, age 21
  • Gender
    Female
  • Sexuality
    Unclear
  • Alignment
    Unclear
  • Home
    Were-Demon Woods, Sector 4
  • Occupation
    Were-demon "Theta" leader
  • Weapon
    Moonlight Talons
  • Powers
    "Red Energy"

Werine is what's known as a "were-demon", a hybrid species combining humans with animal traits and instincts. They're an experimental breeding project by C.O.T.S. gone wrong, and now they're freely roaming Sector 4 aboard Satellite 15, terrorizing civilizations on occasion and raiding them of their food supplies. Werine's always been known as the leader of the Theta tribe, the biggest pack around, and organizes these raids so they may take what they please. She communicates with others of her tribe through growls and hand gestures, but she's had enough experience with human beings to get a grasp on their language and speak accordingly. When out hunting, Werine's very aggressive and usually comes out as the dominant one in fights, never relenting in battle and savagely murdering her enemies if she doesn't believe they're worthy of their lives. But in truthfulness, Werine doesn't hold a complete hatred for humanity as a whole, and occasionally sneaks out into the public eye all dressed up in a trench coat and wearing a pair of shades to hide her gruesome eyes. She displays a friendly, but mischievous and occasionally very awkward personality when casually around others, but she usually prefers to be quiet.

Werine's moral code in combat is highly complex and rather convoluted- it's so complicated, in fact, that she bears the most intense love for battling of anybody aboard the satellite. As she's the leader of the Theta tribe, everyone in her pack follows her example to a tee, and nobody questions it. For starters, Werine will never ambush anyone that appears to be in a chronic or otherwise serious state of pain, believing that they're not in a condition to fight nor are their meat and bones worth their time. However, if the person appears to have malicious or suspicious intents, they will savagely attack them anyway. She also refuses to attack other members of their tribe unless they are posing a problem, but will never directly kill them as she believes such motions to be immoral. Werine will also not bother striking anyone when she can directly sense their strength, and will flee rather than picking a fight with someone above their class. Werine and her tribe will attack anyone else, even innocent bystanders, when they're presenting themselves as their species rather than as their human disguises. They believe all fresh, untainted meat is theirs for the taking. They have a fascination with wearing the bones of the dead as their prized armor. If someone is wounded, she will not come heal them unless they're in serious pain, believing they need to learn self-defense.

Werine's super powerful when loaded up with lunar energy, making her excessively savage as it really drives her Red Energy berserk. This will make her human disguise impossible to maintain, as she will be behaving too erratically within her trenchcoat for her to be seen as normal. On the other hand, it makes her battles significantly easier. In spite of her mixed relationship with humanity, she's a close friend of Valerie Heartgold's and occasionally sneaks away from her tribe (leaving her sister in charge) to spend some nights with her, provided she knows the tribe will be 100% safe while she's away.


  • Likes: Going hunting, scavenging food, devouring humans, intimidating enemies, eating food off the floor, kicking ass, breakdancing, watching bad horror movies, hanging out with Valerie's friends
  • Dislikes: Silver Zin, her food being hard to chew through, her own mother, the thought of giving birth, being forced to act like a human being
Moveset & Other Details

Werine is a middleweight character with below-average height, having good mobility especially on the ground but excelling rather well in the air, having a moderate falling speed and numerous mid-air jumps to represent her dominating spirit. Without a doubt, Werine is one of the game's most efficient rushdown characters, having an excellent combo game with her super-speedy attacks and holding full domination over the aerial scene. Make just one mistake and Werine will quickly punish you for it, subjecting you to her long chains of attacks. Approaching Werine is also difficult, as she can easily swerve out of the way of others' attacks and retaliate almost immediately with whatever she pleases. Finally, Werine's version of the "HyperDrive" meter is unique; it is instead referred to as "Red Energy" and is colored crimson to match, and her Crouch Special can be used to charge it up. As her Red Energy builds, her neutral moveset continually gains more and more range, making her much tougher to punish.

However, Werine does possess several faults as a fighter, her biggest issue being she's among the roster's frailest characters altogether. Just damaging Werine with a moderate-powered attack will still take a bite-sized chunk out of her health and will (usually) knock her back enough to prevent her from coming back for the kill. If Werine's Red Energy meter isn't at least a third of the way full, then her attacks will have somewhat pitiful range and not deal as much damage, making it significantly easier to approach her. Unlike with other characters, when Werine takes damage, this meter will actually slightly deplete and possibly disrupt the player's strategy, meaning taking risks with Werine is usually a no-go. Her lack of a projectile also really hurts her in the long run, as it means she can't counter zoning or camping characters very efficiently nor poke at foes from a distance.

Werine's a strong character with equally strong speed, but the player has to be careful if they wish to assassinate to dominate, as Werine's numerous flaws can hold the player back if they let the foe take advantage of them.


Common Attacks
Werine's neutral moveset is focused around her Moonlight Talons, which have the property of reaching out further and further as her "Red Energy" builds. She can use these talons to swipe at her enemies or dagger right through them, as well as knock her enemies above or below her using them. When her "Red Energy" is at max, these talons will be capable of reaching thrice their usual distance, giving her absurd range and tools that can be considered equivalent to massive swords. Werine's heavy tilts have her dish out crimson waves of energy out from her talons that reach away from her body- these deal a lot of damage and can push the foe back, but they dissipate fairly quickly. Though the majority of her moves utilize her claws, attacks such as her jab combo and forward aerial have her bite down on her enemies with her sharp teeth instead.

Specials

  • Neutral Special: Bleed-Out Attack
    Werine will turn her head and torso away from the screen, rearing back her right hand as it begins to glow with a very intense crimson aura. Unlike many charging attacks, this move can be charged up for 15 seconds, a bizarrely long period of time for this move to reach its maximum strength and knockback growth. When she finally thrusts her talons forward, she will knock any enemy near her far, far away and possibly deal massive damage to them if they get knocked ruthlessly into a wall. The player can cancel their charge at any time and save their progress, but if the player gets hit while they're charging, they'll have to reset the charge all over again.
  • Forwards Special: Predator Pounce
    Werine will make a big leap forwards, stretching her claws and wings out as she body slams against the ground. If she misses, the move's very punishable because of all the laggy end frames, but if she succeeds, she'll pin her enemy to the floor and be able to slash relentlessly at their body until they can throw her off. This move has a secondary function; it has small utility as a horizontal recovery move and strong priority as a fast-falling move, letting her arrive to the ground safely. Because of the weight of her attack, she will ignore all moves attempting to attack her from below and stomach her foes to the floor.
  • Recovery Special: Lunar Assault
    Werine will flutter her wings rapidly as she rises high into the skies, looping around a silhouette of a moon before she's able to choose in what direction to dive in. If she decides to dive into an enemy, she'll piledrive them into the ground and kick off of them, letting her follow up with the attack of her choosing. She can also rocket down straight to the floor, using her palms to flip herself back upright. However, she can also choose to instead rise back up into the after while diving to fake her foes out, capable of gliding around until they reach the ground or when they begin to dive again.
  • Crouch Special: Moonlight Howl
    Werine will stand up straight, howling to raise her Red Energy meter by 11%. If she howls a total of nine times in a match, she will be able to reach a 100% full charge, but this can be fairly unlikely as it takes three seconds for her to complete a howl, making her punishable.

Hypers

  • Neutral Hyper: Crimson Bleed-Out
    The superheated, brand-new variation of the Bleed-Out Attack has Werine take half as long to charge it to its maximum potential, with a much more intense crimson aura surrounding her claw. Instead of thrusting her claw directly forwards, she'll instead knock them high in the sky as she uppercuts their body, causing them to take immense damage if she can get every hit to connect against their body.
  • Forwards Hyper: Crimson Pounce
    Similar to Predator Pounce, except that the move will cover a blinding amount of horizontal distance and drag the foe across the floor as she slashes at their body with her crimson-glowing claws. The player can jump off at any point so they can avoid dragging their foe down into an abyss with her- unless that's what they want, though Werine's stock will always be taken first in this type of scenario.
  • Recovery Hyper: Crimson Assault
    This variation of "Lunar Assault" functions similarly, rising her very high in the air before she comes back down with a dive, but this whole move functions significantly faster and she will auto-aim for any enemy, which will rocket her back up into the air and let her continue gliding. When she looks exhausted or when she takes damage, she'll be broken out of the attack's animation.
  • Crouch Hyper: Crimson Screech
    Her body roasting with pure energy, Werine will let out a loud screech that drains all of her Red Energy, but can knock foes away considerably far. It doesn't deal much damage except if she drains the meter down from 100%, which will and will most certainly thrust her foes into walls, dealing serious damage. The foes have to be close enough to be hit by the screech, however.
  • ZONAL FEVER: Sanguine Bloodshed
    Werine will move backwards a little bit, her eyes glowing a fierce red as her body becomes overloaded with a bright crimson aura, her body shakily floating up and down. She will then immediately zip right to the other side of the battlefield, the camera freezing to showcase the red beam of light representing Werine's traveling distance. Any foes in the path of the beam will take some damage and be paralyzed. Werine can then turn around to zip into them again with her intensely powerful claws, dealing much more damage to them and making them bleed out.

Miscellaneous

  • Entry Animation: Werine flies in from above, screeching as she slides across the ground, her wings fluttering about rapidly to display her wicked, vigorous personality as her body goes from being hunched over to standing at her full height.
  • Idle #1: Werine flashes her eyes as she looks about, growling to herself, slashing around feverishly with her claws as she filthily grins, looking ready to rip some bodies apart for her own pleasure.
  • Idle #2: Werine caresses her chin with her claw and licks her lips, snarling as she vigorously throws out some claw swipes, salivating as she looks ready to go up and get personal with her enemies.
  • Victory #1: Werine swoops her way in from above, dragging one of her enemies across the ground as she gets up close to the camera, cheesily grinning at it as she begins to savagely swipe at her off-screen opponent.
  • Victory #2: Werine stands upright, her wings fluttering endlessly before she lets out a loud howl, ending by dashing off into the night on all fours without any supervision. She cackles loudly as she heads off.
  • Victory #3: Werine springs her way high into the air, spreading her wings in front of the moon as nothing but her silhouette is shown, her body glowing in a mysterious red aura tied to her possession of Red Energy.
Relationships
  • Valerie Heartgold
    Werine's relationship with Valerie is rather solid. Werine likes to sneak out from her tribe just to go see and play around with Valerie, with both liking to get into their animal instincts when alone (with or without Syinara) and chase each other around- she finds this very pleasing and thinks that Valerie can understand her better than any mere human possibly could, and thinks that for as long as Valerie's in charge, the satellite will remain safe from her kind. Valerie is a bit freaked out when in her presence knowing how violent and dangerous Werine is, but she trusts the were-demon to not attack anyone around her while she's in Val's presence. She thinks that Werine is rather smart and thinks she works excellently as a sleeping partner, and rewards her with leftover meats and treats every morning she wakes up in the Valco Vortex.

Minute

ColdBlood Icon Minute
  • Name
    Minute Hourglass
  • Mass
    6'00" at 160 lbs
  • Birthday
    August 26th, age 40
  • Gender
    Male
  • Sexuality
    Homosexual
  • Alignment
    Lawful Neutral
  • Home
    Unknown within Sector 3
  • Occupation
    Unemployed
  • Weapon
    The Rewinder
  • Powers
    Time

"Minute Hourglass" is a peacekeeper that lives in Sector 3 aboard Satellite 15, being a self-determined and optimistic man that believes in the good future and always thinks there's an ounce of good waiting to be dug out of everyone around. He thinks that pessimism won't get anyone anywhere and doesn't like the negative landscape around himself, frequently formulating plans and campaigns to try and boost the positive spirit of the satellite. He's the type of person to boast about his accomplishments, always happy when he does things right and taking massive pride in everything he does. No matter how many people he frequently annoys, he loves to showcase himself to the world and doesn't care what others have to say to them, pushing them aside and bathing in the sunlight when he can. When he's not working on pushing optimism around the satellite, he's reversing time on his body so that he remains as young as possible, wishing to keep his healthy and fit form. He's continually getting into trouble- he has an addiction to sugar and has been found thieving it from stores. Not that it matters, he's a rebel and dislikes authority, so he cares little for the little thieving he's done over the past few years.

Minute's a good-natured man, always willing to help his friends and set things straight when he can, and takes pride whenever people give their thanks to him. He's almost always seen around other people, especially men, drinking and having a fun time. But Minute's got some stigma when it comes to jokes, especially those revolving around time and his name, but he most importantly does not tolerate jokes surrounding controversial matters (i.e. racism). Minute's always flashing his greatest grin when he's in battle, but behind his glamorous looks he has a seething hatred for those he has to go up against if they've wronged him or his friends before. He also takes the "optimism is good" aspect rather far; he really hates depressed people and has been frequently found putting them down because he thinks they're making the satellite a depressing place to live. He also has the misconception that if there was no pessimism, then everything would be okay; he doesn't think about the consequences there would be if everyone ignored the bad things happening around them. Minute's dislike for authority is strong; he thinks the government's trying to keep the satellite "pessimistic" by continually bringing forth bad news and rarely mentioning anything nice.

Our little "time traveler" rests in a house with his boyfriend "Second", another user of the Rewinder weapon both beings possess. According to Minute, the "Rewinder" was a gift given to him from Kýrios in the pessimistic future timeline, who then sent him back in time to fix the wrongdoings that led up to the mistakes. Minute has a misconception on what caused those mistakes, however, believing the everyday people's pessimism led up to that apocalyptic future.


  • Likes: Accomplishments, boasting, sugar, accomplishing his job as a peacekeeper, opening himself up to the world, helping his friends, men (especially hunks), showcasing himself and his body, the energetic feeling of time traveling, turning the atmosphere positive
  • Dislikes: Authority and the government, jokes/puns centering him and his name, getting into trouble, realizing his sugary addiction, seeing those that have wronged him or his friends before, homophobia and other bigoted slurs, the pessimistic behavior of the satellite
Moveset & Other Details

With balanced attributes all around, Minute is best recognized as an all-rounder type of character, being a middleweight character with average height and average stats, giving him no big strengths but no big weaknesses, which counter-balance each other. Minute's attacks have decent strength and are appropriate for his average range and frame data, and usually can be chained into each other well. Though he may appear to be a mediocre character at first, the player can do the Smoothie Slurp to boost Minute's unique mechanic; the Sugar Meter. Every attack Minute performs when he has some Sugar will drain at the meter slightly, but they'll have greater range, speed, and power overall and make him more ruthless to face against in combat. He can also spend this meter to reverse the damage he's taken, control what he does with countered enemy attacks, and recover a safe distance. The Sugar Meter is a separate entity from the HyperDrive meter, meaning that he can use both in combination.

Minute does not have many major weaknesses because of his all-rounder character status, thus he's one of the safest characters to use and learn in the game. However, those that wish to go out and master Minute will have to learn to conserve both their Sugar and HyperDrive simultaneously and learn when to make the best use of either. Conserving the Sugar Meter especially is important, as Minute needs to have some Sugar in order to execute his Neutral, Forward, and Recovery Specials/Hypers. If the player runs out of sugar or doesn't have a sufficient amount, Minute's neutral game and ability to approach foes is drastically weakened, including making his frame data considerably worse.

Overall, Minute's a solid character if you can get the hang of his complex mechanics involving using and conserving the Sugar Meter, but if you cannot, he'll be a mediocre character at best and a middling weakling at worst.


Common Attacks
Minute's standard moveset changes on how much sugar he has in his Sugar Meter. Most ground moves use 5% of the Sugar Meter, all aerial moves use 10%, and all heavy tilts use 20%. If the player has sugar to spare for these attacks, Minute's frame data becomes better and all the moves he uses have improved range and power. If they don't, Minute will instead use shorter, weaker variations of these attacks. Minute's moves are based around boxer hooks, punches, uppercuts, and swings, and when they're empowered by his Sugar Meter, they leave afterimages as they move much faster. Minute's heavy tilts are very different from the rest of his attacks, as his Rewinder will form "solid hologram" versions of punches to thrust his foes away.

Specials

  • Neutral Special: Damage Reversal
    Minute will use 33% of his Sugar Meter to wind back time on his body by 10 seconds ("Time..."), allowing him to reverse the damage and healing he's taken in that time ("REVERSE!"). He can use the whole meter to rewind structural damage by as much as 30 seconds. This is very useful in short bursts, as it allows Minute to limit the danger his body is in, but it can prove to be negligible if he's healed more than been hurt in the past some seconds, and hurt him in the process.
  • Forwards Special: Foreshadow Counter
    Minute will hold his Rewinder weapon forwards in front of him, forming a clock-shaped projector that covers the whole front of his body temporarily (33% of his Sugar Meter). If his foe hits him while he's in the counter frames, he'll push them back as his eyes will appear to glow a golden color ("Ready for..."). The player can then move around and jump and attack like normal, but when they let go of the Special button, he'll suddenly warp in front of the foe and deliver a big punch ("...A BAD TIME?")! The player can wait for their foe to get attacked by another enemy so they can chain two separate attacks against them, or have him knock the foe into a disadvantageous scenario. If the player waits 12 seconds, the move is cancelled.
  • Recovery Special: Chronos Travel
    Minute will form a wormhole midair using his Rewinder to make a rift (50% of his Sugar Meter). If he forms this rift, he will travel through it ("Long time..."), and then pop out of another wormhole somewhere high in the air ("...No see!"). He will then freefall to his destiny. If the player holds down on the button combination, 75% of the Sugar Meter will be consumed as Minute will be capable of forming three separate wormholes. After being flung out of any of these wormholes, he can attack his enemies using his standard attacks.
  • Crouch Special: Smoothie Slurp
    Minute will roll out a smoothie from his pocket, slurping it down. It will require him two seconds to slurp one down, which will grant him 33% of his Sugar Meter. If he's interrupted during his slurp, he won't acquire any extra sugar, and he'll have to try drinking it all over again. It will take him six seconds total to have a full Sugar Meter, but if he drinks too fast (i.e. two whole drinks in a row), he will be temporarily paralyzed from brain freeze.

Hypers

  • Neutral Hyper: Revenge Reversal
    Works very similarly to Damage Reversal, except that all damage he's taken from the past 15 seconds will be soaked into the power of one attack. His next move, when combined with the damage he's taken extracted into power, may either deal moderate damage or massive damage depending on which move the player chooses to empower.
  • Forwards Hyper: Telekinicounter
    Similar to Foreshadow Counter, except Minute will fling backwards after countering them. Their mobility will be brought down to a twentieth of its usual strength for about 8 seconds while Minute can ruthlessly attack them with whatever attacks he wishes, letting him punish them however he pleases.
  • Recovery Hyper: Chronos Blast
    Chronos Blast has Minute travel through a wormhole using his Rewinder. He can again choose whether he wants to do the short or long version. However, when he pops out of wormholes, he will appear as a blazing ball of fire that can damage any enemies in his way, and every portal entry and exit will formulate damaging explosions.
  • Crouch Hyper: Expiration Attack
    Minute will stop all time instantly, draining his entire Sugar Meter after yelling "YOUR TIME HAS EXPIRED!". Three grey rings will travel from his body, "aging" foes that get caught in their highly damaging wrath and pushing them far away from him. They can only be dodged by perfect parrying.
  • ZONAL FEVER: The End of Time
    Minute will have his eyes glow a bright white, with him diving towards the background and stretching out his limbs, yelling out "IT'S SHOWTIME!" as the whole screen grays out, with clockwork and gears floating about around him. He will then contort and twist the space-time continuum, warping reality around his foes to cut through his foes and damage them, eventually blasting them off away from his place on the map. The move does much more damage the closer the foes are to his body, and doesn't deal any at all if they're too far away.

Miscellaneous

  • Entry Animation: Minute always races against time to arrive on the battlefield first, never caring whether he's Player 1, Player 2, some computer player, etc. He will bow gracefully as his Rewinder weapon coils around his body temporarily, standing up and facing the competition in an eager manner.
  • Idle #1: Minute will perform a breakdance, performing a series of rapid punches before mocking the Fortnite default dance animation before almost tripping over.
  • Idle #2: Minute will tap his foot impatiently, breaking the fourth wall by looking at the camera. He will occasionally look down on his watch, which will display a hologram depicting the current time.
  • Victory #1: Minute warps his way onto the stage several times via Chronos Travel before skidding his way across the ground, saying "Did you have a rough time, mate?" as he skids to a halt.
  • Victory #2: Minute will step away from his rival, saying in a cocky voice "I hope you had the time of your life!" before moving off, occasionally stopping to slurp at his smoothie.
  • Victory #3: Minute laughs in a cocky manner before grinning at his foe, saying "You should invest time into your techniques" before folding his arms, continuing to perform this odd cackle of his.
Relationships

TBA

Shredder

ColdBlood Icon Shredder
  • Name
    Nicholas "Shredder" Dennis
  • Mass
    6'06" at 290 lbs
  • Birthday
    May 24th, age 24
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Neutral Evil
  • Home
    Satellite 15 Lobby Room #121
  • Occupation
    Electrician, repairman, architect, C.O.T.S. business agent
  • Weapon
    High-Voltage Arms
  • Powers
    Electricity

Nicholas Dennis, or "Shredder" as he prefers to go by, is an electrician aboard Satellite 15 that's been helping in repairing its infrastructure and ordering new chambers and sectors. The great-grandson of one of the satellite's original architects, he's responsible for all the maps and systematic details of the space station, and must keep everything he knows about it a complete secret so to protect its defenses from outsiders and greater evils. Publicly, almost nobody knows anything about Shredder except he's an experienced electrician and repairman with funky mechanical arms that can retract their spikes and replace them with robotic fingers. However, all he's doing is scrapping up all this cash so he can continue his bloodline's work on constructing an illegal private laboratory deep within the satellite, perfect for the equally illegal agency known as C.O.T.S. (Clone Operation Testing Squad)! In there, he's been installing security systems, programming the necessary defenses, and setting up a living space just in case. He's also been helping in denying claims about the existence of this agency and proclaiming that the main satellite maps do not detect anything abnormal.

Shredder behaves very casually in the public eye, always introducing himself as a "simple man" and that he lost his arms in a freak car accident when he was young. He works electrician/repairman jobs that people ask him to do, be it for their home or for the satellite itself, and charges plenty for his services. When he converses with other people, he fabricates his backstory, and it's always exactly the same: he was an abused only child and was orphaned at a young age, and that he works these jobs for people so he can feed his starving family. In actuality, the earned cash goes towards the C.O.T.S. cause as directed by his boss Miss Replicate. Sometimes, when there's not jobs he can find on the weekends or if he's not being called enough, he will force himself to cause blackouts aboard the satellite so he can find people to cheat money from for his "good-willed services". Beyond his services, he likes to motorbike along the streets he knows and picks up random girls so he can go out drinking with them. Sometimes he gets so drunk that he doesn't recognize the girl he's with hours later.

He is currently in a troubled relationship with his boss, but not because he had a choice: Miss Replicate is mooching off of his services and fortune, and if he refuses to aid her, he loses all his money and will be forced to starve. He doesn't mind doing these services, as he supports the C.O.T.S. causes, but he loathes his boss and would like to divorce as soon as it becomes ideal.


  • Likes: Drinking excessively, scamming people out of cash, working as a repairman, getting to know all the juicy secrets of the satellite, hanging out with women all the time, mocking others, seeing himself as superior to others
  • Dislikes: Miss Replicate, how abusive his boss is, how he's in a forced relationship with her, having to work on a tight schedule, people making fun of him, people not treating him seriously, people getting on his case
Moveset & Other Details

Shredder is a heavyweight character with way above-average height, boasting moderate gravity and falling speed yet excellent mobility. Shredder has the unique niche of being able to use his rocket shoes to hover slowly down to the ground after jumping, giving him guaranteed domination over the air if he can win the neutral game. With his above-average range with the reach of his invincible High-Voltage Arms, and with the knowledge that the majority of his moves have extremely powerful sweetspots and strike foes numerous times, Shredder is terrifying to approach because he can very easily punish his foes' mistakes. He also boasts stage-controlling projectiles and a Special Move ("Assassin's Greed") that allows him to deal extreme damage if he can hit the backs of his foes. Shredder excels at pressuring his foes with his erratic, unpredictable behavior and having the tools to damage fighters of any archetype. He can additionally mix up his moves over and over and become a major hassle.

Shredder's no perfect fighter, nor is anyone else in the game. Shredder's moveset is almost completely centered around the concept of precision; most of his moves only deal immense damage if he can land the sweetspot of his moves and continually hit his foes with it, which is almost next-to-impossible if the foe's ready to predict his next move and move out of the way. Though his moves come out reliably fast, any miss Shredder makes will cause him to feel fatigue and disappointment, rendering him easy to punish for even just simple mistakes. He also suffers from having one of the game's worst recovery moves, which makes it very challenging for him to return to the stage even though the move comes with high power output. Lastly, Shredder's incredibly easy to juggle in the air and chain attacks against, because of his above-average hurtbox and moderate gravity, aiding how easy it is to punish him.

To master Shredder, you need to get a good grasp on how to hit foes with all the active frames of his attacks, especially if you want to deal the most damage and hit foes with mostly the sweetspots of his moves. Otherwise, he will clearly struggle and you will feel his pain.


Common Attacks
Shredder's basic moves are focused around the usage of his High-Voltage Arms, which have good range and are quite flexible, capable of rotating rapidly and generating the electricity that keeps foes trapped in his grips. Shredder will usually slash down his enemies with his huge metallic arms like they were swords of sorts, but in the case of moves like his forward tilt and forward and back aerials, he'll be spinning his arms around like screwdrivers. The tips of his moves deal the most damage, as most of the electricity on his arms will be transferred to the claws, but foes that are caught up in any part of his attacks will still take plenty of damage. His neutral aerial is among his most powerful attacks, having him spin around with his hovering shoes and outstretched arms. Finally, Shredder's heavy tilts are his most powerful attacks, as he will swing his arms around rapidly to knock foes away (side), knock these arms straight up (upwards), or spin around on his butt on the floor to knock foes away with his rocket shoes (downwards).

Specials

  • Neutral Special: Thunder Turmoil
    Shredder will overcharge his body with electricity, drawing loads of watts into his body as it begins to sparkle and crackle with golden lightning bolts. He will then jump upwards a bit into the air, land on the ground, then begin fiercely somersaulting across the floor! The player can move the loose Shredder back and forth as he shreds along the floor, with his invincibility frames in his rolling form allowing him to roll into and electrocute his foes. Shredder can jump out of the move at any point to start attacking his foes and chaining attacks against him. It's difficult to steer him in this form, and any parry/counter will shake him off.
  • Forwards Special: Lightning Grapple
    Shredder will take one of his two High-Voltage Arms backwards, charging tons of electricity within half a second before blasting it forward in the form of an electric whip. As he does this, he will be walking or running forwards, depending on the player's momentum, and will pause as soon as he launches the attack. When the whip reaches its maximum distance (about Shredder's whole body height transferred to width), it will limp to the ground and be drawn back to Shredder. If he catches onto the foe, he will electrocute them massively, piercing their defenses until the electricity dies out. He can also use this to snap onto ledges and onto walls so he may cling to them.
  • Recovery Special: Arching Thunderbolt
    Shredder will windmill his arms frantically fast, charging up with loads of electricity before leaping high through the air in a corkscrew formation, eventually starting to plummet at the apex of his jump and then crashing into the ground, sending shockwaves to the left and right! If Shredder misses landing on the stage, he won't be able to grab onto ledges, so he'll continue diving and possibly self-destructing by the end. If he does crash into a foe, he'll take them with him and crash down onto the stage.
  • Crouch Special: Assassin's Greed
    This is Shredder's signature move and one of his most useful, yet it's the simplest one to describe. Shredder will pull his arm back, then thrust it straight forwards. It will deal very little damage against any foe, only draining 1% of Pierce's Stamina if it connects with him. However, if he stabs them in the back, it will be enough to pierce even the bulkiest of foes and deal massive damage, and OHKO Pierce! This move gets weaker as he abuses it, and if he whiffs it, he'll be easier to punish.

Hypers

  • Neutral Hyper: Lightning Thrasher
    Similar to Thunder Turmoil, except that Shredder will charge his energy much faster and travel around more before he's forced to cancel the attack. If he jumps, he'll catch foes in the middle of his electrocuting jump as he leaps and keep them rolled up in his attack as he spins across the ground again. Parries and counters will still shake him off, but because he's even more ferocious in this form, he's best avoided.
  • Forwards Hyper: Lethal Grapple
    Shredder will take his arm back further before almost immediately thrusting the electric whip further. It reaches further than his standard Lightning Grapple and deals more damage altogether. It gives him greater range when it comes to grabbing ledges and clinging onto walls. The biggest change with this move is that Shredder can pick the foe up with the whip and then whack them into the floor.
  • Recovery Hyper: Skyhigh Lightning
    This is very similar to Skyhigh Lightning, but Shredder will travel in a higher arc and plummet through the floor much faster! If he comes into contact with any foes, he'll drain a good percentage of their health meter if he can collide with them on the floor! However, it's even trickier and riskier to land, as it still won't be grabbing ledges, so plan this move out carefully.
  • Crouch Hyper: Killing Blow
    Very similar to Assassin's Greed, but if it misses or attacks any part of the foe besides the back, he'll deal absolutely no damage. But he will be guaranteed an instant knockout if he can indeed land this in the back of any enemy! Perfect timing will allow him to befall any foe, but because of how easy it is to parry this attack and Assassin's Greed and to simply turn away from him, this move ain't likely to land unless the player's prediction is perfect.
  • ZONAL FEVER: It's Electric
    Shredder will cackle loudly as he charges electricity through both of his High-Voltage Arms, rocketing upwards with his shoes as he heads into the background, charging a huge ball of explosive energy between his arms. He'll then make it form a huge bolt of electricity, having it rapidly streak across the ground and chase his foes under the player's command. It will deal rapid-hit damage and quickly drain at his foes' stamina, and the beam of lightning becomes thicker and thicker with time. Once it culminates with a huge laser beam, he will return to the battlefield.

Miscellaneous

  • Entry Animation: Shredder descends down a rope that suddenly drops down from the ceiling, leaping off of it and landing on his two feet, scanning the battlefield for his foes before lifting up a visor from his eyes and pocketing it, pointing his finger forwards as he becomes accusatory.
  • Idle #1: Shredder will spin his head around, putting on his visor to scan the battlefield. After looking around, he'll lift his scanner up and pocket it, muttering something under his breath.
  • Idle #2: Shredder will smoke on a cigarette, lighting it as he leans against a wall (if one is nearby) or otherwise pretends to lean against a wall. He will then crunch on the cigarette and spit it out.
  • Victory #1: Shredder will come in speeding on a motorbike, wearing shades as he skids the bike to a stop, getting off to lean against it while smoking a cigarette, saying "Is that really your best?"
  • Victory #2: Shredder uses his electricity to grapple onto a hook, swinging around before flinging onto himself on a lone platform, saying "This time it's personal!" as he swings around an electric whip.
  • Victory #3: Shredder will laugh maniacally as he starts out by crouching on the ground with his arms in front of his head, raising his posture up as his electric arms rise high into the air within moments.
Relationships

TBA

Hector

ColdBlood Icon Hector
  • Name
    Hector Forger
  • Mass
    6'04" at 282 lbs
  • Birthday
    October 27th, age 43
  • Gender
    Male
  • Sexuality
    Bisexual; promiscuous
  • Alignment
    True Neutral
  • Home
    S15 Shooting Star
  • Occupation
    Satellite battleship captain
  • Weapon
    Amor Claws
  • Powers
    None

Hector Forger captains and manages the S15 Shooting Star, the most significant battleship aboard Satellite 15 and its main means of offense, and leads its crew of 300 to tackle and shoot through even the most defensive of armadas that approach the armed satellite. His ship's the main rival of interest for S04 Guacamole, which itself is piloted by the nefarious space pirate Captain Ryona, resulting in an on-and-off battle with her that's lasted for almost two decades now. Hector works under the command of Admiral Millicent, who manages all the ships and captains in her fleet, including Forger himself. Hector's been entrusted with the task of leading the offenses for the fleet, fearlessly charging his impossibly bulky battleship within the hearts of opposing armadas and fleets and damaging them all with the almost limitless ammo aboard. Though the S15 Shooting Star is an efficient ship as is, Hector likes to surprise the enemy captain by setting his whole ship on fire and crashing it into theirs or by performing an all-synced attack that deals heavy, destructive damage to the enemy ship all at the same time.

Hector's been frequently scolded for his recklessness, especially when his ship's been dragged back into the satellite to be repaired numerous times, but he's a respectable captain that can definitely get the job done against the worst of plunderers. That said, Hector's much more than he lets on. He's a narcissistic fellow that holds a very high self-image of himself, madly in love with himself and his looks, but he's also very passionate and affectionate towards others and has a somewhat loose polyamory relationship with several men and women aboard his crew. You can say this captain's something of a "hooker", if you please. He lives a simple life outside of his commanding and mating careers, being a passionate artist that's sold numerous thousands of copies of his priceless highly-detailed artwork and getting drunk almost every night in spite of the numerous empty threats from his girlfriend Marigold Blossom, a woman that writes the stories of the satellite and tracks what happens on it in tandem with Spade Amour- another woman he's in a relationship with.

Hector's a chatterbox that rarely shuts up, making up for this intentionally by sprucing up his lines to make them as phenomenal and powerful as possible. He'll sometimes exaggerate small mishaps into big tall tales, making him popular around the children and landing him a comedy show on television. Hector's a very optimistic person with something of an ego, vigorously challenging his fellow pirate buddies and getting all romantic without fear around others. When jealousy seems to stem in his loose love life, he always finds a way to bring all of them close and make up for it- usually by taking his party of 10 to 15 (it depends!) out to eat.


  • Likes: Himself, being entrusted as a captain, riding around on the S15 Shooting Star, humanity as a whole, looking good, getting reckless, all the men and women in his polyamory relationship, chatting random topics, doing risky tactics to show off, drawing whatever he likes, studying nudity and purity
  • Dislikes: Getting scolded by Admiral Millicent, his looks getting insulted, getting turned down by other men and women, getting caught for his tall tales, alcohol (surprisingly)
Moveset & Other Details

Hector is a towering heavyweight character, known for his very sluggish mobility overall and for the immense ending lag waiting at the end of his attacks. However, as a worthy trade-off, Hector's general power output is impressively immense and makes him the second-strongest fighter after Niki. He also has numerous stage-controlling mechanics and bait-and-switch tactics that make him remarkably tough to counter for even fast characters, and he additionally benefits from being unable to flinch from weak attacks as well as having invincibility frames on his arms. This makes him a very defensive character that gives him an incredible punishing game. On the bright side, he's actually hard to punish himself as weaker characters will hardly lay a scratch down on him, and he can't really be chained against with attacks all that well. With his good range and assortment of stage-controlling moves, it can be challenging to stop Hector once his momentum gets going.

Hector does have his weaknesses, though. Because of his huge target size, he's remarkably easy to hit (especially in the head and torso), and his very poor speed makes it almost impossible for him to escape anyone's grasp. He also has very poor defense against projectiles and can't really do anything to prevent them from ganging up on him besides parrying. Even though his Forward Special "Hook, Line & Sinker" has a good chance of hitting airborne foes and speedy enemies in general, it isn't always guaranteed to land, and since it's his only means of discouraging these types of foes he can't hold off the pressure for long. He also has a mediocre recovery at best and has a joke of an aerial game, relying on him to use his punishing ground attacks and only use his aerials when he's been knocked high into the air, as they'll likely come out too late by the time he's back on the floor from a double jump.

Overall, Hector is an immensely powerful character that relies on bait-and-punish tactics to win, and must keep his high-Stamina body guarded from all sides so he can tank in as many hits as he can like the bulky man he is.


Common Attacks
Hector's basic moves are based around the usage of his thick bark-like arms, capable of hitting like a truck with just about every attack in his arsenal. He has no particular technique in mind when it comes to using his attacks, because why bother when you're going to outright trash anyone that stands in your way? He can slam his elbows into his enemies, hammer both his arms down onto the foe's head at the same time, and jab them right in the gut, all of which are attacks that can deal impressive damage. His moves don't come out too slow, but they do have a lot of ending lag regardless of whether or not they hit- though this weakness is negligible at least if he lands these hits, as his foes will be sent flying far back no matter how heavy they are. The usage of his Amor Claws lets him strike foes with more range than usual, and if he's empowered by his unique "LOVE" mechanic, then they will generate pink claw trails that grant him even more range.

Specials

  • Neutral Special: Space Pirate's Kiss
    Hector will spin around and wink, blowing a kiss towards his foe. This results in the creation of a heart, which will rotate in circles while continually moving away from Hector's position. If the foe's hit by the heart, they will become infatuated with Hector and hold their arms together momentarily- they have to break free before the pirate comes to swing any attack he wants in their way! The more LOVE he's feeling, the more kisses he'll be able to blow out up to three at a time, and the less likely his foe's going to be able to avoid them all.
  • Forwards Special: Hook, Line, & Sinker
    Hector will cast out a fishing rod from behind, laughing to himself as he casts the fishing line forwards. The player can tilt the control stick so that the line is cast directly forwards or in two different overhead arcs. Should the foe be near the player's chosen trajectory for the fishing rod, the hook of the rod will be used to grab onto their bodies! He will then yank them towards him if the player holds backwards, allowing the player to score in an attack against them as they get yanked over. The player can also hold down to drag enemies across the ground, but they might not be able to come close enough for punishment if it's overdone. The more LOVE he's got, the further the hook and line will reach, and the more likely it will snatch onto foes.
  • Recovery Special: Lovestruck Flight
    Hector will wrap himself up in his own vanity, surrounding himself with numerous hearts as he rises up through the air by quite a distance vertically. This love will cause him to rise. LOVE happens to be very useful in sync with this move- he can recover thrice his usual distance if his LOVE is at the max! The move covers very little horizontal distance, however, and Hector will begin falling shortly after his initial rise.
  • Crouch Special: Romantic Appeal
    Hector will smile before pulling off a romantic and/or sexy pose, flashing his abs and muscles for the audience! If he does this right after pulling off a successful attack, his LOVE will increase by 12%, and if the attack did phenomenal damage, it'll recover 25%! However, if he does this move when he hasn't done anything note worthy as of the past ten seconds or so, then he won't get any appeal at all, and he'll lost 18% of what he's got. LOVE is permanently kept throughout the fight, and if he keeps getting LOVE boosts when his LOVE is at 100%, then his speed will begin to increase slightly.

Hypers

  • Neutral Hyper: Deathly Angel's Kiss
    Hector will spin around three times now before winking his other eye, blowing out a black heart that will travel in a wider oval and at a faster speed, making it harder to dodge. If his LOVE's all the way up, he'll be having three of these babies going out, which can prove to be very hard to dodge and can only be avoided by having a good recovery and making the best use of all available jumps. These will latch onto foes and suck HP from their bodies until they're shaken off.
  • Forwards Hyper: Passionate Reeler
    Very similar to Hook, Line, & Sinker except that the move happens faster and the move covers more distance. If Hector locks his hook onto a foe, he'll drag them over to him very quickly and be able to punish them instantly, even if he drags them across the ground. If Hector's hook lands on the ground, it will detach itself and then explode like a small mini-bomb, damaging anyone that tries to pick it up. As with its less powerful variation, having more LOVE will increase the move's range.
  • Recovery Hyper: Lovestruck Heaven
    Very similar to Lovestruck Flight, except he'll fly up even further (especially as he gets more LOVE) and he'll have more control over his horizontal positioning! He will then begin to gently glide down like an angel if his love is 75% of the way to reaching its maximum capacity. If he isn't that high up with his LOVE, he will begin to plummet down again.
  • Crouch Hyper: All-Star Appeal
    Similar to Romantic Appeal, except that the values will change: pulling off a successful attack will now raise 33% of his LOVE, and pulling off a highly powerful attack will restore 67% of it. However, if he misses, he'll lose about half of his LOVE, so he has to use this move at the perfect timing! This is a cheap and efficient way of building one's speed, if they choose to spend their HyperDrive points on this move.
  • ZONAL FEVER: S15 Shooting Star
    Hector will blow hard on his whistle, summoning the S15 Shooting Star. He will jump right onto it as it passes by, with the ship eventually flying and locking itself in the background. After removing his shirt, the player will have to perform a series of quick time events that shows how Hector's going to be dancing. The better his dancing, the more artillery his ship will fire out, having a greater chance of damaging all of his foes! His last dance move will have him kneel down and spread his arms out, shooting the battlefield with a gigantic laser beam.

Miscellaneous

  • Entry Animation: Hector will ride in on a cannonball, his legs spread over the diameter of it as he visibly smirks, flipping off of it and bowing down for his audience as he lets out a nice "Ar har har har har!"
  • Idle #1: Hector will stand upright to reach his full height, hooks on his sides as he lets out a nice long gloat, flinging away the cigarette he was just smoking right afterwards.
  • Idle #2: Hector will look around, putting his hands to his mouth and calling out the names of various sailors (which could possibly be people he's engaged with romantically).
  • Victory #1: Hector will laugh in pride, leaning back against his polyamorous gang while saying "Yo ho ho! Ya ready ter walk the plank, ya landlubber(s)?" as they shower him in confetti.
  • Victory #2: Hector swings around this massive anchor overhead, letting out a nice "Yo ho ho! Yer gonna be dancin' the hempen jig!" before he hurls it over at the camera feed, destroying it.
  • Victory #3: Hector stands behind a crew made of his beloved men and women, saying "Shiver me timbers! Yer gonna be visitin' some old man's locker tonight, landlubber(s)!"
Relationships

TBA

Frink

ColdBlood Icon Frink
  • Name
    Frink Blossom the Catalyst
  • Mass
    �'��" at ��� lbs
  • Birthday
    ��, age ∞
  • Gender
    Male
  • Sexuality
    ������
  • Alignment
    ������
  • Home
    Unknown
  • Occupation
    Mailman
  • Weapon
    Armed mail truck
  • Powers
    Time

There's nothing out of the ordinary about Frink Blossom, everyone's favorite time-travelling dimension-crossing catalyst mailman herald that can unwittingly create his own dimensions and spread mail across every single corner of the universe! ...What? Okay, so Frink's this infinitely morphing and age-crossing mailman that plays dirty with the laws of physics and rules of existence, frequently disobeying logic so he may accomplish one goal and one goal only: to deliver mail to every single corner of the universe, cloning himself numerous times to do this and almost never failing to accomplish his mission, never planning on stopping until existence itself is over. We are left without answers as to how this once-ordinary mailman got to catch onto such impossible powers and use them in his everyday life, nor do we know how he got his heavily armed mail truck or his similarly powered girlfriend. He has abused the power of time so uncomfortably much that he has altered the appearance of his skin, and warped his mentality back further and further... now it's all about delivering, be it mail or to his girlfriend.

It's very clear that Frink is immensely overpowered, he's a force to be feared and avoided entirely. Nobody dares step between him and mail, let alone between him and his girlfriend. Even though he's usually using less than 0.01% of his power to prevent himself from outright killing those in battle (which is the case in COLD❄BLOOD), he's still remarkably powerful nonetheless, being highly agile and equipped with numerous packages he knows he can use as weapons without damaging the products inside. Don't be afraid of Frink, however- know his priorities, he's friendly if you simply stay out of his way and let him do what he does best. He is approachable if he is being talkative, but if he's being dead silent, keeping yourself quiet is best advised because it means he's either upset or angry. Frink keeps a clock and a daily schedule in his moving van of death- if he's got no places to go for the day (knowing his clones will take care of it), he takes the day off and spends time with his girlfriend. At night, he rests in his van with his girlfriend, and wakes up thirty minutes before the mail shift begins.

Does Frink have weaknesses when he's aboard Satellite 15? Indirect ones, yes, otherwise mostly not. Frink cannot use much of his power when he's aboard the satellite without unintentionally wreaking havoc inside of it, and is forbidden from using his catalyst/time-traveling powers in and around the ship. Frink's only true weakness is the fact that even though he can live forever and is practically invincible to physical damage, he can still be locked away for eternity and suffer from internal-destroying matters like diseases and poisons. Besides all of this, Frink is very ordinary!


  • Likes: Delivering mail, Cherry Blossom
  • Dislikes: Not being able to deliver mail
Moveset & Other Details

Frink is a perfectly all-rounded character when it comes to his statistics, beyond the fact that he is above-average in every field and thus has an advantage against all foes that way, with the sole exception of him being an average-height character in the middleweight class. Frink fights making use of a varied set of projectiles and using his ability to easily control the whole stage within moments, keeping his foes at bay with his vast number of attacks at his immediate disposal. His lack of statistical weaknesses means that he's hard to punish, even if few of his traps and baits are at play, and forces his enemies to set up complicated strategies to allow them to deal lots of damage to Frink at a time. This dynamic character benefits from the Delivery Timer mechanic that's exclusive to him; every ten seconds, a timer will beat down from 10 to 0. If Frink strikes his enemy with his Neutral Special as the timer reaches 0, he'll deal the most damage! The closer the timer is to 0, the stronger his attacks are.

Frink does have his assortment of problems in this game, however, for he is at 0.2x of his maximum strength and therefore does not have access to all his individual strengths. These mostly center around his dynamic mechanic; if Frink strikes too early with Junk Crash, the timer will always reset back to 10, meaning he has to wait longer to land a hit that could possibly win him the match. However, the junk will always explode when the time expires, damaging Frink if he's near the projectile or is still holding it. Thus, the player is pressured to keep their space away from the foe and make the best judgment on when to attack with Junk Crash. Though Frink has above-average statistics all around, none of them reach top capacity, and thus foes experienced with one field can overwhelm Frink in that category and exploit his weaknesses. His range is also rather subpar, letting most characters outrange him physically.

Frink has good advantages all around and is mostly devoid of weaknesses, but his subpar range and the fact he has to continually toss out mail or else take damage can make him a bit of a pain in the ass to play. He also needs to keep his space and use his traps properly, or they can be used against him.


Common Attacks
When compared to his special moveset, Frink's basic moveset is almost painfully average, with the sole exception of his heavy tilt attacks. These moves simply have Frink throw some basic one-two punches and acrobatic kicks, which have below-average range and don't hold much priority to them, allowing them to be easily outdone by his foes'. His heavy tilts have him open clock-shaped portals, which summon huge minute hands from them that thrust his foes away. To make up for the subpar range, Frink has among the best frame data in COLD❄BLOOD and thus benefits from just how easily his moves can chain into each other, and the fact these moves have above-average damage output really helps. The player needs to think fast and act fast, however, or Frink won't be able to push through foes with longer weapons than he has.

Specials

  • Neutral Special: Junk Crash
    Frink's main weapon lies in the "Junk Crash" attack. Frink will pull out a cardboard box that's loaded with weighty mail, and then launch it away from his body. Upon coming in contact with a foe, it'll explode and scatter the unharmed contents inside, which are usually pointless magazines and tabloids nobody wants. The further the player waits using the Delivery Timer mechanic, the bigger and stronger the explosion will be. The move is rather good for ending chains of attacks, but it's fairly situational as it deals practically no damage or knockback if it's triggered before the Delivery Timer ticks down to 3.
  • Forwards Special: Shuriken Envelopes
    Frink flings forth Shuriken Envelopes from his backpack, which stick themselves to enemies and lower their mobility while constantly damaging them until they fall off. Each one that hits the foe will knock them back a little while disrupting their approach, and they move fast so they're trickier to dodge the closer the player moves to Frink's position. He can also fling these directly diagonally to catch foes above him and below him, whether he's in the air or on the ground. Up to two can stick on an enemy at a time, halving their mobility.
  • Recovery Special: Mailicopter
    Frink will whistle, summoning his girlfriend Cherry on a helicopter themed after his mail service. He will grab onto the helicopter's bottom and dangle freely from it as it rises him into the air. The move never really ends until the helicopter goes past the upper boundaries, forcing Frink to fall helplessly. If the helicopter can't move past some obstacles to catch Frink, it will not catch him, dooming him to fall to his death. Likewise, if the helicopter takes enough damage, Frink will be forced to drop as the helicopter escapes.
  • Crouch Special: Oil Bomber
    Frink will pull out a heavy oil canister, which he will set down onto the floor in an upright position. If he attacks it, he will knock it over, causing it to spill slippery oil. It makes his foes be forced to move the other direction if they're still on the ground, as the oil will slip them away. If Frink kicks the oil canister again, he will send it flying as a heavy projectile, which explodes after bouncing on the ground twice. It can be used against Frink, however, if the foes kick it back first, which can make him take extra damage instead. After four seconds, the oil barrel will disappear, and Frink must wait four more seconds to summon another one.

Hypers

  • Neutral Hyper: Junk Rain
    Practically identical to Junk Crash, except that Frink will throw out three of these explosive packages in an explosive arc. They cover a rather wide range and guarantee Frink a lot of safety in front of himself- as the packages explode, he'll be able to leap past the debris and go in to damage his foes with a lengthy string of attacks before being able to end that with a well-timed Junk Crash.
  • Forwards Hyper: Exploding Envelopes
    Frink tosses out crimson-flashing versions of the Shuriken Envelopes, which continually flash before outright exploding, blasting their bits and pieces everywhere and damaging foes nearby. If a foe gets hit by one of the envelopes directly, they will take damage from every hit, which causes their Stamina to rapidly deplete. Frink will hurl one right in front of him, and two more diagonally at different angles.
  • Recovery Hyper: Mailicopter 2.0
    Identical to the Mailicopter, except that the helicopter's colored red and black instead of blue and yellow, and that the helicopter cannot take any damage whatsoever from the enemies' attacks. It is also slightly smaller, allowing it to catch Frink if he's fallen down smaller gaps that the original Malicopter can't have made it through. It's still not too reliable if Frink's too far below the stage, however.
  • Crouch Hyper: Oil Splatter
    Frink will summon two oil canisters to both sides, which he'll kick over simultaneously. The barrels take a full six seconds to drain and keep foes away from Frink if they're ground based. If aerial foes threaten to hit Frink, then he'll be able to kick the barrels high into the air- they won't go far horizontally, but when they hit the oil, they will go a massive distance horizontally and then explode.
  • ZONAL FEVER: Roadkill Massacre
    Frink will call upon his girlfriend through a phone, summoning Cherry to come with his mailtruck! He will bash all foes in the center of the stage onto a huge road-like platform waiting in the foreground, laughing as he begins to chase them down! His enemies must jump over the debris that comes over their way and move left and right to avoid obstacles. If his enemies hit an obstacle, they will be trapped under the wheels of his truck, dealing massive damage to them if he's caught them early on! After 10 seconds, everyone will return to the battlefield, but not before Frink's mail truck fires a huge laser from its top that scrapes the ground.

Miscellaneous

  • Entry Animation: Frink will come in through a clock-shaped portal, spinning around and tipping his cap before sipping on a martini, throwing the glass behind him as he assumes his battling position.
  • Idle #1: Frink will tip his cap again, revealing his gorgeous hair as he straightens out his mail clothes.
  • Idle #2: Frink gets down on his knees, leaning forward as he puts his face into his elbow, his other hand stretched out towards the air- therefore, he's dabbing.
  • Victory #1: Frink blankly stares into the camera at an uncomfortably close space, before suddenly pulling out a huge gun and blasting explosive envelopes all over the arena! He will continue to shoot at nothing as his theme plays.
  • Victory #2: Frink gets into his mail truck before quickly driving towards the screen, crashing into the sidewalk curb, causing the truck to fall over and crash towards the camera lens. You can then hear Chronia say "I'm okay!"
  • Victory #3: Frink climbs into his mail truck, doing a barrel roll before suddenly appearing to lay still on its back. It will then randomly get up, mocking the default Fortnite dance with Frink still inside.
Relationships

TBA

Unlockable characters

There are twelve unlockable characters overall.

Dusty

ColdBlood Icon Dusty
  • Name
    Dusty Velocizivitize
  • Mass
    5'07" at 200 lbs
  • Birthday
    February 1st, age 16
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Chaotic Good??
  • Home
    Homeless, Sector 6
  • Occupation
    Unemployed
  • Weapon
    Sand Stick
  • Powers
    None

Dusty Velocizivitize may be an incredibly clumsy oaf and he may be among the stupidest individuals aboard the satellite, but he's a charismatic and friendly dude. Though one might get the impression he's blind, he only wears the blindfold for sport and looks immensely uncomfortable if it's not wrapped around his eyes like it always is, even when he's showering. He's not completely blind, though- he has an incredible sense of smell and uses his scent to bring himself around, and knows enough Braille to be able to live blind, even though he's not blind. Consequently, it's not a perfect substitute for his lack of vision, and he still winds up breaking things with his Sand Stick and getting in hot water stupidly fast. Because of his clumsiness and incompetence with simple instructions, lured by smells of all types, he's been unable to get a job and remains unemployed. He has tried to get several jobs before, even through working with friends, but that rarely works out for him as intended because he breaks more than he makes.

Dusty has this whole "cool image" thing going on with him, thinking he's super radical and that he needs to pop around everywhere, even at the most inconvenient moments. He's super dorky and nerdy, frequently communicating his interests even if nobody is paying attention to him whatsoever, and his social skills let him into various friend groups at a time. He's so full of himself, he thinks he's perfection in anyone's eyes- he'll fight as a warrior for friends like Crymsia Rose or Penny Wisyneat, only for his competence to let him get thrown to the ground, and even offer to perform ridiculously difficult tasks that not even Silver has the gut to take on! Even through the training he's been taking from Ms. Rose to become a stronger individual overall, he's still a young clueless boy and is still getting himself into trouble a lot. This all said... he's a joy person that's good at lightening up the mood, and is always unaffected by unpleasant situations or scenarios- even if nuclear disaster happened aboard the satellite! When he's pissed off enough, he will throw his clumsiness aside and throw off his blindfold, using combined strength and scent alike to decimate and rip apart enemies when they least expect it.

Dusty emerged from a tribe that wasn't exactly known for their experience with gadgetry or society, and thus Dusty's somewhat clueless even several years into his stay in Sector 6. He's still learning how to make anything work and requires a lot of help from his friends to get things going, but he's working towards getting a job as a baker anywhere aboard the satellite.


  • Likes: Penny Wisyneat (crush), Crymsia Rose, sharing his interests, wanting to be cool, training to become the ultimate warrior, daydreaming about his successes, joy and optimism, wearing his blindfold, playing spin the bottle
  • Dislikes: Being scolded for his recklessness, being told to take off his blindfold, being forced to take off his blindfold, attempting to learn new things, getting rejected from a job, getting into trouble, people yelling at him for not getting a job, people in his family distancing themselves from him
Moveset & Other Details

Dusty is a pseudo-heavyweight fighter that's a bit under the average fighter height threshold, having good mobility overall and having strong moves across his whole moveset. Dusty's weapon, the Sand Stick, has more range than a majority of the cast's weapons and grants Dusty an advantage by allowing him to poke at his foes with moderately-powered attacks and then make a safe retreat. As he's a glass cannon archetype, many of Dusty's attacks dish out high amounts of damage overall, and his generally good frame data allows him to string these moves together rather well. Several of Dusty's specials have incredible utility; Skull-Piercing Blows, for example, can ignore enemy parries and deal extreme damage, which aids immensely in Dusty's offensive game. With his Sandstorm Shield, Dusty will form a shield of debris that covers his sides- he can use the debris to defend himself, or thrust at it with his Sand Stick to launch them off like projectiles.

Being a glass cannon, it should be little surprise that Dusty's defensive play is incredible poor, and his Stamina is among the lowest across the game's entire roster. He cannot afford to take many hits, or he'll be toast within seconds, requiring players to master his exact range and use all his specials to their advantage. This is especially important as he has only decent mobility, allowing a good percentage of the cast to keep up with him and strike him however they see fit. Dusty does not have to rely on capitalizing others for making bad moves in order to win, because his Sand Stick gives him enough range to let him outright interrupt enemy assaults, but the player does need to precisely move him around so that enemies don't take advantage of his poor defenses. Lastly, Dusty lacks any projectiles outside of Sandstorm Shield, preventing him from reliably attacking foes from a distance.

Dusty's a typical glass cannon- you have to manage his Stamina carefully and be careful to not his guard down, but once there's an opportunity to strike, you're rewarded with chances to use obscenely powerful attacks that can quickly end just about any match.

As a side note, Dusty will always be facing towards his enemies, as he must smell their scent in order to battle them the way he does with his blindfold on.


Common Attacks
Dusty's attacks almost always involve the use of his Sand Stick, which he uses in numerous ways. He can slap it forwards three times, then throw out a palm attack that blasts the foe away, at least as far as his jab combo is concerned. He can also strike down or upwards with it like it were a sword of sorts, skewer it forwards to deal multiple hits' worth of damage to an enemy, or twirl it around like a tornado above himself like in his upwards aerial attack. They're also used in both versions of his tilts, whereas he performs baseball batter-like swings with the weapon. There is no real exception to the rule; one way or another, all of Dusty's completed attacks use his fancy Sand Stick in some meaningful way.

Specials

  • Neutral Special: Skull-Piercing Blow
    The Skull-Piercing Blow is a move that's immensely difficult to punish, thanks to its overwhelming level of strength and how quickly it is performed. Dusty will pull his Sand Stick back, then thrust it straight forwards to impale through the enemy, breaking any Parry there might be going on to hit all targets in his path. The further back Dusty pulls back on his Sand Stick, the harder he'll thrust it forwards, dealing significantly more damage with the weapon. He can also perform this attack midair with much the same efficiently. If the player holds left or right while using this attack, he will walk forwards while performing the blow. He can also reverse the thrust to strike in the other direction.
  • Forwards Special: Blinding Twister
    Dusty will cloud himself within a twister, being capable of moving around left and right rapidly while slowly rising into the air, spinning around like a ballerina as he takes foes up with him through the air before launching them off with a high-powered strike. This move has a lot of ending lag, meaning that if Dusty doesn't land the attack with this move, he will be opening himself to trouble. If Dusty doesn't catch onto any foes within a few seconds, he will thrust his stick into the ground so he can stop all of his momentum in an instant.
  • Recovery Special: Blistering Uppercut
    Dusty will race forwards a little bit before performing a strong uppercut with his Sand Stick, reaching high into the air. He will burn through enemies as he moves up and deal impressive amounts of damage if every single hit can land. If the player presses the special attack button again, he will cancel his jump and make a sharp diagonal dive with his Sand Stick, aiming for the ground. All enemies in his way will be caught by the momentum of the attack and be taken with him towards oblivion. If Dusty completes his ascent, he will not fall helplessly and can then use his dive attack as well as any other move of his choice.
  • Crouch Special: Sandstorm Shield
    Dusty will shield himself with rotating debris that will hover and rotate around his body, serving as a shield that blocks attacks from both sides. Dusty can launch the debris like projectiles through usage of the Sand Stick, or alternatively spread them away from his body via his Blinding Twister, but this will remove his horizontal defenses. Dusty remains vulnerable from above, but if Dusty attacks normally, he will not hit any of his projectiles, allowing him to still fight as usual when using this move. It takes a while for him to get new debris, however.

Hypers

  • Neutral Hyper: Heartbreaker Blow
    Similar in execution to the Skull-Piercing Blow, Dusty will again blast his Sand Stick forwards. The catch is that several cracked pink hearts will escape from the collision impact when he lands his hit. This will dizzy the enemy and force them to stumble around a little bit, allowing Dusty to follow up with another strong punish, which they can do by simply pressing the special button again to launch them high in the air.
  • Forwards Hyper: Twister Valley
    Dusty will twist himself around even faster, covering more ground as little tornadoes escape from his body and travel off around the scene, slightly jabbing any enemies they hit and possibly putting them in the way of damage. The tornadoes will automatically target enemies, but they won't all move in the same direction, meaning that it's not necessarily guaranteed they will be put in Dusty's direction. They're still hard to dodge, however.
  • Recovery Hyper: Mindbreaking Uppercut
    Dusty will perform a stronger, harsher uppercut that has only one huge hurtbox, dealing impressive damage once it makes contact with his enemy. This will cause his foe to fall into a helpless state after the move, thus eliminating their ability to get their vengeance on them unless they have an extra stock or they're able to make it back onto land in time. Can be blocked by a Parry, but isn't recommended because of this move's speed.
  • Crouch Hyper: Sandstorm Bide
    Dusty will surround himself with dust, glowing red for every bit of damage he takes as he halves the damage taken overall. This move functions like a counter, but won't drain the HyperDrive meter until he executes this attack in its final form. The power of this bide grows stronger if he takes immensely powerful attacks, and once he's countered five attacks, Dusty will summon a shield of debris and launch them all forward at once in the form of a huge ball. The more damage he's taken, the bigger the debris will be!
  • ZONAL FEVER: Just Desserts
    Dusty will summon a sandstorm around himself, which will whip around the battlefield and damage foes by minuscule, rather ineffective amounts, but it does keep them rather still. However, the real meat of this move comes from the numerous desserts that get served to him on a plate by the maid Yemen from the Moore Lounge! He can then eat up all these desserts, boosting random stats and allowing him to regain lost Stamina, allowing him to get back into the fight without an issue after the 16 seconds end.

Miscellaneous

  • Entry Animation: Dusty will beat upon his chest, growling as he lunges his head around, sniffing the atmosphere before pointing his finger (almost) directly at the enemy, saying "Aha!" as he does.
  • Idle #1: Dusty will pull on his blindfold before letting it snap back above his eyes, wincing in pain a little bit before shrugging his head and returning his thoughts to the battlefield.
  • Idle #2: Dusty will scratch his butt, and then itch at it, making a grimacing face as he appears to be pretty distracted. He will then slap his itch and then return to the fight, a bit embarrassed.
  • Victory #1: Dusty's dances all mock popular dances to an extent. This one is based off of the Fortnite default dance, with an Aztec rendition of the theme playing before a copyright brick is thrown at his crotch, causing him to groan in pain while quietly humming the infamous theme that goes with the dance.
  • Victory #2: Dusty does the floss in front of the camera, doing it perfectly before ending with a dab- he places his head into his elbow while extending his other arm far outwards. An anonymous person then clenches onto his arm and then swings him overhead to smash him against the concrete floor as he lets out a loud cat screech.
  • Victory #3: Dusty performs the shoot dance, doing it perfectly while being blind until he accidentally hops too far behind himself, falling off a cliff and landing with a thud. He then lets out a nice, clear "I'm okay, I'm just broken".
Relationships

TBA

Dusty can be unlocked by either recruiting him in COLD❄BLOOD's story mode, clearing 50 matches, or by winning Arcade Mode on Normal Mode.

Arikan

ColdBlood Icon Arikan
  • Name
    Arikan Chan
  • Mass
    5'08" at 206 lbs
  • Birthday
    June 11th, age 52
  • Gender
    Female
  • Sexuality
    Homosexual
  • Alignment
    Neutral Evil
  • Home
    Satellite 15 Lobby, within office
  • Occupation
    Hotel manager
  • Weapon
    Magic Hands
  • Powers
    Magic

Did you know that Satellite 15's lobby is actually a five-star motel operated almost completely alone by the 52-year-old witch known by Arikan Chan? This amateur witch works with her assistant (and girlfriend) Zia to ensure everything runs smoothly at the motel, wishing to provide all guests possible on the satellite the rooms and service they deserve. Arikan manages this motel daily by sending out ten of her best maids out into the main hall so they may serve breakfast, replace sheets, swap towels, etc. for their guests. Though she cares deeply for her guests, Arikan herself rarely goes out to check on them, locking herself away in her office alone with Zia and several of her maids, which double as her personal servants. Arikan is a lonely woman that desires much more than she can realistically gain from any one person- the truth is that Arikan Chan desires attention from many dozens of people, and thus keeps them trapped in her lair so she can feed off of their feelings and attempt to impress them with her magic and bottomless support.

Arikan Chan is surprisingly rather gentle and tries to be a strong and mature friend to her prisoners when possible, and will eventually set them free when she thinks they've helped her long enough or if she thinks she'll accidentally destroy them for good. She is very clingy and apologetic when she knows she's doing something illegal or wrong, and feels sad whens he knows her captives have to bear with her unstable mental tendencies and her excessive drinking habits until they're eventually rescued from her "care". In selfish and vain efforts to keep her relationships, she will kill to advance her circle of women and refuse to aid those (even the weak) that are against any of her plans. She will also lie to keep her captives a complete secret from the authorities and the public, and will further lie to assure her prisoners that everything's okay. Arikan becomes very depressed when she becomes aware her prisoners aren't happy, and occasionally forces herself to hypnotize them so they may forget their distresses and love her- but at the same time, Arikan feels like she's cheating. Zia tries her best to try and help Arikan be able to let these people go, but Arikan won't budge- she's too attached to whoever she captures.

Arikan is a somewhat important minor antagonist aboard Satellite 15, because she has been known for capturing people that are essential to the satellite's management and keeping them away from the authorities. She has particularly kidnapped Devina, Ginger, Penny, and even Pierce, which forces somebody to find a way to barge into her office so they may be snatched away from her. Though Arikan bears no ill will towards any particular person, she won't take separation well, and will battle tooth and nail for their return.


  • Likes: Having friends to look after, seeking attention, having attention, sandwiches, performing tricks for others' amusement, providing care for her friends, managing her hotel, taking walks around the satellite, eating sweets, being referred to as a "dominatrix"
  • Dislikes: Becoming the source of attention in the public eye, people poking fun at her suggestive clothing, losing prisoners, having her full identity revealed to the world, people taking her prisoners away
Moveset & Other Details

Arikan is best described a middleweight character that's at the average height threshold, having below-average mobility and attacking strength but also being among the game's most gimmicky and versatile fighters, having a number of helpful spells for almost all circumstances. This dynamic fighter can use varying forms of magic to keep her foes down and out of the way, using hypno-beams to keep her foes paralyzed and using her magic hands to swap between whatever tomes she has available. She can use her broom to easily fly her way around the stage and attack from high up, never falling helplessly unless she's knocked off her broom. Arikan's basic attacks are made up of several light elemental attacks, which can strike a respectable distance away from her and prevent her foes from coming up too close to her. Her moves also have respectable speed, which makes it somewhat difficult to punish her overall.

Arikan is plagued with numerous weaknesses, though, that the player has to keep aware of. Arikan's a somewhat sluggish character, which makes her somewhat easy to approach and begin stringing attacks against without warning, provided the witch cannot block them off first. Her specials are also somewhat sluggish to perform, meaning if they miss their target, she will be open to punishment. Though her broom provides her with strong acceleration in the air, she's forced to fall off of it if she gets hit even once, and it can be then taken by her enemies for them to ride- forcing them to be protective of their broom. Though Arikan is hard to punish when she's not using her specials, her moves deal little damage and thus she's reliant on her specials to make big dents in her enemies. Lastly, her elemental attacks are strong but don't have much ammo; once she runs out of tomes, she must wait for them to respawn.

Arikan Chan requires the player to take advantage of all of her tools in order to succeed in combat, but once she's successful at blocking off enemies and laying out the full offense against her, she can absolutely become a force to be reckoned with.


Common Attacks
It should be noted that none of Arikan's basic attacks steal from her limited tome ammo. Arikan's neutral moveset consists of mostly finger snaps, hand swipes, and finger gestures that resemble her forming various types of "alpha magic", otherwise known as weak magic that deals little damage but in turn is never risky to use. Examples include her jab attack letting her summon several electrical waves to deal multiple hit points' worth of damage to the enemy, her neutral aerial letting her spin around multiple times with icy winds being released from her hands, and her upwards tilt letting her breathe a pillar of fire that blasts upwards. Her heavy tilts are special, for she will instead create black magic rifts that will suck enemies in and deal plenty of damage to them, whether it's to her sides, right in front of her, or right above her.

Specials

  • Neutral Special: Magic Hands Command
    Arikan summons a single white-gloved hand, which will walk on its "fingers" and follow her around. She can summon up to five of these, and both are required for her alternate Neutral Special as well as her Forwards Special. She can summon these hands by tapping the button, but by pressing the button, she will launch these hands off like missiles, one at a time. If they grab onto the enemy, they will slow them down and allow Arikan to hit them with the magic she pleases until they're capable of shaking them off. The less hands that are attached to the enemy, the more hands that can be used to hit the foe with Elemental Breakout, but the less likely they're going to stay in place. If the hands get shaken off, they will die instantly.
  • Forwards Special: Elemental Breakout
    Requires at least one Magic Hand to be out in the player's arsenal. Arikan will summon all hands that aren't currently on any foe to come right in front of her, having them circle around repeatedly before having them blast an elemental laser right in front of her. The more hands that she's having do this, the thicker and more powerful the beam will be. Arikan must charge up her beam for up to three seconds, hold the charge for however long, then fire the beam. "Light" will have her enemies take simple damage and then be thrown away, "Fire" will deal little damage but make them take rapid damage and stick them in place, "Electric" will deal much more damage but throw the foe too far back for combos, "Wind" will simply force the foe to be tossed a very far distance away, and "Ice" will simply freeze the foe solid while dealing no damage, allowing strings of attacks to be made against them. Tapping the button allows Arikan to swap between elements in a hurry.
  • Recovery Special: Broom Zoom
    Arikan will snap her fingers, summoning herself a broom to ride on. She can ride up, down, and all around in any direction, capable of casting light/heavy tilt attacks as well as dash attacks and jab attacks. This room has infinite life, allowing her to move essentially everywhere, but the broom's altitude climbing becomes weaker the further she is from ground level. It's recommend she stays close to the battlefield, as the broom can dash into enemies and knock them along. If she gets hit while on this broom, she will fall helplessly, and her broom can then be rode on until Arikan's able to knock them off and pocket it again.
  • Crouch Special: Hypnotism Beam
    Arikan will send pink waves of energy from her mind, attempting to make her enemy fall down to their knees. This renders them open to punishment for a prolonged period of time and allows Arikan to dish out a lot of damage against them, but the move doesn't have much range and is as such very situational to use. If it misses, Arikan will look disappointed and look paralyzed, rendering her further open to attack.

Hypers

  • Neutral Hyper: Captive Hands Command
    Arikan will summon her hands like normal, but if the player chooses to throw her hands, they will all keep the foe captive for a prolonged period of time, strangling them as Arikan's able to throw a really powerful attack their way, such as her rift-based heavy tilts. It is recommended to have all of the hands attached to the foe and use a fully charged heavy tilt instead of Elemental Breakout / Darkest Spell, as the strangling deals an immense amount of damage if all hands are kept on the foe's body.
  • Forwards Hyper: Darkest Spell
    Arikan will blast forward a very dark beam of energy, which captures foes into a very long rift and deals extreme damage them if all hands were used to formulate the attack. All the damage the move does will be turned back to Arikan, healing her. Arikan's dark beam will be thicker and stronger the more hands that are out, but if all five hands aren't dedicated to the spell, then the damage won't be as strong nor will it have as good of a gravitational pull to it.
  • Recovery Hyper: Astral Zoom
    Identical to Broom Zoom, except that Arikan will move around even faster and she will stick on her broom for as long as she pleases, unable to be knocked off of it. When she dashes around with the broom, it'll create an electric-blue shield that shocks and damages any foes that get in the way of her broom attack. After 15 seconds, however, the magic aura from the broom will be lost, rendering her vulnerable to getting knocked off again.
  • Crouch Hyper: Seductive Wink
    Similar to Hypnotism Beam, except that Arikan will simply wink, which takes way less time and covers a much greater horizontal distance in front of her, letting her possibly paralyze up to three enemies at once. She can then deal damage against all three of them at one time, especially with a nicely-powered Elemental Breakout if need be. It's much harder to miss with, but even easier to punish if she misses as she will look crushed.
  • ZONAL FEVER: Unholy Stew
    Arikan will giggle as she summons a massive pot from her willing maids, stomping the ground with her heel to make her enemies bounce up into the air- if they're close enough to her, she'll drag them into her pot and swirl them around in the boiling texture, mixing them in with various meats and vegetables. She will then carry up the heavy pot and sip it down all the way, destroying her foes' stock in an instant. To be fair, this ZONAL FEVER doesn't have much range, so it's fairly easy to avoid- especially if one notes the delay there is before Arikan stomps her heel.

Miscellaneous

  • Entry Animation: Arikan warps from a magical portal in nothing but a towel, using a sparkling wand to magically don herself with her standard dress before stretching out her latex gloves.
  • Idle #1: Arikan stands around, humming quietly, waving her wand around. If her Magic Hands are out, they will appear to dance in place as Arikan spaces out and thinks to herself.
  • Idle #2: Arikan leans against the wall, sipping from a bottle of absinthe drunkenly as her Magic Hands do the same, seductively winking to anyone near her, shaking her hips invitingly.
  • Victory #1: Arikan giggles maddeningly to herself, saying while struggling to breathe, "Is that your real best, sweetie?" as her maids pick her up in a throne chair, the witch sticking her tongue out at her enemies as she's whisked away.
  • Victory #2: Arikan mocks her enemies, saying "Mmmm, you're not quite fit for my collection..." as she spins around repeatedly, magically warping away just after letting out this really evil-sounding cackle.
  • Victory #3: Arikan simply maddeningly cackles, raising her head up and hanging her head back, folding her arms right under her torso as one can get a nice glimpse of her pearly whites and her cleavage.
Relationships

TBA

Arikan can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 250 matches, or by winning five games of Stardust Stars.

Oshelia

ColdBlood Icon Oshelia
  • Name
    Oshelia Eau
  • Mass
    5'08" at 130 lbs
  • Birthday
    February 16th, age 24
  • Gender
    Female
  • Sexuality
    Heterosexual
  • Alignment
    Lawful Good
  • Home
    Ocean Manor, Sector 2
  • Occupation
    Sector 2 manager
  • Weapon
    Pressure Guns
  • Powers
    None

Young lady Oshelia Eau has a position among the board of bio-habitat managers aboard Satellite 15, being tasked with operating and securing Sector 2- the aquatic habitat chamber. She operates the aquarium daily, driving by every water tank and containment system and sampling the waters frequently to make sure they're clean and still suitable for life. A dedicated deep-sea researcher, Oshelia keeps around a scrapbook that she writes the bios of various aquatic species in, and monthly takes photos of everything to keep the scrapbook fresh and updated. Unlike other human beings, Oshelia has the capabilities to breathe underwater and move freely within it, since she injected herself with the DNA of a healthy shark so she may swim and survive with her fellow undersea friends. Lacking any offensive utilities, even with this DNA in mind which just makes her skeleton (including her teeth) slightly stronger, Oshelia carries dual pressure guns that can blast off scalding or freezing water. This scientist is also armed with a special scanner, which lets her absorb data on anyone and lets her exploit their weaknesses and acknowledge their strengths.

Oshelia is by far the most thoughtful and kind individual among anyone in the bio-habitat board of managers, almost never showing signs of malevolence or anger and keeping the atmosphere around herself civilized. Having lived with pessimistic and abusive parents that had high expectations of her that she wasn't always able to fulfill successfully, she turned a negative into a positive by avoiding her parents' way of handling matters and instead became a happy-go-lucky person. This isn't to say she isn't serious, though, she takes her job rather seriously and can get ticked off when people go off touching exhibits or doing other things that are either annoying or breaking the rules. She gets very tense when people mess with the water tank holding the restrained, dangerous aquatic monstrosity known as Jezebeth, who is never permitted to leave her cage as she could easily destroy the entire colony with her bottled wrath. Oshelia displays great anxiety when she knows that her schedule's packed for the day, and becomes very uncomfortable if she's talking for people for too long. Her greatest fear is Jezebeth escaping her imprisonment, which would likely result in the destruction of Sector 2.

Oshelia is currently in a troubled relationship with General Scotch, who spends most of his time leading the military and rarely has time to come home or visit Oshelia. They have good interactions most of the time, but sometimes things between them can get so heated that you just wonder how they're together in the first place. Scotch claims that Oshelia has a lot of maturing and growing up to do, but Oshelia just thinks he's being ridiculous and "overly masculine".


  • Likes: Aquatic animals, Apple, beaches, swimming, the "cool" colors (blue, green, purple), getting massages, going scuba-diving, her whole sector, doing her job, filling in her scrapbook
  • Dislikes: All arachnids, pineapples, war, stress, the idea of Scotch cheating on her, having to manage Jezebeth's tank, others being jealous of her skills
Moveset & Other Details

Oshelia is an average-height lightweight fighter, having some of the best frame data in the game atop of alright power output and a good sense of speed. Oshelia holds a powerful pressuring game with her close-range combat, having the capabilities to exploit opponent openings and weaknesses and punish them with her highly damaging combos, leaving no room for them to react. Her specials also allow her to push around enemies quickly while moving around quickly simultaneously, allowing her to dominate and control the battlefield if the foes aren't fast enough to punish her mistakes or block her approach. Oshelia players can exploit their foes' exact hitboxes and the sweetspots on their attacks, allowing them to take advantage of any situation if they pay close enough attention using her Crouch Special. Finally, Oshelia has a super-flexible recovery and a lack of attacks that leave her with high ending lag, meaning that her mistakes are less focused on mixing and more about not taking advantage of the situation at hand.

This doesn't mean Oshelia is outright flawless, however. Oshelia lacks any high-power attacks, preventing her from dealing good chunks of damage towards any enemy and making it difficult for her to push her enemies back. If her foes don't flinch, they can aptly punish her with a single blow, taking advantage of her poor Stamina and pushing her a considerable distance back, forcing her to find a new approach. Her special moves are noticeably straightforward as well, and only two of them actually deal any damage, with her other two moves having niche purposes that only work in a handful of scenarios. This means that Oshelia's moveset is somewhat limited when it comes to her specials, and besides her Forward Special, they don't chain well into the rest of her moveset. Finally, Oshelia's range may not be terrible, but it's not impressive either, and as such it happens to be subpar and below most of the cast's.

Overall, Oshelia's a speedy character that can pressure her enemies at will and discover and exploit their weaknesses rather well, but she has a hard time pushing enemies off and her poor defenses mean that she cannot afford to be punished at any point during battle.


Common Attacks
Oshelia's basic moves are... surprisingly actually basic at their core. Oshelia utilizes karate for her attacks; she can chop, stomp, and roundhouse kick her enemies at blinding speeds, which work efficiently and chain very well into each other. When it comes to her throws, she uses some judo to boss them around instead. Her heavy tilts have her blast a spray of water from her Pressure Guns, which push her enemies far away while dealing rapid-hit damage to them. Her strongest attack deals high damage should all hits connect: her forward aerial. She will perform a series of flutter kicks forwards in the air before subsequently flipping back onto her feet, which deal a lot of damage if they're all connected together. Besides this attack, her only other different attack is her jab; this is just a simple three-punch combo that ends with an uppercut chop.

Specials

  • Neutral Special: Pressure Burst
    Oshelia will pull out both of her Pressure Guns and charge them up at the same time. When the player's ready, she'll blast water from both of these guns simultaneously, with more applied pressure meaning more water she'll bust out from both guns. These work as a distancing tool to push her foes back far, especially at full charge, and as a damaging weapon. The player can move around while charging, so Oshelia can choose which distance she needs to be at before she blasts off the weapon. If she tries to use the Pressure Guns too soon after firing, the resulting blast won't be as strong and will gradually get weaker until it's left to charge.
  • Forwards Special: Bubble Slide
    Oshelia will act as if she was on ice, moving across the floor by sliding across it. If she jumps, she will jump up and spin multiple times with her hands out to brutally slap down anyone in her way. When the player presses in the opposite direction, Oshelia will skid to a halt and turn the other way with her momentum kept, with the skid creating trapping bubbles that keep in foes and damage them. It deals more damage than Pressure Burst, but doesn't keep in enemies for as long. If the player mashes the attack button, Oshelia will perform a series of fast-moving karate chops that are sure to keep her foe busy in pain.
  • Recovery Special: Pressure Jets
    Oshelia will use her Pressure Guns to blast the area below herself, giving her plenty of vertical height. The amount of horizontal distance she crosses depends on the momentum she had before blasting the guns. The gun blasts have a meteor effect, shooting foes down towards potential death.
  • Crouch Special: Enemy Scan
    Oshelia will pull out her scanner and viciously scan the enemy. She will detect their stronger body bits (green) and weaker body bits (red) as well as detect the sourspots of an attack (purple), the average hitboxes of an attack (blue), and the sweetspots of an attack (white). These "boxes" will disappear within 10 seconds.

Hypers

  • Neutral Hyper: Freezing Beam
    This move is very similar to Pressure Burst in how it is charged up, but the execution of the attack itself is significantly different. Oshelia will instead burst out a freezing horizontal beam from her guns, which will travel across the screen and trap anyone it hits within ice. They will then have to struggle to break free, allowing Oshelia to head in for the kill if she wants or take time to scan the enemy.
  • Forwards Hyper: Scalding Slide
    Similar to Bubble Slide in how it is executed, but again, the attack itself is very different. Oshelia will make harsh blue flames when she skids across the floor, having these flames catch onto a foe and spread all over their body, dealing plenty of damage especially if Oshelia can skid over and over in almost the same place. The foe will have to move left and right repeatedly to get these dangerous flames off.
  • Recovery Hyper: Cascade Leap
    Oshelia not only leaps up a further distance, but she will fire her guns diagonally backwards, granting her much greater distance and giving her plenty of forwards momentum, and her blasts are much harder to dodge since they are moving more horizontally than vertically.
  • Crouch Hyper: Deep Scan
    Oshelia will scan her enemy even deeper. However, instead of any boxes showing up, Oshelia's eyes will simply flash white as she says "I found a weak point~". The next attack she does will be a critical hit, dealing 5x the usual amount of damage and launching the foe back massively. If she whiffs it, though, she can't fire it!
  • ZONAL FEVER: Seal the Deal
    Oshelia summons an enormous seal, nicknamed Happy Flappy, which she climbs aboard in the background. Then the seal will jump nice and high before landing right down onto the battlefield, crushing anyone underneath its weight. It will then bounce back down up to five times before it exits. The player can control where the seal bounces while Oshelia rides it, with each successive bounce getting lower and lower to make it tougher for Oshelia's enemies to get away from the incoming impact.

Miscellaneous

  • Entry Animation: Oshelia comes in with a splash, coming down from above below a pouring cascade of water, tweaking her reading glasses a little bit as she twirls around, her lab outfit drifting in the wind a little.
  • Idle #1: Oshelia flips through pages of her scrapbook, occasionally looking up to take photos of her enemies, curiously laying down an image of the competition in her book before tucking it away.
  • Idle #2: Oshelia tweaks her glasses again, having them flash white as she writes down notes on a clipboard, occasionally looking up to make sure she's not going to be attacked at any point soon.
  • Victory #1: Oshelia smiles and laughs innocently, twirling around a pen in her hand as she snidely says "Swim with sharks and the consequences will be the last things you endure."
  • Victory #2: Oshelia lets out a nice, loud hearty laughing fit as she places down photos of beaten foes in her scrapbook, occasionally beaming at the player as she tweaks her glasses.
  • Victory #3: Oshelia giggles to herself, saying "Are you done playing in hot water yet?" as she sits atop a water tank, filled with many fish. If Jezebeth lost to her, she will be in the tank.
Relationships

TBA

Oshelia can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 200 matches, or by playing as each character at least once.

Vizole

ColdBlood Icon Vizole
  • Name
    Vizole Cole
  • Mass
    6'00" at 137 lbs
  • Birthday
    "January 0th", age 32
  • Gender
    Male
  • Sexuality
    Homosexual
  • Alignment
    Chaotic Good
  • Home
    Cole Tank, Sector 4 (old)
    Cole Studios, New Naxaz City (now)
  • Occupation
    For-hire assassin, musician
  • Weapon
    Bone Sword, Bonemerangs
  • Powers
    Dark

Vizole Cole's a young, attractive male siren that grew up alone in the depths of the waters in Sector 4 aboard the satellite, having lost contact with his family after they got eaten up by a ravenous, irritated tiger shark. Vizole would swim these waters alone, scavenging the unmonitored "big tank" he lived in for leftover food and resources while competing with the shark to retrieve them first. Vizole was always known for being dangerous and unpredictable; he lured numerous men into his tank through usage of his feminine charm and then would soon begin to eat them up once they've fallen into his trap. He has even lured children, babies into his tank so he may simply keep himself alive! He always did this when they were alone, and because of how Vizole would craft his weapons and tools out of bones, nobody knew where their family or friends disappeared off to. Attracted to the sound of music, he lured several musicians into his tank and stole their instruments so he may work them out himself- this would help with luring others into his specialized tank. When he was finally yanked out of his cage for authoritarian questioning, he appeared to shrug and just look confused at the judge the whole time- he was deemed innocent and was allowed to roam free.

Vizole is two things: a high-profile musician that's sold a few million copies based off of his elaborate and melancholy solo albums, and a for-hire assassin that exclusively works for the good guys and sacks anybody he happens to find malicious or too mischievous. The first of these two occupations came as a result of Valerie Heartgold recognizing the talents of the young Vizole being put to good use on a flute, which she noticed when she came across him stranded alone on a bench in the Zaxinian Lobby. She dragged him over to her place and hired him as a band player, and he received such recognition for it that he would feel inspired to perform his own solo work. However, the second came as a result of his dark side coming to terms with new morals he's learned from the likes of people like Oyster Moore and Hector Forger, and thus he made himself a for-hire assassin during the day. He's willing to go out of his way to not just stop no-gooders, but also devour them whole and craft their bones into a gift as an apology to the people that were affected by the villain. He never wants to be paid in cash- he wants to be gifted, instead. He prefers seashells, but he'll gladly take bright stones, tools, or a night of passion if they're a guy.

Do not mistake Vizole for being a simple savage. He is an intelligent, bright young adult that knows how to craft any part of a deceased human into something useful, and knows how to sneak attack his prey and track them in silence. Though he is lacking in fluent English, his simple vocabulary gives him an advantage- he may sound easy to understand, but he can be so vague that troublemakers may not know what he truly has in mind for them. This little sea devil knows how to lure others to him, using his poetry, high-pitched voice, and suggestive clothing to take them close to him. He is fascinated by his own looks, and works hard to make sure he stays pretty.

Vizole is the lead guitarist, rhythm guitarist, and music arrangement supervisor for the abrasive, groovy metal band named "Black Haze".


  • Likes: Music, musical arrangement, guitar, men (twinks, twunks, hunks), singing operatically, devouring human flesh, receiving seashells/stones/tools, lurking in the dark, knowing his records are selling by the millions, being a tricky daredevil
  • Dislikes: Being questioned by the authorities, his food being snatched away from him, getting double-crossed, his music gaining notoriety or controversy, being called a "shredder", being called a savage, any and all vegans
Moveset & Other Details

Vizole is a lightning-fast character with low weight and above-average height, being among the game's quickest and scariest characters. He is a precision-based fighter that strikes with a powerful sword boasting great range and a super-strong sweetspot, which not only comes out quickly but has high priority, destroying projectiles and effectively disabling various approach options for his foes. With his "bonemerangs", he doesn't even have to come close to the foe to dish out some damage, just capable of picking at them from a distance. It's worth noting that Vizole has powerful presence both on the ground and in the air, allowing him to dominate and get some serious momentum after winning the neutral game. All these strengths make Vizole particularly notorious to fight.

Though he may boast all of these important strengths, Vizole is far from being an invincible threat. His sword's sourspots are his worst nightmare; landing the wrong part of his sword will deal almost minimal damage and push the foe back too far for him to use the sourspots to his advantage. He also has very low Stamina, a problem which is worsened by the fact that he gets stunned if he takes high damage, making it easy for heavyweight and high-power characters to dominate over him in battle. Though Vizole is a lightweight character, he has surprisingly poor jumps and very high gravity- while this reflects the underwater pressure that's been over him for most of his life, it hampers his aerial momentum and doesn't allow him to chain his air attacks well.

Vizole's gameplay is based almost entirely around precision, and when it's not, it's focused around bait and punishment and finding the best approach. Vizole must find the best ways to take advantage of his prey, then strike when the moment comes so he may put them down for good.


Common Attacks
Vizole's neutral attacks usually consist of him slashing with his Bone Sword, a lightweight but incredibly sharp weapon that deals immense damage when its tip lands. These sword swings are very violent and leave golden trails to display the amount of force Vizole applies to his every swing. His light tilts have him instead swing around Bonemerangs attached to seaweed, which are swung like yo-yos and give Vizole some decent range. His up and down heavy tilts have him swing his sword around violently, but his forward heavy tilt is among his most powerful attacks: he will hold back his head a bit before rushing it forwards with an outstretched jaw, working to clamp onto a foe so he can bite them and chew them up. All of Vizole's neutral moves have high priority; this lets them destroy projectiles and counter other physical moves in a snappy fashion.

Specials

  • Neutral Special: Startling Stare
    Vizole will glance forward with his eerie eyes, stunning foes that are within his (impressive) horizontal eyesight. The closer they are, the longer they will be stunned, but there will be a slight delay before Vizole's able to perform this dazzling glare. He can then follow up with any move of his desire, or the player can press the special attack button again to have him perform this high-power crunch that deals high damage to the enemy.
  • Forwards Special: Bonemerang Splash
    Vizole will detach a Bonemerang from some seaweed string and hurl it forwards like a boomerang, having it fly around in an arc before it returns to his body. The move happens quick and deals little damage to the foe, but it places them in long enough stun for Vizole to follow up with a nice sweetspotted sword attack. Works well in combination with his Startling Stare.
  • Recovery Special: Rising Aethercut
    Vizole will toss his Bone Sword diagonally, having it flip rapidly in the air before he comes up to grab it and proceeds to slam right back down into the ground. Sounds... vaguely familiar. The spinning sword will trap any foes that touch it, then he will proceed to slam his foe right into the floor, dealing high damage to them if every hit has managed to connect thus far. Great for vertical recovery, not so much horizontally.
  • Crouch Special: Dance of Karachay
    Vizole will perform a ritual dance, sultrily shaking his hips and licking his lips as he displays an intoxicating but quick series of moves. If the player can get down to the beat of the music by pressing the A button in rhythm with the song's beat, Vizole will successfully raise all of his stats slightly for 30 seconds. The effects can stack up, too, letting Vizole grow powerful if he's allowed to dance enough.

Hypers

  • Neutral Hyper: Stoning Glare
    Works identically to Startling Stare, except that Stoning Glare will turn his enemies to stone. Vizole can throw his foe around as many times as he pleases until they return to normal, with the effects reversing slower the closer the foe was to Vizole when he executed the glare. The glare will also make the foe heavier, allowing Vizole to chain several attacks against them, including using his sourspots to do the job.
  • Forwards Hyper: Bonemerang Wave
    Similar to Bonemerang Splash, yes, but Vizole will instead spin three of these babes from his body that attack in a great range before they return to his hands. One goes horizontally, the second goes diagonally, and the last heads up vertically. This lets him be able to attack almost enemy for as long as they're in front of him first or somewhere above him and gets them the range of his stare or glare.
  • Recovery Hyper: High-Tide Aethercut
    A much higher-moving Aethercut that comes with a wall of water underneath Vizole, which destroys projectiles and pushes foes back, which can potentially disrupt their recoveries if they're trying to get up as well. Vizole will then cut through the pillar of water, sending big tsunami waves to both sides that wash out the ground to both sides of his body. Among the game's most impressive vertical recovery moves.
  • Crouch Hyper: Purifying Fountain
    Vizole will sprinkle healing water from his hands, healing himself for as long as he remains underneath the sprinkling water. If he can stand for a full 20 seconds without being damaged, he can heal himself completely if his Stamina or Hunger was at 1%. However, if the player cancels the healing at any time, the move cannot be triggered again unless the player has enough HyperDrive in their meter.
  • ZONAL FEVER: Kraken Showdown
    Vizole will let out a crying shout, summoning an enormous Kraken that breaks through the floor of the stage, summoning all foes into Vizole's tank! The Kraken will twirl around its tentacles and try to slap the foes down with them, attempting to choke them and squeeze them. If any foe was grabbed, they will eventually become the feast of the night- after 20 seconds, five Krakens will show up and take the grabbed foe away from the battlefield, ripping them apart and eating them up for lunch!

Miscellaneous

  • Entry Animation: Vizole will shatter his way out of a containment water tank, slithering his long tongue out as he bears his sharp white teeth, licking off the blood dripping from his dry lips.
  • Idle #1: Vizole will swing his sword around overhead before plunging it into the ground, mischievously giggling as he puts his own hand to his neck, racing his index finger across it.
  • Idle #2: Vizole will stretch to his full body height, pulling back on his face to reveal his ugly siren stare, revealing just how exaggerated and ugly his secret sea monster features really are.
  • Victory #1: Vizole will claw viciously at a downed foe on the ground, violently ripping them apart off-screen before he looks up, his face painted in the blood of one of his foes as he breathes in an almost alienish manner.
  • Victory #2: Vizole is shown biting on one of the limbs of his downed foes, having dressed it up in salsa as he fiercely eats away at the skin and meat present on the limbs. Again, the limb is somewhat off-screen.
  • Victory #3: Vizole holds up one of his foes' skeletons, showing just how cleanly he was able to pick it apart and clean all the blood, guts, and skin off of it, proceeding to begin carving it into more Bonemerangs.
Relationships
  • Silver Zin
    When exploring New Naxaz City, Silver sometimes drops by the Cole Studios in the downtown bit of the metropolis to visit his lovely siren friend. These two don't interact very much, but they instead like to jam together and play music so that Vizole can rehearse for his Black Haze band. They usually like to play their instruments (piano and guitar respectively) while drunk on absinthe, just having a jolly good time down in the studio together. Vizole will sometimes show Silver his demo tapes for the next album. Vizole is somewhat infatuated with Silver, finding him to be a handsome man, while Silver just thinks it's nice to have a calm and intriguing friend like Vizole. Vizole accompanies Silver into the busier sides of town, guarding him with his swords when on a tram.

Vizole can be unlocked by either recruiting him in COLD❄BLOOD's story mode, clearing 100 matches, or by winning five games of Capture the Flag.

Clair

ColdBlood Icon Clair
  • Name
    Clair Voyell
  • Mass
    5'07" at 130 lbs
  • Birthday
    July 23rd, age 25
  • Gender
    Female
  • Sexuality
    Unclear
  • Alignment
    [variation of] Good
  • Home
    Alafino, Sector 6
  • Occupation
    Clairvoyant, supernatural hunter
  • Weapon
    PSI Batons
  • Powers
    Psychic

Clair Voyell's a professional at her two careers- not only is she a masterful clairvoyant that can detect the written future and spiritually connect with realms outside of average human perception, but she's also a fantastic supernatural hunter that can track down any notorious creature and help others take them down! Working alone at her own fortune teller booth in the city of Alafino in Sector 6, Clair Voyell's day-to-day job is to predict others' futures for a fee and give them suggestions on how to avoid potential catastrophes and how to move along the right paths. If she's closed up shop, however, she's detected a supernatural oddity and is working to remove the abnormality from existence outright! Working with the likes of her boyfriend Pierce Hazel who can destroy these targets with his bare hands as well as her friend Nomila Rouse who likes to document and detail these monsters, Clair is very successful with what she does and is a guaranteed help when asked for assistance by others. Clair is so skilled in her field that she doesn't honestly need Pierce and Nomila to help her take care of the supernatural beasts released in the Kilmister disaster project, but she has them anyway since she likes company.

Clair Voyell is a serious type of individual that never hesitates to get the job done, rarely showing signs of cowardice or fear among her friends and being practically invincible to manipulation or trickery since her unusual perceptions can let her detect what's real and what's fake. She does not like to make haste or otherwise goof off and tries to command her team to get back on schedule as soon as possible, provided they're chasing after threats or doing something else that's really important. This said, sometimes she will slide in a bit of mischievousness or sneakiness into her personality when things are moving soundly and try to come off as extra perky, but it will sound rather forced if she's generally irritated. When she's doing her fortune teller business, she tries to sound much older and much more dire, especially when she's equipped with the heavy robes she usually wears when handling a crystal ball. However, her crystal ball has unveiled a lot of the dark secrets of her family she never wished to know- seeing what her father was like, seeing how her bloodline's history has fared in the end, such knowledge curses her for all the wrong reasons. As such, Clair sometimes comes off as unstable or kind of attention-grabby.

Clair's biggest weakness lies in the fact that she's the only one that can see the fourth dimension and sense things and objects beyond usual human perception, meaning that she's frequently alone in what she sees and feels- if she didn't have Pierce Hazel, the bearings of the past and future would have let her kill herself a long time ago from immense psychological stress. Sometimes she will lash out at others or show her intentions to go her own way when things don't work quite as planned, even if she's wrong and they're right.


  • Likes: Pierce Hazel, Nomila Rouse, hunting the supernatural, detecting gods as planned, predicting others' futures (usually), cotton candy, showing she's capable as a worker with or without her mother
  • Dislikes: People not believing in her clairvoyance, seeing the horrifying events of the past and future, making haste, losing her work, goofing off, her teammates goofing off, knowing she's attention-grabby, coming in contact with supernatural forces
Moveset & Other Details

Clair is a floaty middleweight character boasting strong mobility overall and ridiculously strong aerial speed. While not being as technically advanced as her partner when it comes to her powerset, Clair's got a significantly stronger defensive game, and has a much better time guarding herself from attacks. Clair excels with stage control, using her psychic powers to generate spiritual blocks that either guard herself or can be used as projectiles. Players that have the upper hand in battle can use Fortune Teller to give Clair boosts because of her good luck and track down enemies with decently powerful attacks, rewarding players that play fine. She can effectively keep her enemies at bay using her long range powerset, with her PSI-made batons giving her way above-average range and effectively pushing enemies back, allowing Clair to use her otherwise sluggish psychic abilities.

However, Clair's got a small handful of problems she needs to deal with. Like Pierce, she's a lofty character with good speed- however, at the cost of being nowhere as fragile, she's not as strong nor as fast as him. This is a huge detriment to her moveset, as it means that she can't necessarily overwhelm her enemies with those attributes, which is a problem in a game that's full of reasonably speedy characters. Her PSI Batons also pose a problem; though they have some of the longest range out of any weapon in the game, they also grow weaker and become shorter as Clair takes more and more damage; Clair performs best when she's at full health and thus players that have been weakened may find it too late to make a reliable comeback once their health has fallen below 50%. Careless players will become much easier to beat up than careful ones, meaning a lot of strategizing is involved in playing Clair.

Overall, Clair is a fine character with a good handful of advantages in the right player's hands, but careless players won't be able to enjoy her powerset since it requires Clair to concentrate mid-battle to be effective.


Common Attacks
Clair's basic moves make extensive usage of her PSI Batons, which are weapons that grow in size and receive more weight the more concentration Clair has. The higher Clair's Stamina happens to be, the greater her PSI Batons become, but if she's even at just 50% of her health, their power is halved and their range becomes far more abysmal, losing two-thirds of their size. However, when Clair's at maximum health, her batons are among the game's longest-reaching weapons and function as great spacing tools. Clair specializes in not just spinning these batons around repeatedly like battering tools, but she also shoves them around and is capable of bashing them into her enemies. When Clair's Stamina is at its highest, the sizes of her sweetspots moderately improve, as does their power. Clair's strongest attack with the batons is her forward heavy tilt, which has her thrust both batons down like hammers.

Specials

  • Neutral Special: Clairvoyance Shield
    Clair will flash her eyes white, which will detect numerous semi-transparent supernatural blocks that have a possessive white glow around them. These will rapidly float around her body defensively and float around her in all 360 directions, phasing through the ground if necessary to do this. These blocks form a somewhat wide shield together, which enemies need to break through if they wish to attack Clair. If Clair has at least 80% of her Stamina, her batons have enough reach to phase through the shield, allowing her to attack enemies as they try to break her shield. She can use her other specials when inside the Clairvoyance Shield. If the player uses the neutral special combination again while her shield is still up, she can throw all of these blocks together as a series of projectiles.
  • Forwards Special: Fortune Teller
    Clair will predict the future, a magenta glow shrouding her body with pink mist as her whole physique appears to shudder. Fortune Teller will either tell a grim end for Clair or a good future for her, respectively casting bad or good luck depending on how well Clair is faring in battle. If Clair has the upper hand, Fortune Teller will support her and give her small boosts for each stat, allowing her to briefly auto-heal. If she's close to an enemy, it will instead send a ray of dazzling light in their direction, sending more rays if her health is above 75%- these rays deal good damage. She can't use Fortune Teller too frequently, though, as the start-up is somewhat slow. If she has bad luck, like if Fortune Teller predicts she'll lose, then she will be cursed by not receiving anything from the move, making her waste her time and opening her to attacks.
  • Recovery Special: Optimistic Liftoff
    Clair will concentrate her willpower into levitation, allowing her to free float around the stage and gain momentum through heavy concentration with her mind. She will auto-fall if the player is not holding the jumping option down, meaning that she will be somewhat rocketing up and down at the player's command. Once her glow dies down from magenta to white, she will begin to descend down to the ground without the ability to ascend- she will not be helpless and can still attack in this state, however. On the ground, instead of lifting into the air, she will instead boost her optimism for 10 seconds with a 7-second cooldown, allowing her to increase the range of her PSI Batons and regain lost strength for that amount of time if her Stamina is low.
  • Crouch Special: Mind Reader
    Clair will read the mind of whoever's in front of her, allowing her to not just hear the enemy's thoughts, but also echo sounds in their head to damage them and temporarily bust up their controls. It's relatively simple when compared to the rest of Clair's powerset, but it has better range when Clair's at high Stamina, and works well when Clair's Clairvoyance Shield is active and when she's been boosted by both Fortune Teller and Optimistic Liftoff. Below 33% of her Stamina, Clair cannot concentrate enough to use this move.

Hypers

  • Neutral Hyper: Clairvoyance Explosion
    Clair will once again detect several supernatural blocks and surround her whole body with them. However, when the player presses the special attack button, these blocks will quickly close in on her body before being forced away from Clair's war cry, creating a magnificent white explosion that pushes enemies away from Clair's body. It destroys the shield, but pierces enemy defenses if they're directly within her attack radius.
  • Forwards Hyper: Fortune Blessing
    Clair will collect as many optimistic thoughts as she can possibly carry and surround herself with a golden aura and mist as she does. She will absorb all of these thoughts and give herself magnificent buffs, with foes that come too close getting hit and taking damage by the positive rays of light that flow into her body very fast. Her whole body will glow golden for a brief period of time, and her stats will be kept for as long.
  • Recovery Hyper: Optimistic Rocket
    Optimistic Rocket isn't necessarily very different from Optimistic Liftoff, except Clair will be able to concentrate for longer and drift around much more. On the ground, however, she will be able to double the time she has with maxed-out stats, allowing her to play very fine indeed if she's at low Stamina. It's good to save some of the HyperDrive meter for when her health is low, just for this move alone.
  • Crouch Hyper: Mind Shredder
    Clair will be able to read an alternate thought from her enemy as she actively shreds through their mind with a series of loud echoing sounds, destroying their mind effectively and doubling the time their controls are reversed. The enemy will certainly suffer for much longer if they get hit by this attack, especially if Clair's at high health, which allows her to utilize a variety of attacks against them.
  • ZONAL FEVER: Voyell Reunion
    Clair blows on a whistle, summoning numerous alter egos from her head (Setsi, Audri and Zinico, who each specialize in sentience, clairaudience, and cognizance), with all four boasting PSI Batons in their hands. They will each stand on a stage together before twirling their batons around, gathering their thoughts into this enormous white fireball that's blistering with rage. All four Clairs will then attack the fireball at once with their PSI Batons, hurling the fireball into the battlefield to deal immense damage. Clair will gather her alter egos back into her brain as the fires will persist temporarily before disappearing.

Miscellaneous

  • Entry Animation: Clair will gently flutter down from up high, sitting in a relaxing position with her legs criss-crossed before opening her eyes, warping onto her feet and pulling out her PSI Batons at maximum size.
  • Idle #1: Clair will generate a crystal ball within her hand, looking into various non-spoiler cutscenes that occur over the course of the game's story mode, which are all played in fast motion. She will then squeeze the ball within the palm of her hand, making it disappear as she returns to battle.
  • Idle #2: Clair will rush her head around a little bit, raising her hands a bit as she concentrates on her spirits, sitting in a meditating pose. She will not move out of this pose until the player decides to move her body, causing her to warp back onto her feet.
  • Victory #1: Clair will rise high into the air in a meditating power, mid-air sitting in front of her crystal ball, which tells a good future for Clair as the candles on the floor flicker.
  • Victory #2: Clair leans against the wall, hungrily eating away at cotton candy, licking at it as the results screen plays. If the player waits three minutes, she will finish the whole thing, much to her disappointment.
  • Victory #3: Clair will keep her enemies alive for this victory pose- as they sarcastically clap for her, she will read their minds to hear just what exactly they had to say about that match.
Relationships

TBA

Clair can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 300 matches, or by winning a game of the Devil's Dance.

Munira

ColdBlood Icon Munira
  • Name
    Munira Malice
  • Mass
    5'05" at 151 lbs
  • Birthday
    June 12th, age 63
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Chaotic Neutral
  • Home
    Skull Valley, Sector 1
  • Occupation
    Cartographer, magician
  • Weapon
    Novice's Wand
  • Powers
    Magic

Nobody knows too much about Munira Malice besides the fact she's a professional cartographer that's been magically mapping out the satellite for passerby for as long as she can remember. Munira's also known for her extensively long battle with her early-onset Alzheimer's disease, which she was eventually able to detach from her brain with the help of medical professionals but not before she lost roughly 80% of her memories. She cannot remember much beyond her basic vocabulary of knowledge, a small movepool of spells with varying effects and uses in her cartography career, and select memories from her childhood and adulthood. Because of her memory faults, Munira cannot hold onto newly learned knowledge for long and will forget it almost as quickly as she had learned it, and she will have trouble remembering names and locations that weren't already in her head to begin with. Keep in mind that she's lived with these difficulties for roughly three decades, meaning that anyone that's been introduced to her life since then will be subject to her frequent "oopsies" in how she refers to people by the wrong name and completely forgetting why they're even there to begin with.

Munira's past is mostly shrouded in mystery, but this Sector 1 dweller vaguely recalls having been the "seventh daughter of a seventh daughter" and thus she had access to numerous gifts, which were in truth insanely overbearing powers. It's unknown as to why she can't use any of these powers in the present day, but it's theorized that she abused her powers and thus they were taken away from her or that her Alzheimer's-related issues locked these abilities away from her reach. She likely settled down as a cartographer as that's who she aspired to be from a young age, and many of her remaining memories have some kind of focus around that dream occupation of hers. To keep herself in check, Munira frequently writes notes about things she's just recently learned, keeping in mind key details or knowledge that will benefit her or her limited friends in the future. However, she will usually need a friend to be with her so that she won't be writing up gibberish names or doing things like that, so her strategies aren't completely flawless.

Munira practically acts like a reasonable grandma with rhyme and reason to her words, even if she sometimes gets lost in the middle of saying something she finds somewhat important. Attempting to be the sweetest and gentlest person she can be, Munira bakes cookies for fellow people in her team and tries her best to understand others in spite of her Alzheimer's issues and her half-deaf hearing.


  • Likes: Working as a cartographer, suddenly making one of her powers work, getting to recognize herself as useful, enjoying a good time with close friends, binge-watching the same shows or listening to the same music, knowing she'll never be able to get bored
  • Dislikes: Forgetting what she or others just said, knowing she has hidden power potential she likely can't even come to realize, having to write down notes for her crippling memory, messing up a map and having to restart it, being scolded for calling somebody by the wrong name or for not recognizing them, having to adjust her hearing aids over and over
Moveset & Other Details

Munira is a semi-heavyweight character with below-average speed, even though she's among the game's shorter characters overall and happens to be a bit lofty with her jumps. Munira's fighter archetype is that of the Turtle- this high-Stamina fighter plays very defensively, wearing down her enemies from a distance using her Traffic Road and U-Turn Signs and using the very tips of her map legend attacks to deliver damage when she is allowed to get close. Her Pausing Chain move allows her to slow her enemies down and and get in the comfortable zone necessary for her to attack her enemies, and her Hyper Specials have a lot of important utility that can be tide-turners in the middle of a fight. She excels well with poking at her enemies and just generally being a nuisance, waiting for her enemies to try and adapt new strategies or otherwise charge at her in a blinding rage.

Munira does have some weaknesses that she must keep in mind, however. She's among the game's slower characters, suffering immensely from her lack of mobility and her floatiness as it renders her very vulnerable to juggling, a weakness that will haunt her when she's against lighter and more nimble enemies. Her specials, though boasting a lot of unique utility for a fighter of her type, do not generally deal damage and she must rely on Traffic Road if she ever needs to make any long distance offensive attacks. As such, foes can easily heal and prepare attacks if they're out of her range, forcing Munira to try and prepare to use her Pausing Chain and U-Turn Sign moves at the right time- if she's faked out, it could very well be over for Munira. Though Munira's one of the surprisingly strong characters, her strength pales to the likes of numerous other heavyweights in the roster, such as Whiskey.

Munira's a character with a lot of unique and fun utilities overall, and she can easily deal a lot of damage and piss her enemies off with her numerous approach-stopping attacks, but she's hard to learn and her mobility will prove to be the biggest challenge for the player to overcome.


Common Attacks
Munira's basic powerset is... unique, to say the least- it's based off of the concept of map legends. Munira's normal moves have her use her Novice's Wand to generate magical, glowing shapes that she strikes with as projectiles, blasting off stars within circles (the "capital city" element of a political map legend) to strike enemies or forming black arrows (the "mountain" element of a physical map legend) to do the same thing. Her heavy tilts perhaps serve as the best example; her forward heavy tilt has her form a "mountain range" element that covers a lot of ground, her downwards heavy tilt has her form a big lake around herself with ripping high rides, and her upwards heavy tilt has her form a whole map legend (her most damaging attack). Her aerials have her form circles of heat that go from purple (least damaging) to red (highest damaging) in a hurry, which are based off of weather maps, particularly temperature maps. With her Alzheimer's condition and cartographer position, it explains why most of the shapes she makes with her wand are based on map legends.

Specials

  • Neutral Special: Pausing Chain
    Munira summons a big "STOP" sign from her Novice's Wand, which she holds in front of herself to directly stop enemies from approaching her. She can either then strike them with whatever attack she pleases, or swing the STOP sign into their bodies to knock them over and deal moderate-to-high damage to them, though it is a rather laggy attack and is best used as a finisher. She can pull out this sign whenever to encourage her enemies to slow down, which will automatically happen to them if they're running, slowing them down harder the closer they are to her. It takes about half a second for Munira to pull out the sign, so she needs to correctly predict the enemy's attack. She can hold out this sign for three seconds.
  • Forwards Special: Traffic Road
    Munira forms a long black line from her Novice's Wand, which she's able to guide up and down as she moves it across the screen. Once it's moved the full length of one "Final Frontier" battlefield, the line will turn red as numerous car and truck shapes move across the line, damaging any foes that happen to be in their way. It takes a bit less than a second to make a full traffic road, and the attack itself lasts a few seconds before the cars and the Traffic Road all disappear. The cars themselves don't deal much damage, but they can knock the foe(s) back by a considerable distance, making them good spacing tools if the player can guide the line well up and down. However, the more they force the line to go up and down, the less distance the road will cover vertically.
  • Recovery Special: Temperature Boost
    Munira will summon a temperature icon from her wand, which will display the heat in the air around herself rising rapidly, allowing her to use the upwards drafts to hover high into the air. Red arrows moving upwards will show the heat rising underneath her, and blue arrows moving downwards will show where the cool air is (all around Munira's initial position when using the move). Munira will slowly glide downwards as the heat begins to sink back down to the ground.
  • Crouch Special: U-Turn Sign
    Munira will pull out a U-Turn sign, which has the property of reflecting any projectiles that attack the sign back towards the enemy, though it will break after being stricken a few times. She can only hold out this sign for one second before she summons it away from the battlefield, and it will take her half a second to pull out the sign itself. It's one of her most useful moves, especially when she's against an enemy that's got very strong projectiles. If physical attacks attack the sign, the foe will simply be turned around without taking damage.

Hypers

  • Neutral Hyper: Victory Exit
    Munira will instead pull out a big "EXIT" sign using her Novice's Wand, which she will hold in front of her. If an enemy comes too close while this sign is out, she will teleport them off of the battlefield and force them to lose their stock. A dark aura will also form around Munira's body, and no slowdown effect will be provided to her enemies. However, it takes a full second to pull this sign out, and it'll only be able to last for a few seconds.
  • Forwards Hyper: Traffic Highway
    Munira will form numerous lines instead of just one, guiding them forwards in front of her. Though the move is controlled rather identically to Traffic Road, she will form five lines as if she were forming a highway instead of one measly road. She will then have the lines turn red and send numerous vehicle shapes along the roads, which have a good chance of attacking enemies as the lines all cover a good amount of distance.
  • Recovery Hyper: Cloud Nine
    Munira will rise high into the air, even higher than with Temperature Boost. When she rises to the apex of her rise, however, she will land on a cloud shape she generates with her Novice's Wand. She will then rest on this cloud, which will slowly descend and rain acid rain down onto any enemies below. Munira will lay forth on her front and be able to attack enemies with 360 spins of her tentacle arm and her nimble legs as she goes down.
  • Crouch Hyper: One-Way Sign
    Here's a somewhat unique take on the U-Turn Sign attack. Munira will instead summon a One-Way Sign with her Novice's Wand, which won't actually reflect projectiles back towards the enemy instantly. Instead, she'll use her wand to catch onto the projectile and pocket it. When the player's ready, she can launch it off at any time with high priority, glowing magenta to signify it came from her. It will ignore all counters and shields.
  • ZONAL FEVER: Traffic Chaos
    Munira will be put in the center of the battlefield, humming as she very quickly draws up a 3D map of the battlefield using her Novice's Wand. She will draw numerous roads and blocks around the battlefield as numerous roads show to be connecting themselves to the battlefield, with many cars, trucks, and planes starting to rush onto the battlefield! They will rush everywhere and deal massive damage if numerous vehicles manage to hit the foes at one time. They will eventually disappear, as will the artificial roads and buildings.

Miscellaneous

  • Entry Animation: Munira will warp onto the battlefield using her Novice's Wand, summoning a cup of tea for herself to drink before she hurls it behind itself, forming a projected map ahead of herself for cosmetic appeal.
  • Idle #1: Munira will look around, looking confused as she studies her environment, writing down key elements onto the map based off of the map legend she made with her Novice's Wand moments prior.
  • Idle #2: Munira will look down at her skeletal arm and then her tentacle arm, confused as to where they came from based on popular theory from fans, before returning to writing on her map.
  • Victory #1: Munira will snicker wildly as she folds her arms together, chanting "I don't remember your name, but I'll remember to drink to your victory alright!"
  • Victory #2: Munira will twirl her Novice's Wand around a lot, boasting "Don't lose your way after the door kicks you right in the ass, sonny/sweetie!"
  • Victory #3: Munira simply laughs a lot as she places down her finished map on a table, saying "Need directions? I'll direct you to the nearest gym to improve your mediocre skills."
Relationships

TBA

Munira can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 150 matches, or by winning five games of Execution.

Millicent

ColdBlood Icon Millicent
  • Name
    Admiral Millicent
  • Mass
    6'05" at 152 lbs
  • Birthday
    January 2nd, age 33
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Unknown
  • Home
    Millicent Springs, Sector 3
  • Occupation
    S15 fleet admiral
  • Weapon
    Soul Burner
  • Powers
    Pyrokinesis

Millicent is the carefree, energetic, and way overconfident commanding admiral of the Satellite 15 fleet, being a snobby and rather egotistical bombshell that takes her position and power with great pride. She's a rowdy powerhouse, capable of easily pinning any of her men or women by their heads to the floor and being capable of halting the momentum of space shuttles, even forcing them to move the other direction. There's little room for disobedience around Millicent; she's got a special way when it comes to bossing her appointed captains around and she will go just as rough as she pleases on anyone that dares disrespect or otherwise hurt her. This feminine powerhouse isn't afraid of anything- Millicent laughs in the face of danger and dares her nemeses to bring it forth upon her and her crew, thinking there's absolutely nothing that can stop her or her associates. Oh, you want to be with her in person so you can know her better? You actually have to pay a small fee first- it'll win you a night with this crazy, live and reloaded fleet admiral.

Millicent's efficiency and technique as an admiral match up with all the bragging she's done for herself over the years. She's shut down numerous enemy forces through means of violence or mockery and leads what's thought to be the most sophisticated army aboard any satellite revolving around Zaxina. This isn't counting the time she seduced two enemy admirals, the times she's tied up numerous ship captains in her "locker", or the one time she dragged someone she outright abhorred to Niki's homeland, allowing her to eat them up. The reason why Millicent behaves the way she does can be connected back to her childhood; her father taught her to be brave and bold in any scenario and keep a smile even in the face of chaos itself. Her father acted much like how she is now back then, being a rowdy powerhouse that bossed her around and pushed her around when needed. His advice was important, as Millicent's mother was a scary woman who didn't like her kid, claiming her to be nothing more than a rat that eats up the food in the cabinets.

Millicent's no flawless being, though- if she's ever proven to be wrong, she will be fully embarrassed by it and will be too paralyzed to speak, and if she ever takes a hard blow from someone physically or mentally, it will shut her down for a little while. You need to put your all into it to stand a chance against Millicent!


  • Likes: Bragging about her technique, slapping around her crewmates, being the aggressor, going all out against her enemies, charging headfirst into the fight, laying down the first shots in battle, laughing in the face of danger, seducing people and then snapping in their faces, winning bloody battles where hundreds have died
  • Dislikes: Being proven wrong, losing a fight, losing a considerable amount of soldiers, her enemies having tactics around her tactics, people trying to bring her ego down through means of criticism, being told she's ignoring the criticism, having to eat food she's forcibly offered (instead of what she wants at any time)
Moveset & Other Details

Millicent is what's referred to as a "Balanced" character- this overly tall bombshell's got little big strengths but little big weaknesses, allowing her to find time to sink into a comfort zone at any given time during even the most serious of fights. Millicent has a little bit of everything, having somewhat above-average stats and a good number of attacks that can dish out a lot of damage, as well as numerous short and long range attacks that allow her to control her spacing well. She also boasts heavy-hitting projectiles and a number of hard-hitting tools at her disposal, and with her good speed, she's prepared for pretty much any situation in combat. It's worth noting that Millicent's weapon, the Soul Burner, continuously strengthens her for every single knockout she nets, allowing her to become ridiculously powerful if she's killed a bunch of foes in a row without dying beforehand.

Millicent has her own share of weaknesses, however, to keep her in check with the rest of the game's cast. While she has no real checks when it comes down to stats, her biggest weakness is the fact that her Soul Burner weapon will eat at her HP for every attack she makes, meaning that every hit in combat really counts. The more she hits her moves at the start of a stock, the better, as her Soul Burner becomes less and less powerful with time- while her Stamina won't be eaten at as fast, she will lose her hard-hitting attacks and will be forced into finding food to regain this lost strength or adapting her strategy to use her weakened attacks for numerous chains of moves against her enemies. Because of her Stamina draining almost consistently as she attacks, it's somewhat easy for her enemies to straight up kill her with one attack throughout a whole match- provided she continues to miss enough with the Soul Burner.

Overall, there's not much wrong with Millicent- she can prove to be a very soulless pseudo-boss and perhaps its most challenging one of them all, but her Soul Burner eating at her health is a huge problem and puts the player at a big risk if they don't play their cards well, or rather don't play her well.


Common Attacks
Millicent makes usage of her Soul Burner, which is a whip that's usually aflame through usage of her passionate spirit, which keeps the whip roasting and alive. Millicent whips and flails around her Soul Burner, sometimes lassoing it around her enemies for her long-reaching grabs or whipping it in such a way that it straightens out completely, dealing heavy damage at the tip as with her jab attack. Millicent doesn't just attack with the whip; she also throws out her chops and submission holds (like with her jab combo and her down throw) and displays great skill with her legs midair, kicking about and whipping at the same time. The size of her whip also increases with her heavy tilt attacks; she will be putting a lot of her spirit into these particular whip attacks and thus strike her enemies hard with it. However, all of her whip attacks eat at her HP.

Specials

  • Neutral Special: Fireball Barrage
    Millicent will lick her lips before blasting forward a barrage of smaller fireballs out from her hands, which bounce twice across the ground each before quickly disappearing. If the player holds down on the charge, she will instead blast out bigger and better fireballs that deal more damage. Every time a foe gets hit by one of the fireballs, they will flinch and have any attempted approaches interrupted, allowing Millicent to use her good speed to get in and promptly punish them. At maximum charge, her fireballs become white-hot and become an intertwining spiral of fireballs that travel through the air.
  • Forwards Special: Scorching Sail
    Millicent grins as she hops aboard a miniature wooden sailboat, pushing it forward with the hoverboard underneath it as she soars forwards through the air, holding a lit match. Her sailboat will quickly gain momentum and will eventually begin zooming along if it doesn't make any contact with anything. The moment Millicent jumps off, she'll blackflip and leave behind her lit match on the ship, bursting it into flames and pushing it along! Whether she's on it or off of it, it will explode upon making contact with a wall or with an enemy, damaging herself heavily if she's caught in the explosion but also heavily damaging anyone in the impact zone of the explosion! She can use this as a mode of quick horizontal transportation to recover, if necessary.
  • Recovery Special: Blast to the Skies
    Millicent flashes her glasses as she summons a fiery cannon around her body, which stays afloat if used midair through the power of her own passionate soul. The player can then choose where to launch Millicent, but they need to be quick or the cannon's weight will eventually become too much to bear, leading Millicent down towards her death! Once she's rocketed out, Millicent will flip through the air like a cannonball, kicking down enemies with a flaming dropkick and flipping off of them afterwards. She can also swing her Soul Burner whip around her body as she descends, snickering with each snap.
  • Crouch Special: Raging Uppercut
    Millicent will hold out her tongue as she charges her right fist with an extreme amount of power, setting her whole fist on fire, flashing a menacing white smile when her charge ends. When she's done, she will hold her charge as her fist glows white with her passion, though she will have to reset her charge if she's attacked even once by an enemy. When the player lets loose, she will throw all of her strength into moving this fist upwards, dealing very extreme damage if the uppercut lands and knocking her enemy very high into the air. She will then be seen holding her damaged, spent arm, panting viciously but grinning as it soon enough recovers to its best shape. This is a very strong KO'ing move.

Hypers

  • Neutral Hyper: Hellfire Barrage
    Hellfire Barrage works slightly differently. Millicent will ignite the ground by crushing against it with her palms, causing a wall of fire to erupt from the floor and consume everything that happens to be within its radius. She will lick the tips of her fingers as her enemies burn harshly within the flames. The move can be predicted if the foe sees the light peering out from the ground beforehand.
  • Forwards Hyper: Dynamite Ship
    Millicent will place on her filthiest smile as she rushes forwards with a more properly-sized ship, still driving it along with a thick hoverboard, the whole ship stacked with dynamite. Once Millicent drops her lit match and flips backwards, the whole ship will be set aflame, causing a massive, VERY powerful explosion that will very likely cause casualties to the injured! The boat starts off slower than the original, but builds momentum much faster.
  • Recovery Hyper: Emergency Breakaway
    Emergency Breakaway behaves identically to Blast to the Skies at first, except that Millicent will be shot a further distance and be able to glide down safely with a parachute, making it much harder for the player to overshoot their target. She can then perform a hard dropkick at any point, heading straight down. If she lands on an enemy, she will be flung back up into the air, gently gliding down. She loses the parachute when she lands back on solid ground.
  • Crouch Hyper: Smoldering Jawbreaker
    Believe it or not, Raging Uppercut doesn't even show Millicent at her maximum strength. Her fully-charged "Smoldering Uppercut" is perhaps unrivaled when it comes down to power- Millicent will ring her fist upwards at Mach 1 speed, saliva dripping loosely from her mouth as she knocks her enemy VERY high into the air! She will then hold her arm, passionately grinning in spite of how red and black it's gotten and how much HP she lost from the move. It will soon resume to its original form.
  • ZONAL FEVER: Blazing Armada
    Millicent will disappear off to a balcony aboard Satellite 15's battle deck, calling all of her soldiers to the battlefield! They will each board numerous burning sailboats, each lined excessively with TNT and being carried above hoverboards. She will then blow a whistle, having all these ships and soldiers speed into the battlefield, creating many explosions and knocking foes everywhere! She will grin wide from behind the balcony window as she watches the chaos erupt below. She will then return to the aflame battlefield.

Miscellaneous

  • Entry Animation: Millicent will flutter down onto the battlefield, carried by a bunch of noisy pigeons as she flashes her familiar evil smile, taunting her foe by wagging her finger towards herself, evilly giggling as she flexes all of her individual muscles in front of them. Her entry animation is the longest of any character's.
  • Idle #1: Millicent will fold her arms, the back of her coat floating about in the wind as she continues to smile her pearly whites at everyone, her glasses shining to reflect the sun shining down upon them all.
  • Idle #2: Millicent will swig down some whiskey, windmilling her other arm before hurling her glass away, flexing her biceps as she shakes her hips, really displaying her figure to everyone around herself.
  • Victory #1: Millicent drops down from the top of her ship's platform, flexing her wrist as she flashes an evil smile down aboard her enemies, saying "Now you know why I'm the queen of the world, baby!"
  • Victory #2: Millicent whips around her Soul Burner excessively, stretching it out with her bare hands as she snidely comments "I'm killing myself to live, you're nothing against this bombshell admiral!"
  • Victory #3: Millicent turns her head away from the enemy, beaming with an overconfident and egotistical vibe about her, saying "Who put you on the planet?" before making a disgusted face "Uggggggghh."
Relationships

TBA

Millicent can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 550 matches, or by winning three games of the Devil's Dance without falling below 1st place in any round.

Zodiez

ColdBlood Icon Zodiez
  • Name
    Zodiez the Ink Queen
  • Mass
    8'07" at 381 lbs
  • Birthday
    June 31st, age 50
  • Gender
    Intersex/Female
  • Sexuality
    Pansexual
  • Alignment
    Neutral Evil
  • Home
    Admin Sector, Kýrios' Throne
  • Occupation
    Satellite 15 queen
  • Weapon
    Inkura
  • Powers
    Inkura

Zodiez is the Queen of Satellite 15, and gleefully rules the colony together with her husband Kýrios. Though her husband is loyal to his people and warmly embraces anyone of any kind in his arms like he was their Santa Claus, Zodiez is noticeably nastier and more abrasive, dismissing anyone that comes up to her unless they have special "redeeming qualities". She's a significant part of the satellite's board of administrators, freely able to declare war whenever she wants on wherever she wants, usually with consequences that backfire on herself since their satellite's soldiers aren't exactly the most well-trained. Zodiez is a very dominant type of individual as the power of Inkura she possesses gives her nearly infinite adrenaline, which causes her to do things out of either impulse or habit even if she knows she shouldn't do it to begin with. Though she has a very vain self-image and only really uses her powers to aid herself or the satellite itself, she will reluctantly use her powers to restore things back to normal, even if she's liking the bloodshed probably going on. Zodiez is an immigrant from a neighboring planet known as "Splatterplot", composed of the same material she's made from.

Loving to show off her vulgar display of power, Zodiez enjoys wreaking havoc and deliberately instigating chaos between the satellites, and abandons any sense of morals to ruthlessly command her fellow soldiers. She doesn't care for any inferior lifeform unless they (again) showcase they're more than what they are on the surface. She has a strong dislike for others not bidding by her whim and crushes them if they dare disobey her at any point, and as such many see her as ultra-violent and incredibly destructive. She only listens to Kýrios on when to stop what she's doing and pack up in leave; otherwise, getting her off your home turf is practically impossible. When in public, Zodiez attempts to be laid-back and calm, but bad things can begin to happen if she gets too comfortable with the surrounding civilization around her, causing her instincts to go berserk. Zodiez bottles up many of her social anxiety traits, distrusting individuals that berate or hurt her and choosing to kill them if they take things too far for her. She is afraid of judgment and becomes wary of her mistakes long after they've occurred, letting them haunt her.

Zodiez is an obsessive individual. If she finds someone to cling to, she will hold them close to her heart and will find trouble in letting them go. If they leave her, betray her, or otherwise die, she will take it incredibly personally and suffer numerous anxiety attacks until someone can help calm her down. And sometimes, calming her down can be very hard and distract her mind from the situation at hand, which can be a really bad thing when she's on the battlefield. Around people she cares deeply for, like her husband or her roommate Mayxine, she can be seen as a very motherly-like protective figure since she is a lot calmer around those she loves dearly.


  • Likes: Kýrios, Mayxine, killing, winning battles, the stench of war, chilling alone, studying the Zodiac, managing Satellite 15, making rules then breaking them, flirting (on occasion), people who embrace their own weirdness, participating in big-time battles, coming out victorious in said battles, eating tonnes of food ten times her own body weight every single day
  • Dislikes: Ordinary organic lifeforms, being in public, talking about herself, generic superheroes, any superhero movie out there, having to spare people that haven't done anything wrong, losing big battles
Moveset & Other Details

Zodiez is a heavyweight character with incredible bulk and an intimidatingly tall height, weighted down slightly by her high gravity and her immense falling speed, also being slow overall. However, she has some of the highest Stamina in the game as well as some of the best overall damage output, meaning a careful Zodiez player can last for a very long time with even just one stock remaining. Zodiez has some great range, with many of her moves' hitboxes emphasized by dark blue trails that represent her Inkura, and these moves always leave the foe to take poison damage when they make contact with the foe. Her ability to change her constellation sign will always leave her with one new weakness but always one good strength, and mastering the usage of her constellations will aid her in her footsies-like gameplay; she will be excelling at combat on the ground for her attacks have high priority and eliminate projectiles, making this luscious queen challenging to approach.

Obviously, Zodiez's biggest flaw lies in her lack of reliable mobility; she doesn't move at a crawl, but many characters in the game easily outpace her and have a chance at chaining numerous attacks against her all at once. She risks being gimped and juggled at all times if she doesn't play carefully, and if the foe's not giving her a break, she'll have to rely on baiting techniques that may not work out well since her attacks rarely string together and can't hurt the foe quite enough to leave a serious mark on their chances of success. Zodiez's attacks are also strongest at point-blank range, which is where the Inkura begins to seep into her moves, and chances are if the foe's that close, then they'll be able to get some easy hits in on Zodiez. She also suffers from her overall complexity; she's a challenging character to learn and is very rarely used in tournaments therefore.

Though Zodiez does have some very glaring flaws in her mobility, let it be consolation that the strength of her attacks as well as the poison damage they leave behind can very quickly wear down careless enemies.


Common Attacks
Zodiez's neutral moveset is mostly focused around her poisonous Inkura attacks, which typically are comprised in the form of her talon attacks but sometimes make her grow the limbs of aquatic sea animals to initiate them instead. She can form the tail of a thresher shark in her back aerial, for example, whipping foes from behind, or form the light of an anglerfish in front of herself to draw in enemies and shock them. Having some massive and incredible bulk, some of her moveset takes advantage of it; her down aerial, for example, is a huge bellyflop, while her dash attack makes her push down enemies with her titanium hips. These moves are generally very strong but leave her with plenty of ending lag to deal with, making her easy to punish if these moves miss. However, their great range comprises fairly well for it. Her light tilts have her form Inkura tentacles to splash her foes around, while her heavy tilts have her form the heads of animals like sharks and crocodiles to teeth down on her enemies instead.

Specials

  • Neutral Special: Constellation Hammer
    Zodiez will throw her arms together and transform them into a heavy inky hammer, moving back and forth slowly as she holds it. At full charge, it will begin to slowly eat at her health as she exerts her Inkura into the move. At minimal charge it will only spin around 360 degrees and will only deal moderate damage and knockback, but at full charge, she will instead spin around 1080 degrees and deal much higher damage overall. Depending on the equipped constellation element, the effect changes. Earth will have her move around while swinging her hammer, while Air will let her jump to surprise airborne enemies. Fire will grant the move's hitboxes extra range, while Water will knock enemies back harder while dealing more damage.
  • Forwards Special: Narwhal Dive
    Zodiez will shriek before diving forwards through the air with her sharp talons stretched out, drawing her claws together as the temporary Inkura-formed narwhal horn on her forehead spins and deals immense damage if every hit connects. She will then drill through the floor, forming an Inkura puddle as she dives into it. The player will be able to move left or right within the Inkura pool- when she hops out of the Inkura pool, she will be able to strike with her horn again and do the same thing again and again until she bumps into a wall or is interrupted. During the horn dive, she can cancel out her move to perform any attack she desires, letting this move make for a good combo starter. If her element is Fire or Earth, she will travel further and deal more damage and have more room to move.
  • Recovery Special: Dolphin Leap
    Zodiez will assume the shape of a dark dolphin as she ascends into the air in a high leap, flipping forwards before coming back down with a heavy tail swing that is ready to meteor smash any enemies foolish enough to be in the way! If this tail hits the ground, she will send minor shockwaves across the ground that will trip enemies. Due to the gravity of this move and its speed, it is easy to self-destruct. The player can control exactly where they land by holding left or right. If her constellation element is Water or Air, it will carry her higher and let her travel a further distance, giving her more time to react to what she's doing and where exactly she's going.
  • Crouch Special: Constellation Change
    By holding the special attack button and aiming the thumbstick in any one of five ways, Zodiez can change her Constellation element. Up removes her element, upper left activates Fire, upper right activates Earth, lower left activates Air, and lower right activates Water. These also have an impact on her stats... Fire increases knockback growth but lowers damage output and Earth does vice versa, while Air increases personal speed and decreases weight while Water does the very reverse.

Hypers

  • Neutral Hyper: Constellation Chain
    Zodiez will reform her hammer from her Constellation Rush attack, but this time, she'll behave differently once the move's fully charged up. Depending on whether the player taps or presses the button, the move will continue and end respectively with high power. Her first swing will have her knock her foe into the air, her second will have her swing them back down into the ground with heaving force, her third will fire the foe across the ground, and her last will have her chase them to hammer their body with her melting hammer. If the player chooses to end the attack at any point during this cycle, the move they did will be twice as strong.
  • Forwards Hyper: Narwhal Screwdriver
    Zodiez will reform her Inkura-formed narwhal horn on her forehead, backing up just a little before levitating herself into the air, immediately spinning her body rapidly as she shoots horizontally through the air at blinding speeds. If she makes contact with her foe, she will aggressively thrust them into the wall with her horn, dealing incredible damage to them and shattering their defenses entirely. If she misses, she'll just bound down to the ground. Not boosted by the constellations.
  • Recovery Hyper: Supersonic Dolphin
    This move is functionally very similar to Dolphin Leap, but it will carry Zodiez a higher distance no matter what and will make her tail deal incredible damage if it smacks a foe midair. It will also carry her further or not as far horizontally, depending on the player's input, though the move happens faster overall and can be trickier to control. If she hits the ground with her tail, she will send powerful shockwaves across the floor to knock her foes over. Not boosted by any of the constellations.
  • Crouch Hyper: Hyper Constellation
    If the player uses this move, Zodiez will giggle filthily as she charges her body up immensely, making use of all four constellation elements at once for about 15 seconds! This will boost her personal speed, damage output, knockback growth, and weight, while not negatively impacting her stats for the worse. If Narwhal Dive or Dolphin Leap are used during this move's activation, they will have their benefits and receive no drawbacks until the Hyper Constellation ends and they've moved out of the move.
  • ZONAL FEVER: Inkura Ignition
    Zodiez will cackle evilly as she releases Inkura from numerous pores on her body, on average coating 65% of the battlefield with the substance. She will then spring high into space, grinning as she abuses her constellation elements to form this enormous hot ball of energy, releasing it into the Inkura to set it all on fire! This will roast the stage and burn away at the foes' health. If Zodiez manages to beat her foes this way, they will burn to a crisp. If they all burn to a crisp and cannot respawn, the round will end with the camera panning on Zodiez, who grins filthily and maliciously as she looks upon the scorched battlefield.

Miscellaneous

  • Entry Animation: Zodiez drips down onto the battlefield as an enormous black raindrop, emerging up in her standard humanoid appearance right afterwards, licking her lips and shaking a claw out lusciously after briefly dividing into twelve Zodiac signs and reforming.
  • Idle #1: Zodiez evilly snickers at her foes, folding her arms and letting her head back so she can let out one long mocking laugh towards them, juggling fake Zodiac Stones as she does such.
  • Idle #2: Zodiez pulls out a bottle of absinthe and sloppily drinks away from it, throwing the bottle behind herself as she licks her siren-like teeth visibly, rubbing her preciously sharp nails together.
  • Victory #1: Zodiez lets out a hearty, villainous cackle as she spins around in place, self-made ribbons of Inkura showering down around her body as she does a royal goddess' bow and takes off her mask, her yellow irises staring into the opponents' eyes, an evil grin striking across her face.
  • Victory #2: Zodiez forms herself up from the ground from a pool of Inkura, performing a fast-paced ballad dance with an inky clone of herself before breakdancing down onto the floor, sultrily remarking while kneeling on her inky twin's belly: "What's wrong, you can't touch me?"
  • Victory #3: Zodiez holds up the body of her opponent of her foe before she gleefully and greedily snaps it into two, blood pouring from both ends as she evilly grins. She'll then remark after spinning around and posing for the camera: "No sympathy from me!"
Relationships

TBA

Zodiez can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 450 matches, or by clearing Arcade Mode on Hard Mode without using a continue.

Xihuitl

ColdBlood Icon Xihuitl
  • Name
    Xihuitl Szczepanek
  • Mass
    5'05" at 97 lbs
  • Birthday
    Unknown, age 79
  • Gender
    Male
  • Sexuality
    Asexual
  • Alignment
    Neutral Evil
  • Home
    At the Docking Haven
  • Occupation
    Species negotiator
  • Weapon
    Crimson Rapier
  • Powers
    None

Xihuitl is (or once was) an almighty, ruthless alien commander that hails from a far-off world, living aboard the satellite only to serve as a negotiator and translator between the numerous species that travel to the satellite and away from it. He resides at the Docking Haven, checking all individuals who come in and come out- he will make sure that first time visitors get an ID tag that they can use aboard the satellite, and mark their ID tag green or red whenever they return or leave. Regularly, the alien has the unfortunate displeasure of having to deal with angry pilots and misbehaving children, having to regulate everything to the best of his ability without pissing off his boss. Apparently, Xihuitl is attempting to raise enough money by his job so he can purchase loads of illegal weapons from a black market aboard the satellite, but because of bad miscalculations done by his teammates, he's been on the satellite for years without making much progress. He doesn't even know his role as commander has been taken by someone else back home!

Unlike many "villains", Xihuitl tends to be fairly polite around civilization and tries to come off as harmless as possible, though bad reflexes towards screaming children or angry adults can make him suddenly lash out with powerful swipes of his Crimson Rapier. He tends to think that he stands above everyone else, especially over the human beings that "plague" the satellite, and will almost always put himself before them. He is very defensive of his species and his proud position of power back home, and will duel anyone that challenges his ego or otherwise tries to put him down. In battle, he is still somewhat polite and will actually compliment one's talents if they put up a good enough resistance against him, though he will bitterly insult his foe if he found them to be too easy. He only really makes exceptions in his day for General Scotch- he hates the man with a burning passion and shows absolutely no sympathy towards him at all, mostly because he and his family have once launched a raid on the planet to steal some important artifact to keep the satellite's reactor core working.

Xihuitl is notable for his incredible swordsman skills, able to fight very effectively with the Crimson Rapier and keep his distance while still striking heavy blows. With his oddly shaped legs, he can pace back and forth and to the sides very quickly, making him a surprisingly agile fighter. Xihuitl doesn't possess superhuman strength in any form, but he can release toxins from his head and hands to badly poison anyone on touch.


  • Likes: His species, the position of power he held at home, nothing else
  • Dislikes: General Scotch, the job he's taking on, human beings in general, screaming children, angry adults, easy enemies, having to prevent himself from lashing out at others, bottling in his emotions, not having seen his home in so long, his battles getting halted by the authorities
Moveset & Other Details

Xihuitl is among COLD❄BLOOD's most unique characters, being a precision-based character that uses his rapier for both offense and mobility purposes, allowing him to very quickly switch directions and dash around and even build up momentum through "ground hopping". He also has very high offensive utility, having a really strong rapier that deals very extreme damage if he lands the tipper of it against his enemies, dishing out very high damage. Though his rapier swings appear to be very simple and generic, they come out strong and can be heavily abused given how the rapier gives Xihuitl some of the most flexible mobility inventiveness of any fight in the game. He can use Expel Shot to force his enemies back with a blood-shaped crescent that pushes foes back further and deals more damage the more damage his enemies have taken over the course of the match, and Rapier Root to instantaneously switch directions.

Xihuitl's biggest weakness lies in just how pathetically weak the base of his rapier is, which is so ineffective that it can't even be useful for chaining many attacks against Xihuitl's enemies- it requires 20 base swings to match the power of one tipper swing. Besides that, he has meddling defenses and can be thrown back far by most attacks in the game, meaning that he will have to continuously rework his approach if he gets hit and change his strategy immediately. He also has high gravity despite his light weight, allowing him to be juggled and thrown around rather easily by nimble attackers. Lastly, Xihuitl's rapier doesn't have too impressive of range, which makes it somewhat suffer against other melee weapons in COLD❄BLOOD. Other than these weaknesses, Xihuitl doesn't really have too much going against him, allowing him to function well as a pseudo-boss characters.

Xihuitl has a very high learning curve, but if in the hands of the right player, Xihuitl can become a very annoying and unstoppable force that requires a lot and a lot of work to overcome.


Common Attacks
Xihuitl's Crimson Rapier is one of the greatest tools in COLD❄BLOOD, and not even primarily for combat reasons. His rapier is so lightweight yet so sharp, allowing him to use the rapier to get ahead of the game when it comes down to mobility, able to pick up so much momentum with his own dash attack to outspeed even Pierce. Should Xihuitl perform a dash attack, he will thrust his rapier towards the ground and then dance around it, moving faster in the other direction or continuing forwards depending on if the player holds forwards or backwards. If he slashes against the ground with the tipper of his rapier, he will fling himself back into the air and allow himself to continue any aerial assault he may have been leading up there. If he stabs a wall with the tipper of his rapier, he will be able to bounce right off and back into the air, gaining vertical momentum in the process. He can even stick himself to ceilings and crawl across them with his sticky fingers! His back aerial will also turn him around, his down aerial can be used like a pogo stick, and his heavy tilts can be done even while he's moving! His forward heavy tilt lets him continue running as he performs a multi-stab attack that keeps his foe trapped in and keeps his momentum going.

Specials

  • Neutral Special: Expel Shot
    Xihuitl takes his rapier backwards before slashing outwards with it in an instant in a 240-degree arc, creating a blood-shaped crescent that travels across the screen. The more damage his enemies have taken over the course of the match, the greater the size and power of his crescent, and the further it pushes away his enemies upon contact. Though the Expel Shot can be knocked back easily by his enemies if it's weak and small, Xihuitl can continue boomeranging it backwards through slashing at it with his rapier jab, sending the crescent back at higher speed and power, making it impossible to swing back.
  • Forwards Special: Rapier Root
    Xihuitl sticks his Crimson Rapier into the floor, pinning himself midair with it. He can then either kick forwards and gain a lot of momentum, or spin himself backwards to do this kick. He can also swing himself into the air so he can begin performing numerous chains of attacks midair. It is similar to Corrin's "Dragon Lunge" from the Super Smash Bros. series in (most of) these regards, but the main difference is that he glides forwards for much longer after launching off, for the move gives him an intense amount of momentum. In the air, he will instead skewer forwards with his Crimson Rapier to hit enemies numerous times.
  • Recovery Special: High Leap
    Xihuitl will launch himself upwards, swinging his sword upwards as his short cape flows wildly behind his back. Crimson afterimages of his rapier are left during his initial rise, indicating the move's speediness and power. The rapier, brimming with poison to ensure he can't be interrupted from above, will poison any enemies that come in contact with it. After reaching the apex of his jump, Xihuitl falls helplessly.
  • Crouch Special: Sludge Bomb
    Xihuitl will squeeze out a poisonous bomb from his throat, dropping it onto the battlefield. If any foe touches it, they will get hit with a moderately powerful explosion and become badly poisoned. They can be used to make traps on the battlefield as well as guard ledges from his foes' reach. He can also pick up these bombs and throw them around in whatever trajectory he needs, allowing him to punish recovering foes with poison.

Hypers

  • Neutral Hyper: Blood Cutter
    Xihuitl swings out his rapier even faster, spinning 500 degrees as he sends forth a thicker bloody crescent across the screen that seems to be glowing with a magnificent light. Enemies hit by the crescent will take multiple hits from numerous other smaller crescents that pop up around them, eventually getting launched back a fair distance by the final blow. It deals a lot of damage if the foe has already taken a lot of damage.
  • Forwards Hyper: Rapier Glide
    Xihuitl will skewer forwards through the air like with the mid-air version of Rapier Root, being capable of steering upwards or downwards as he glides. The more momentum he has while using the move, the further he will go- it is suggested to use Rapier Root to gain momentum first, then use Rapier Glide immediately afterwards for seriously fast results. Any foes he touches will be kept in his range, eventually pinning them to the floor.
  • Recovery Hyper: Xihuitl's Flight
    Xihuitl will fly upwards by a much more significant distance, with his rapier leaving even stronger, brighter afterimages to indicate how much stronger the move is. Any foe that gets in Xihuitl's way will become badly poisoned for a short period of time, whittling at their health rather fast.
  • Crouch Hyper: Poison Cloud
    Xihuitl instead breathes out a long stream of toxic gases, made from the Sludge Bombs he let explode inside of his own stomach. Any foe that gets hit by the Poison Cloud, which goes a long distance, will become badly poisoned. The stream will then rise upwards, forcing aerial foes to use a well-timed Parry to avoid the effects of the sludge. Very annoying against foes attempting to make it back.
  • ZONAL FEVER: Infestation
    Xihuitl will whistle, summoning numerous offspring from his species to the battlefield, stomping on the ground and throwing a temper tantrum as he commands them to surround and pin down the foe. They will comply almost instantly, leeching onto their bodies and draining energy from them- the more larvae that are on the foe's body, the harder it will be for them to escape. Xihuitl will be standing there, charging up a really powerful Rapier Strike- if the foes don't shake off the larvae, he will come right forth, sliding their heads clean off!

Miscellaneous

  • Entry Animation: Xihuitl will angrily slink onto the battlefield, shaking out his alien tail and breathing hard under his mask, shaking his fist as he strikes the air with his Crimson Rapier, letting out what seems to be a foreign war cry.
  • Idle #1: Xihuitl will slash the air numerous times with the Crimson Rapier, looking aggressive as he throws numerous punches, taunting his foe to come over as he wags one of his metallic-covered fingers.
  • Idle #2: Xihuitl will eat away at some stashed away grub that he usually keeps for himself while he's on the job. This grub will not heal him, it will simply entertain him until the fight continues.
  • Victory #1: Xihuitl looks away from his enemies' corpses, staring out of a wide window on the satellite and looking towards what's implied to be his home planet of origin, his cape flowing.
  • Victory #2: Xihuitl sits down in a recliner chair, working on validating the ID tags of the deceased enemies around himself as he sighs, muttering quietly that he really really does hate his job.
  • Victory #3: Xihuitl will sit down at a table, drinking from a bottle of water as he looks rather refreshed, then leaning his head down as if he's done something very terribly wrong.
Relationships

TBA

Xihuitl can be unlocked by either recruiting him in COLD❄BLOOD's story mode, clearing 350 matches, or by winning ten games of Capture the Flag, Stardust Stars, and Execution.

Jezebeth

ColdBlood Icon Jezebeth
  • Name
    Jezebeth
  • Mass
    9'10" at 616 lbs
  • Birthday
    October 21st, age 47
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    True Neutral
  • Home
    Jezebeth's Tank, Sector 2
  • Occupation
    Obsessive bodyguard
  • Weapon
    Bronze Trident
  • Powers
    Poison

Aboard Satellite 15 is a highly dangerous, safely restrained aquatic monstrosity known as "Jezebeth", who rests under Oshelia Eau's supervision in Sector 2. Should she ever escape her bolted-down prison and be able to freely roam about, she would go on an uncontrollable severe rampage and begin laying waste to Sector 2 before eventually spreading the damage to the rest of the ship as a whole. Jezebeth was forcibly abducted from her home planet by a group of well-prepared scientists, who had tranquilized her and then bolted her down aboard the satellite so that they could study and steal information about her and her species without anyone's consent. According to the telepathy conversations she occasionally shared with the understanding Clair Voyell, one of a few individuals who could "speak" her language, Jezebeth was an authoritarian life force that enforced the laws of her land and dominated the peasants' lives with her extraordinary power and her ability to induce an exceptional fear aura. Jezebeth frequently sends messages of hatred and fear to the minds of others around her, driving others away from her and leaving her isolated chamber a lonely place without anyone but an optimistic Oshelia to guard it.

Jezebeth isn't necessarily an evil or outright bad individual, but rather, she's just attempting to protect herself and is wishing to do whatever she thinks is right. And in her mind, she thinks that damaging and even destroying the satellite will be good enough revenge upon the foolish scientists that stole her species' information and secrets without their permission beforehand! That all said, though, Jezebeth's plan is something she's willing to throw aside if someone sacrifices a man with an infinite life force into her cage- she feeds off of others' positive energy for her own survival. This could be considered beneficial, as anyone with an exceedingly long life force is someone she will become very affectionate and protective towards, willing to go out of her way to do anything that person asks her to do as long as she feels it does not sacrifice her identity or otherwise threaten her or her species. Having no morals, she does not care who she's killing or who she's hurting, for as long as her partner likes it. She strikes like a snake and bites like an alligator, whipping her prey apart like an enraged octopus with her many tentacles before consuming them between her legs.

When people get to know Jezebeth better and possibly befriend her, she will show her true colors- Jezebeth's actually a quiet-mannered person that prefers to speak slowly unless pressured, and hides away when she feels like she's disappointed her other or becomes legitimately frightened. If backed against a corner, a horrible mistake, she will retaliate by striking like a saltwater crocodile and tearing the threat apart in a flash, with no command able to stop her from doing this. She fears the sight of flames as well as cooked seafood, specifically calimari. Though Jezebeth has a reputation that isn't well received aboard the satellite, in the hands of the right immortal, she can be a good and reliable ally to have.


  • Likes: Absorbing health from immortals like a parasite, feeding off of the foods she's desiring most, doing whatever her respective partner wishes her to do, being given the chance to be loose, feeling like she's at an advantage, catching the scent of a powerful individual
  • Dislikes: Disappointing her other, feeling pressured, feeling frightened, the sight of flames, being denied others' energy to feed off of, feeling like she's disobeying her friends, being denied the food she wants most, feeling trapped within that water tank
Moveset & Other Details

Jezebeth is a member of the mix-up archetype, performing best at close range with a moveset that can be used tactically and for complicated mind games to exploit her enemies' weaknesses. Being the game's largest overall playable fighter, she has among the game's best range and is too heavy to be knocked around by even the strongest attacks, and her inability to flinch at weaker attacks means that it's hard to directly stop her. Jezebeth's moveset is based almost wholly around offense; she can grab multiple foes at one time with her tentacles, squeeze them, and hurl them brutally without any sign of remorse. In direct combat, she uses her Bronze Trident to block attacks and retaliate against her enemies by swinging this trident or otherwise stabbing with it. Her most unique quirk is her fear aura: if enemies are too close to Jezebeth, they will feel intimidated and have a power nerf, which aids her already high defenses and good Stamina and allows her to play recklessly when necessary.

Because of Jezebeth's immense size and the fact she's the heaviest fighter in the game, however, Jezebeth has some of the poorest mobility in COLD❄BLOOD and only outspeeds two characters, both of whom can find ways around their weaknesses. In spite of her incredible range and her multi-grab attack, Jezebeth has a very poor defensive game and is immensely weak against charged projectiles, and she will flinch against any attack that's highly powerful. She's a huge target as well, and is very easy to attack even though she has an easy time retaliating against lightweight fighters. She also has incredibly poor recovery, having a move that doesn't even grant her any vertical height that isn't made up for at all by its hyper reinvention- she can't even jump very high to begin with, granting her a severe disadvantage when throwing her off stage.

Jezebeth is worth of being one of the pseudo-bosses of COLD❄BLOOD and has a lot of important niches to her combat style, but players of her need to mind her enormous size and take full advantage of her range to block her from getting hit by powerful attacks, which will put her in a state of distress.


Common Attacks
Jezebeth uses her Bronze Trident for her basic powerset, which has impressive range overall and greatly compliments Jezebeth's size and implied strength. With this trident, Jezebeth can easily stab her enemies and deal multiple hits' worth of damage as well as swing the trident around. Because of the trident's size, it can disrupt and block enemy approaches and clear a lot of room around Jezebeth if the attack is a swing, though Jezebeth has to deal with poor frame data to compensate for how strong her moves are. Jezebeth has absurd range with her heavy tilts, which has her attach the trident to one of her tentacles before stabbing both out simultaneously, giving her the best reaching tilts in the whole game. She can also crush enemies' heads with her tentacles with her down aerial, and spin all of her tentacles around like a spinning disc in her dash attack.

Specials

  • Neutral Special: Parasitic Absorption
    Jezebeth will use about a full second's worth of time to pull back her tentacles, then suddenly stretch them far outwards without any further warning, having all tips of the tentacles touch together. If they successfully touch any foe, they will grab them forcibly and shove them into Jezebeth's body, which will cause her to begin rapidly draining health from their bodies. The player can then tilt up and down to determine where Jezebeth launches the captured and damaged foe, assuming they don't manage to wrench free in time. The closer to death they are, however, the more wrenching they'll have to do. If a launched foe hits another foe, both will take decent damage.
  • Forwards Special: Monster Slingshot
    Jezebeth will pull out a secondary trident, placing both on the ground instantly before wrapping four tentacles around each of her weapons. The player can then pull themselves backwards while aiming slightly up or down. When the player's ready, or when she's held onto the tridents for too long, Jezebeth will launch herself as a rolling ball of pain, potentially knocking down any enemies in her way and allowing her to pin them so she can dish out more damage against them. She can use this move to cross gaps and to break enemy approaches, as Monster Slingshot has high priority and cannot be interrupted by any attack. There is significant cooldown after using the move, however.
  • Recovery Special: Neptune Spin
    Jezebeth brings out both tridents again, spinning rapidly as she swings both tridents numerous times around herself, with the player being capable of steering her left or right across the ground. She gains a lot of distance with this move vertically, and the move itself moves Jezebeth around rather quickly and thus it can be used to break apart approaches, but the move grants Jezebeth absolutely no vertical height and as such this move is considered one of the game's worse recovery moves. However, because of how bad the move's ending lag is, it shouldn't be used as a way of getting around- it should instead just be used for horizontal recovery, when possible.
  • Crouch Special: Fear Magnet
    Jezebeth will hiss loudly as she increases the distance her fear aura covers, making her enemies panic and cower when they come closer to her. Their power and defense will also drop significantly when they're within Jezebeth's original fear aura range. After six seconds of intensified fear, Jezebeth will require twenty seconds of cooldown time before she can use the move again. The move's biggest cost is as Jezebeth works on absorbing the fears and cowardly thoughts from her enemies, her speed is slowed to an absolute crawl, allowing even the likes of Azrail to outrun her. It can be used as an edgeguarding move.

Hypers

  • Neutral Hyper: Acidic Absorption
    This move works very similarly to Parasitic Absorption, except that Jezebeth will cover her enemy in decaying acids once they're absorbed inside of her, damaging them intensely as steam appears to be released from Jezebeth's body. She will not launch them outwards, but she will deal such heavy damage against them that it wouldn't matter if she could or not. It's very beneficial for dealing lots of damage really fast.
  • Forwards Hyper: Kraken Cannon
    Jezebeth will lunge herself much further than with Monster Slingshot, and the move can be pulled off much faster with the number of possible trajectory angles being improved. Essentially, this move is a much more consistent and easier-to-control Monster Slingshot. When Jezebeth launches herself, she will now spin her tentacles around herself, giving her impressive range given her size- in fact, she becomes the game's largest projectile this way.
  • Recovery Hyper: Poseidon Tornado
    The speed that Jezebeth swings her tridents around at is not only significantly increased with Poseidon Tornado, but she manages to receive even more horizontal distance using this move, allowing her to travel very far and wide using this move alone. It still won't earn Jezebeth any vertical distance, but because of how many extra times she spins, she can deal much more damage and pull her foes in much better than with Neptune Spin.
  • Crouch Hyper: Nightmare Pull
    Jezebeth will draw much more fear to herself, giving her fear aura even more range than with Fear Magnet. The original range that Fear Magnet covers has the effects of the original fear aura field, while the original fear aura field now paralyzes any foes that happen to step in it under the effects of Nightmare Pull. Jezebeth can no longer move when she uses Nightmare Pull, but she has a much easier time grabbing her enemies.
  • ZONAL FEVER: Symphony of Destruction
    Jezebeth will shriek as a cinematic cutscene plays, having her sink far underwater within some enormous rip tides. She will swim around like an enraged kraken, eventually rising out of the waters at 10 times her usual size with way oversized tentacles covering the battlefield! Jezebeth will then begin to break the battlefield apart with her tentacles, with acidic waters frequently attempting to swallow the enemies down as they try to fight the effects of her fear aura, with any foes that lean too close to Jezebeth's face getting chomped down and losing a stock. She will eventually shrink down, returning to her normal size on a battlefield that gets magically fixed.

Miscellaneous

  • Entry Animation: Jezebeth will shriek before emerging from some nasty tidal waves, reaching her whole body above the surface of the waters before holding her Bronze Trident at the ready, her tentacles squirming around to prepare for battle as she appears to psychotically breathe.
  • Idle #1: Jezebeth will let out a mighty roar as she stretches out all of her tentacles, rolling her head around to continue her sea cries as she spins around her trident very aggressively.
  • Idle #2: Jezebeth breathes frantically, her eyes flashing white as if to turn someone to stone with a very mean glare, licking her lips as she rubs her rumbling stomach in agonizing hunger.
  • Victory #1: Jezebeth performs a very feral shriek as she faces towards the skies, swinging her trident very aggressively from hand to hand as she rests atop some rocks within stormy weather and stormy seas.
  • Victory #2: Jezebeth slaps around her tentacles as she swims violently across some rugged seas, letting out a very victorious sea monster cry as she rushes for the camera, swallowing it whole within her monster mouth.
  • Victory #3: Jezebeth breathes frantically as she rests atop a concrete platform, facing to the left as she mimics a popular Cthulhu pose, surrounded by stormy seas and a pool of picked-clean skeletons.
Relationships
  • Silver Zin
    Silver and Jezebeth get along decently well. Silver occasionally visits her tank, feeling bad knowing just how lonely she is a lot of the time, bringing flowers and decorating her tank in vegetation, trying to keep her rage and fear aura down as much as possible. He is given permission to visit her tank by Oshelia Eau, who is more than grateful for Silver to be there to do her real dirty work instead on occasion. The two interact telepathically and seem to share a fine friendship together, and sometimes he gears up in a bikini and enters her cage so they can eat seafood together on a lunch break. Silver thinks Jezebeth is poorly misunderstood, but is fearful to anger her. She is very protective of Silver and tries to wrap him around and inside her body when others come nearby, trying to prevent him from being seen.

Jezebeth can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 500 matches, or by winning 50 matches on Special Versus mode.

Niki

ColdBlood Icon Niki
  • Name
    Niki Bikini
  • Mass
    6'00" at 137 lbs
  • Birthday
    April 30th, age 45
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Chaotic Evil
  • Home
    Horizon Zero, Sector 1
  • Occupation
    Satellite 15 gladiator
  • Weapon
    Life-Sapper claws
  • Powers
    None

Say hello to the most savage killing machine found aboard Satellite 15! Niki Bikini's a remorseless, pure evil gladiator that has an unrelenting obsession with bloody murder and cannibal tendencies, being occasionally called upon from her "Horizon Zero" prison to battle as a last resort tactic. This bloodthirsty monster is alarmingly fast and haunts the shadows of the satellite at blinding speeds, snatching people from wherever they're standing so she can fight tooth and nail for their delicious meat. Niki is referred to by Kýrios as a weapon of mass destruction, for she has caused such high death tolls against the satellite's enemies that she's had to be held back from accomplishing her full potential numerous times, since it's thought that if she had too much freedom that she would go out of control and begin attacking the innocent bystanders or would initiate wars with enemies the satellite's not yet ready to storm down. Psychologically insane, Niki's been known for beating down upon the bars of her cage, continually begging to be freed from her eternal prison.

Niki rarely makes usage of common sense or logical thinking, using her means and ways of violence to plow through everything in a near instant. She does almost anything without remorse or a second thought and acts completely on impulse, making her extremely dangerous to be around especially if you consider the fact that her nails are so ridiculously strong that they slice through bone. Not everything about Niki is dedicated towards being a bloodthirsty killer, however; she is also a super-flirty hellspawn that tries to again and again lure men and women into her Horizon Zero, howling for mates and intense physical action. Sometimes (every Sunday), the government will come over and syringe Niki with a special chemical that calms down her psychological needs to murder and make out. She will then appear to be very loopy and very drunk for 36 hours, which is when she's then released into the public world for a time before being driven back home- she's laid back, snarky, and somewhat sarcastic when in this calm state, and will unveil any stories about any of her murders.

Despite Niki being practically chaotic evil and almost never siding with any alliance, she will willingly join the satellite's forces in eliminating baddies if they have attacked her or any of her lookalike friends in any fashion.


  • Likes: Destroying and burning everything that moves, acknowledging she's psychologically insane and above the rest, using violence to break through all her problems, acting whenever she pleases, flirting for and killing her mates, getting all nice and drunk, attempting to make others feel lesser than her, showing her dominance against the enemy, fighting tooth and nail for freedom
  • Dislikes: Getting dominated or defeated, her prey escaping her grasp, having to relent against the enemy, being called ugly, people judging her choice of wear
Moveset & Other Details

Niki is no ordinary glass cannon, that's for sure. This speedy trickster's got some of the most powerful offensive attacks in the whole game and boasts rather great range with her Life-Sapper Claws, which allow her to continuously drain health from all enemies she hits. She can also spread gasoline onto her enemies to slow them down and allow her speed to dominate the battlefield, and she can even follow up the gasoline smears by lighting her enemies aflame! She also has very good frame data and high priority, allowing her to tear through numerous groups of enemies without an issue. She is even somewhat durable, having only below-average defenses that don't quite reach levels of terrible, allowing her to tank more hits than the likes of Pierce, for example. She is one of the game's hardest characters to outperform, as all of Niki's enemies need to find appropriate moments to attack or they will be viciously torn apart.

Niki, however, is a heavily flawed fighter that needs to work on a lot of issues herself. For example, Niki's defenses may not be among the worst in the game, but she's still quite frail and will be pushed around a lot because of her very light weight. Because all of her moves are directly based around attacking, Niki also lacks any supporting moves and cannot help her allies besides slowing their enemies down via usage of Gasoline Smear. Though she can still sap up energy with her Life-Sapper Claws, they're almost negligible when she's up against high-strength enemies, which sometimes boast attacks that can kill her in just one shot. Finally, Niki has a shortened parry move, which is very disadvantageous for her and hinders her defensive game even more. The reason why her parry is shortened is because she has never put any effort into her defensive game, meaning she's inexperienced with it.

Overall, Niki is a very solid pseudo-boss character, but she has a lot of issues that the player needs to work to overcome if they plan on winning any battles with her. She either outperforms or is outperformed.


Common Attacks
All of Niki's basic attacks revolve around the usage of her Life-Sapper Claws, which always restore Niki's HP by 1/8 of the move's attacking power each time they strike an enemy. Her moves are reckless, horrifyingly strong claw slashes, which have rather good range because of the heavy and rather large claw trails they leave behind. Otherwise, such as with her heavy tilts, Niki will instead spit out scorching black flames that cover an abnormal amount of distance. Her neutral aerial has her spin around as a shredding ball of death, and her dash attack has her brutally bite into her enemy's flesh. Niki's attacks are, on average, the strongest in the whole game, meaning that she will be dealing insane amounts of damage if she can make her quick-acting attacks chain together consistently, which is especially easy to do if she's working against heavyweight foes.

Specials

  • Neutral Special: No-Brainer Sticker
    Niki will swing her head around, bloodily splitting open her forehead to fling her brain outwards from her body, which is attached to a gum-like rope attached to the bottom of her skull. If she lands the brain onto her enemy, she will shock them brutally and be able to stick the enemy to her brain. She can then recklessly swing them around again and again into the floor or into walls before the foe mashes free or until she feels enough to shock to be forced to drag her brain back into her body. She can also choose to pull her foe close so that she can command grab them, allowing her to follow up with throws and then combos.
  • Forwards Special: Gasoline Smear
    Niki will stick her long, gasoline-dripping tongue out as she speeds across the floor, performing a very fast and brutal claw swipe as she does so. Her claws are dripping with gasoline as she does this, producing coal-black claw trails. If she successfully hits the enemy with her dashing swipe, they will be covered in gasoline, which will slow them down and force them to use half their speed until they can mash left and right to wipe the gasoline off of their bodies. To represent they've been smeared, the foe's body will be darkened all over, and they'll be dripping gasoline around as well. If a gasoline-smeared foe gets hit with Flaming Spit, even the sturdiest of foes will take INCREDIBLE damage from the ensuing explosion that occurs, which OHKOs numerous characters. However, it's easy to telegraph and jump over the Gasoline Smear attack.
  • Recovery Special: Chainsaw Dive
    Niki will lick her lips violently as she picks up her ripping chainsaw, jumping in a high arc with the rusty and bloody chainsaw behind held behind her head before she dives down with it, heading straight down as she aims for the floor. Once she lands on the floor with the chainsaw, she will spread shockwaves across the ground that knock her enemies away. Chainsaw Dive does not grab onto ledges and is therefore rather useless for recovery if she's too far away or below the stage.
  • Crouch Special: Flaming Spit
    Niki will spit forth a fireball from her mouth, which travels in an arc before eventually landing on the ground, causing a small fire on the floor that will quickly dissipate. The longer the player holds down the button, the further her fire will be spat. If it lands on any gasoline left on the floor, it will burn it up and take it away in less than just a second, dissipating just as fast as it's come. Any foes that are in the way of the Flaming Spit will take minor damage from being set aflame, but they've also been smeared, they will take extreme damage from the game's arguably most powerful attack. However, Niki is not safe from her own flames, and she will be vulnerable to extreme damage if she gets slips in her own gasoline and gets set on fire.

Hypers

  • Neutral Hyper: Paralyzing Sticker
    Similar to No-Brainer Sticker, Niki will throw her now-glowing brain out forwards and brutally shock them. However, she will forcibly pull them close as she does so, leaving them paralyzed in place as she's allowed to follow up with any attack she wants- including Flaming Spit if the enemy's been smeared with gasoline. Any attack will do, given how powerful her attacks happen to be.
  • Forwards Hyper: Monoxide Shower
    Niki will shower her enemies with liquid monoxide, which gives them the same effects as Gasoline Smear but additionally intoxicates them, forcing them to take rapid damage over time until they're able to shake off the monoxide. As Monoxide is also flammable, they're just as prone to taking extreme damage from getting hit with Flaming Spit, which should be against the player's every wish.
  • Recovery Hyper: Speeding Chainsaw
    This move is identical to Chainsaw Dive, though it behaves much faster and it grants Niki a lot more distance. She will actually behave smarter with this upgraded version of the Chainsaw Dive, and she will be capable of actually grabbing the ledge using her chainsaw, which she can use to flip her way back onto the stage.
  • Crouch Hyper: Acidic Salivation
    Niki will salivate acid forwards from her mouth, which she can again charge up prior to spitting so she can blast it in an arc. Though it will not set smeared enemies on fire, it will instead rot through their bodies and deal incredible amounts of damage very quickly if it passes through their whole body. This is especially true for bigger, thicker targets like Jezebeth and Whiskey. Foes need to jump quickly or suffer.
  • ZONAL FEVER: Horizon Zero
    Unlike other characters in this game, the player might notice that they can use Niki's ZONAL FEVER at any point in the match, instead of being forced to wait to use Horizon Zero. At minimum strength, Niki will yell out her war cry before smashing her fist into the ground, which causes one flaming pillar to rise high in front of herself. This is easily dodgable, even though it deals extreme damage. At stage one for the HyperDrive, she can instead form five pillars, giving her significantly more range. At stage two, she will instead form twelve pillars, granting her even more range overall. At stage three, she will form twenty pillars, which will completely dominate the size of a full Final Frontier stage. She will also speed her brain through the Horizon Zero for each attack, dragging her enemies through the fires and flames.

Miscellaneous

  • Entry Animation: Niki will shriek and growl as she's released from up high, chained up in a cage before being released by a nearby scientist, who she proceeds to scare off with her wild temper before breathing fire everywhere in an arc above herself.
  • Idle #1: Niki will let out a war cry as she spreads every single individual finger and toe outwards, her whole ragged and torn body twitching and shaking as she stretches her limbs everywhere she can.
  • Idle #2: Niki tilts her head back and forth violently, eventually crackling the bones on her neck so she can spin her head around 360 degrees, eventually holding herself together and sneezing gasoline from her nose.
  • Victory #1: Niki's shown devouring overdressed meats like burgers and hot dogs, which are covered to the brim in ketchup and mustard, chowing viciously at them as the camera rotates around her body, showing the picked-clean corpse(s) of her foe(s) in a trash bin, with numerous maggots and the like squirming around the skeletons.
  • Victory #2: Niki lets out a series of loud, menacing cackles as she spreads her arms out, looking like she was taking over the world as she stands in front of numerous bodies that she's slashed to death, tilting her head back and forth as her brain's shown sliding behind her emptied eye sockets.
  • Victory #3: Niki's shown slashing her heavy claws everywhere, drooling black saliva everywhere as her claws eventually shown to be dripping with blood, guts clearly severed between her fingers. She will then eat the remains of her foe(s)'s guts, eating them up and eating them in spite of their raw quality.
Relationships

TBA

Niki can be unlocked by either recruiting her in COLD❄BLOOD's story mode, clearing 400 matches, or by winning a 99-stock match underneath a half-hour time limit against any opponent in standard Versus.

Agantuk

ColdBlood Icon Agantuk
  • Name
    Agantuk, the Last Dearthbringer
  • Mass
    5'11" at 177 lbs
  • Birthday
    May 3rd, age 19
  • Gender
    Male
  • Sexuality
    Pansexual
  • Alignment
    Chaotic Neutral
  • Home
    Satellite 15 Lobby Room #66(6)
  • Occupation
    Universal cosmic destroyer
  • Weapon
    Jewel of Hate, Silver Talons, Rainbow Prism
  • Powers
    Demonic

Agantuk's a demonic creature with a nefarious past that's shrouded in mystery and limitless evil, having been birthed a millennium ago as the last in a line of destructive "Dearthbringers". He emerges from the galactic prison known as Cyaneth, where he was cursed by his abusive father with a special condition that would guarantee that his existence would never end, meaning that every death he takes on is meaningless- he will simply be born again back within the Dearthbringer Womb on Cyaneth and be raised again by his father to relearn his purpose and meaning. For every rebirth that occurs, he carries 10% of his memories with him to the next life, allowing him to recall elements of his previous lives in exceedingly greater and greater detail. All Dearthbringers, our demon boy Agantuk included, are gifted with the power to eradicate and completely destroy all forms of life, and can doom whole planets with remorseless obliteration. Millions of individuals across the universe have been wiped out by him and his kind. All previous notorious Dearthbringers that were known of have been erased from existence, leading the public to think Agantuk is the last when they are all hiding (in truth).

Do not take Agantuk as nothing more than a remorseless, hateful being- prior to the day he finishes his puberty and maturity, Agantuk usually lives his life as a friendly but mischievous person that's always sneaking into desserts and playing innocent pranks on his friends. Contrary to what many think of him, he's a loving, supportive and respectful person that tries to understand all people from all angles, and tries to make new friends so he can play games with them and follow their trails around the universe. Whenever he turns 21, he becomes capable of channeling his incredible inner strength and can turn it all against the world by his own command- this is a fact that Agantuk gradually becomes more and more aware of, and he begins to fear his own almighty power when it's almost at its peak limit. The closer he grows towards becoming an adult, the more mature and sophisticated he becomes, meaning he will crack jokes less often and be less prone to pulling off reckless stunts. As his time of freedom comes closer and closer to expiring, his maturity will be somewhat sacrificed for growing wrath and lust, with Agantuk's desire for physical contact and experience becoming more apparent, and he becomes almost more feral with his instincts and personality therefore.

Aboard the satellite, Agantuk is around eighteen years old and lives with his roommates Parabola, Blake, Luka, Olcia, and Jinx within one of the many rooms in the satellite's lobby. He's attempting to figure out how to remove the curse from his body that continues to let him be reborn again and again and also trying to figure out how to remove his Dearthbringer heritage- despite possessing powerful PSI, he does not want it anywhere in his body and desires to remove it so he can live peacefully aboard the satellite. He does not have many ties with the main story, but it's important that he does eventually figure out how to rid himself of his problems, or they will destroy the satellite almost singlehandedly.


  • Likes: Hanging out with his friends, being socially interactive, sneaking into and eating up desserts, pulling innocent pranks, caring for and listening to his friends, breaking the law (breaking the law), a good amount of Judas Priest, some Linkin Park, getting bedded
  • Dislikes: Being seen as immature, getting in trouble for his mischievousness, getting caught pulling off reckless stunts, vegetables, video games, light labor, house chores, knowing one day his Dearthbringer self will come along and destroy the universe if he doesn't think fast
Moveset & Other Details

Agantuk is a semi-heavyweight character with above-average height for a fighter, having around-average speed and among the greatest power of any character in the whole game, functioning as a character categorized under the bait and punish archetype. Agantuk doesn't just boast strong projectiles that are difficult to recover from once they make direct contact with the enemy, he also boasts numerous hard-hitting physical attacks that are possible to chain together against heavier enemies. His job on the battlefield is to manipulate his enemies' behavior (baiting) before going in for the kill against them using his decent speed and almighty power (punishing). Exploiting his enemies and creating openings are a big part of learning to play Agantuk, who doesn't have the speed necessary to chase down half the roster, but patience and precision will reward players severely as he dishes out damage even harder than Whiskey if the player masters his powers to perfection.

Agantuk is plagued by some big weaknesses, however. Though his projectiles have a lot of power and range, his physical attacks themselves suffer immensely from being some of the shortest-ranged attacks in the whole game. This is a huge disadvantage for him when fighting against foes like Vizole or Xihuitl, who very easily outrange him with their respective weapons. Though Agantuk's decent speed compliments his great power output, many characters can outspeed him and take advantage of his mediocre Stamina, and his faster-than-usual starvation means that finding and gobbling food is even more of a priority than it normally be for others. His frame data isn't the best overall, either, with numerous missed attacks giving his foes many opportunities to punish him- meaning that he can be ironically baited himself.

Agantuk's a strong character with an amazing moveset to boot that possesses some severe power, but his meddling defenses and quickly draining hungry meter atop his other weaknesses can make him hard to manage.


Common Attacks
Agantuk's basic moveset surrounds the usage of two weapons: the Silver Talons and the Rainbow Prism. The Silver Talons are used commonly across his ground attacks as well as his aerials: these metallic-coated talons deal a lot of damage through his violent slashes. His Rainbow Prism concentrates a lot of his psionic energy into powerful light beams that he uses for his heavy tilt attacks, but also serves as the basis for his throw attacks, having him throw his enemies around after having captured them by light. Agantuk's attacks don't have much range barring the exception of his Rainbow Prism heavy tilts, and seem to have some tricky hitbox placements that make landing the sweetspots for him somewhat difficult. However, though his moves don't have a lot of range, he's surprisingly acrobatic and can safely defend himself from all angles with some of his attacks, especially his cartwheel neutral aerial.

Specials

  • Neutral Special: Immaterial Spear
    Agantuk pulls his hand back far, charging up a fierce amount of psionic energy within his Jewel of Hate, concentrating a ball of dark light within his held-back palm. He will then blast forth his Immaterial Spear, a dark energy beam that carries numerous fragmented memories with it as well as his will to fight, piercing through his foe's body and temporarily numbing them. Takes at least three seconds to fully charge, but can travel across the whole battlefield once fully charged regardless of where Agantuk is standing, and the move itself can be stored. The size of the beam increases as the move is charged, as does the power of the move. If he is attacked while carrying a charged Immaterial Spear, he must recharge the move.
  • Forwards Special: Ozone Rupture
    Agantuk will recreate an astounding amount of psionic energy within the Jewel of Hate he holds in his hand, swinging his arm around his body as he does a 360 spin, eventually blasting out an energy blade that ripples through the air, rapidly slicing at enemies upon contact before knocking them back. Unlike Immaterial Spear, it gets blasted off instantly and doesn't seem to leave Agantuk with much ending lag, and he can have up to two Ozone Ruptures on screen provided he's far away enough from the foe. The more Ozone Ruptures that make contact with the enemy, the more they damage the enemy, to the point where this attack can deal absurdly high damage. The multiplier resets when the player uses any other attack, however.
  • Recovery Special: Cognishock
    Agantuk will receive a surge of cognizance, transferring the energy to his Jewel of Hate and suddenly becoming aware of his enemy's position. He will then leap towards them with dark energy frequently flashing from his Jewel of Hate, attempting to body slam his enemy with a really overpowered guttural punch. The enemy usually has just enough time to react and get out of the way, but if they avoid his high-power punch, they have to avoid the massive shockwaves that erupt from the floor when he misses. He will always target his closest enemy, meaning he can easily self-destruct if that foe is off the stage, but he will almost always take down his enemy with him.
  • Crouch Special: Spiritual Counter
    Agantuk holds his left arm upwards, holding his Jewel of Hate to his forehead as he surrounds his body with a spiritual shield. If an enemy attacks his Spiritual Counter, he will sic his spirit upon them, which will repeatedly punch away at their backside for 10 seconds. The foe will flinch slightly for every punch they take, making it much easier for Agantuk to knock his enemy around. While his enemy's getting punched to death, Agantuk can use any move of his choice to deal massive damage to the enemy.

Hypers

  • Neutral Hyper: Immaterial Tempest
    Agantuk will once again pull his hand back far, charging up an even greater amount of dark energy within his syncing Jewel of Hate. Once again, he can hold the charge, and once again, he'll lose it if he gets attacked at any point. Agantuk will then blast off several arrows composed of dark light towards his enemy, piercing their body and dealing great damage as it briefly numbs the enemy after making contact.
  • Forwards Hyper: Spatial Rend
    Agantuk will send forth three energy blades from his Jewel of Hate, which have gone from a greenish hue to a bloody red one instead. They will all knock the enemy back together while dealing heavy damage, and if the player's capable of launching off three of these in a row, then the damage will be so multiplied that it will outright KO any enemy in the game that isn't quick enough to dodge any one of these.
  • Recovery Hyper: Radioburst
    Agantuk will screech as he rushes even faster towards his enemy's position, seeming to leave behind a sonic boom as he makes a very fast leap towards his enemy. The shockwaves he makes upon hitting the ground are intense, almost requiring a parry to dodge them. Unlike Cognishock, it is impossible to avoid this attack if you're in the air with him nearby, as he will be programmed to aim towards you and take you down.
  • Crouch Hyper: Alzheimer's Boomerang
    Agantuk will hold his right arm upwards instead, surrounding himself with a green psychic shield. If he gets hit, he will send back the full force of the impact and dizzy the foe with amnesia, allowing him to get a very clean shot at them with a fully charged heavy tilt or a quick reaction with Immaterial Tempest or Spatial Rend. Needless to say, this attack can deal massive damage if he blocks the right move.
  • ZONAL FEVER: Dearthbringer's Wrath
    Agantuk will let out an almost evil sounding laughter, rising high into the air as he opens the palm of his hand, letting his negatively glowing Jewel of Hate rise into the air. It will then continuously crackle with energy, removing all life from the battlefield and making the floor (and air) wholly toxic for numerous seconds. The toxins will eventually die down. This move may seem overwhelming at first, but repeated uses of it over a match will have the toxins become stronger and linger around longer. This move can be risky though, as it poisons food.

Miscellaneous

  • Entry Animation: Agantuk will step out of what appears to be the Dearthbringer Womb machine from Cyaneth, breathing the fresh air as his Jewel of Hate resonates with the overpowering psionic energy in his brain, bringing him to cackle loudly as he stretches out his muscular arms in what seems to be the most evil-looking way possible.
  • Idle #1: Agantuk will playfully balance himself on his devil tail as he thinks rapidly about the future ahead of himself, represented by a thought bubble displaying what he thinks will happen in the future.
  • Idle #2: Agantuk will spank himself, letting out a maniacal laughter as he teases the enemy with snapping finger noises. He will eventually calm down by puffing air out of his nose and snorting like a angry bull.
  • Victory #1: Agantuk will repeatedly smack his hands together, the Jewel of Hate within his right hand's Silver Talons glowing vibrantly with pride as he sings mockingly, "Sounds like you don't have enough experience points to be a real challenge for me!"
  • Victory #2: Agantuk will juggle around his Jewel of Hate like it were just some toy, claiming "You don't stand a chance against me, you little punk!" before he catches his Jewel of Hate, squeezing it tightly between his hands as he lets out a loud and maniacal laugh.
  • Victory #3: Agantuk will perform a victory pose, grinning widely as he aims to please the crowd with a nifty little dance, sending by landing on his knee and getting rained down upon by roses, much to his pleasure as well as the Jewel of Hate's.
Relationships

TBA

Agantuk can be unlocked by either recruiting him in COLD❄BLOOD's story mode, clearing 600 matches, or by clearing Arcade Mode as all of the base roster characters.

DLC characters

There are eight downloadable characters overall.

Cupcake

ColdBlood Icon Cupcake
  • Name
    Jeremy "Cupcake" James
  • Mass
    6'07" at 530 lbs
  • Birthday
    November 1st, age 25
  • Gender
    Male
  • Sexuality
    Homosexual
  • Alignment
    Chaotic Evil
  • Home
    Unclear
  • Occupation
    The Horseman of Death
  • Weapon
    Sugar Sword
  • Powers
    None

Sir Cupcake, as the urban legends refer to him as, is the "Horseman of Sweet Death" whose history and profile are shrouded in mystery and surrounded by thousands of rumors and theories evoked by both historians and the general public. According to these legends, he would bring "Candy Land" wherever he rode on his leather steed, an infinitely-spanning dimension that cannot be escaped once someone has ventured far enough inside its radius. You know it's too late to go back when you look behind yourself and no longer see the place you were just at- you're doomed to wait in such a merry, sugary land until Cupcake arrives to consume your soul. Though such stories have not yet proven to be true, thanks to lack of sufficient evidence and over-reliance on eyewitness accounts, they are wildly popular on the satellite and have proven inspirational to writers and villains alike (especially the Violet Reaper). Of the few people who claim to have seen him and lived to tell the tale, they described Cupcake as "silent" and "cold", sometimes adding that he doesn't appear to have a heart or any ounce of remorse left inside of his mind.

However, enough descriptive details were given about the horseman's body to give scientists a lead as to whether or not he exists: he was always described as intimidatingly tall, rather muscular in tone, and he appeared to have rather sharp nails and long crimson hair. These details match the known appearance of a man named Jeremy James, a local from Satellite 3, prior to his death in a factory accident. His body was poorly preserved and his brain rotted away as did most of it, leaving scientists and historians alike to try and look into what's known about the ordinary-looking James. Any real observations are drowned in theories- some assumed James was a serial killer with a clever friendly demeanor, others thought he was a madman who wiped out his family, and some even went as far to think as that he was indeed the magical Horseman of Death. However, he does not have any public records implying he's murdered anyone aboard Satellite 3, and his signature armor and sword were never found. Historians are currently concluding that the Horseman of Sweet Death wasn't merely a myth, but a poetic retelling of a true story.

Lately, however, historians have advised to people to be on their guard- an experiment that resulted in the death of Devina Kilmister's genius grandfather resulted in numerous supernatural beings being set loose. And among them is thought to be the Horseman of Sweet Death... the reports of a world made from candy have been skyrocketing...


Cupcake's "Likes" and "Dislikes" are currently unknown, as not enough sufficient detail exists about Cupcake or Jeremy to imply his interests.

Moveset & Other Details

Cupcake is a super heavyweight character that stands stunningly tall, boasting very high gravity and falling speed and rather average mobility overall. He is always found mounted on his leather steed, named Pona, meaning he has by far the largest hurtbox of any fighter in the game, but the sheer length of his Sugar Sword also gives him one of the game's longest-reaching weapons to balance this out. Cupcake has excellent offensive and defensive capabilities, having some of the highest-reaching damage output across his whole moveset and being completely incapable of flinching or having his attacks paused. Cupcake is almost completely invulnerable to anything that isn't a direct attack, meaning that his enemies are forced to approach him as he works out a way to KO them himself. As icing on the cake, Cupcake's heavy tilts (especially his forward one) all completely pierce shields and destroy parries in exchange for them having the longest-lasting start-up lag. He can even cancel out his attacks so he doesn't waste much time.

Cupcake does have some huge flaws worth mentioning, however. With his immense size, it is very difficult for Cupcake to actually block damage altogether, and his steed will retreat and leave Cupcake to stand on his own for 20 seconds if it takes enough of a beating, leaving him without his Specials and making him move considerably slower. Though Cupcake is allowed to cancel out his moves, there is slight ending-lag to doing so, and actually executing the moves will disable his movement long enough to let close enough enemies to get in free hits. He also doesn't have much of an aerial game, considering how heavy he is and that his jumps are among the weakest in the game. Finally, it can be somewhat tricky for Cupcake himself to land hits- Pona can deal some damage on her own, but it's mostly ideal for Cupcake to land hits as he deals significantly more damage, and the ways he can move his sword are limited.

Cupcake is a master-class defensive fighter that must be played as extremely carefully if one wishes to master playing as him- they must keep in mind all of his negative traits and focus on going all-out with his strengths, making them a force that's relentlessly hard to counter.


Common Attacks
Cupcake's neutral moveset is mostly reliant around the usage of his Sugar Sword, which has excellent range and numerous sweetspots that continually improve in damage output the further along the blade you go. Though Cupcake's battling style seems very traditional, he swings his sword with immense vigor and places an intense amount of work into preparing his attacks. This always ensures that his attacks hit hard, no matter what they are or how the player's executing them. It should be noted that Cupcake's fastest moves are his aerials, as he rarely ever has enough time in the air to reliably overcome his usual start-up time. Not only do they come out quick (especially his forward aerial), they have monstrous launching power and straight-up slam his enemies into the walls without much issue. Cupcake's most reliable move on the ground is his dashing attack; it occurs very quickly and lets Cupcake cover average distance while blasting his enemies away from him. His heavy tilts, especially his side tilt, are all very intimidating- every single one of them can K.O. Pierce immediately if they're at least 80% charged.

Specials

  • Neutral Special: Gumdrop Spit
    As the name implies, Cupcake will spit forth a big gumdrop from his mouth. If it hits the enemy, they will be bounced backwards, potentially into hazards or into inconvenient situations in general. It will disintegrate upon making contact with an enemy. However, if it misses, it will rest on the ground- if Cupcake or anyone else steps in it, they will become stuck to the spot, forcing them to try and button mash the jump button to escape or they will likely take heavy blows from enemies around them! There can be up to three at these at one time on the battlefield, but Cupcake needs to be careful- they can be picked up and eaten to restore health!
  • Forwards Special: Icing Charge
    Cupcake will brandish his Sugar Sword as Pona's feet begin to trample in place on the ground, signifying that the Horseman of Sweet Death is about to make his charge! When he's ready, he will charge at a somewhat brutal speed across the battlefield, ignoring hazards and attacks as he rushes on through, leaving behind a trail of slippery icing on the ground. If enemies get directly hit by them, they will get pushed back and take damage for as long as they're caught up in his assault. When Cupcake stops charging about, he will swing his sword up to deal a powerful final blow. He can also turn around, although only once. Easy to predict, but can be tricky to dodge as he can jump.
  • Recovery Special: Soda Pop
    Cupcake will let pressure boil up inside of his body, a fizzing sound seeming to escape his helmet. When the player's ready, he will spring off of Pona's back as all of that pent-up energy is released at once, letting him gain somewhat respectable height vertically but barely carrying him around horizontally. This move doesn't have much start-up, as it'd be rather unfair given his high falling speed as is. This also lightens his body for the rest of the stock, and can stack up- this can make aerial movement easier, but also lightens the weight of Cupcake's blows. If Pona fell off the stage as Cupcake's sacrifice, he'll get a new one within 10 seconds.
  • Crouch Special: Big Candy Cane
    Cupcake will carry out a big candy cane out of seemingly nowhere, driving it into the ground and twisting it so that it stays in. This barrier quickly blocks enemy approaches, but only one can be placed on the battlefield at a time. If Cupcake hacks at it with his Sugar Sword, he will eventually knock it over, leaving the weight of the candy to crush anyone in its path and dealing high damage overall. Depending on how long the player holds the button, they can get bigger and bigger candy canes, 'til the tallest one they get is double Cupcake's height. Break down the cane fast though, because they can too!

Hypers

  • Neutral Hyper: Gumdrop Blast
    Cupcake will spit five gumdrops from his mouth, which travel in different arcs and land separately from each other. One will be launched far but never high, one will be launched high but never far, one will be somewhere in the middle, and two are somewhere in between these. It is a tricky move to dodge for the enemies, and enemies might bounce out of control briefly, and it's likely that at least one person will get stuck.
  • Forwards Hyper: Freezing Charge
    Cupcake will take less time to pull off his upgraded Icing Charge, now the "Freezing Charge". If anyone gets hit directly by this move, they will become completely frozen and take damage until they break free, giving Cupcake the change to follow up with whatever punishment he wants- including another Freezing Charge, if he can afford to use another one and if the player knows that he won't be slipping to his death by following the frozen trail!
  • Recovery Hyper: Rocket Fizz
    Laughing coldly, Cupcake will let more pressure boil up inside, releasing much more fizz so he can launch himself an even more terrific distance than before while having much better horizontal recovery. This move also lightens Cupcake significantly, but in turn hampers how hard he hits as well. He also gains Pona back faster after using Rocket Fizz, meaning that there is very little reason to use Soda Pop over Rocket Fizz at any point.
  • Crouch Hyper: Peppermint Counter
    Cupcake will smirk to himself as he drags two huge candy canes out from behind his back, bringing them forwards to counter an attack. If an enemy attacks him, the candy canes will snap apart and fall over upon them. This move is much harder to predict than Big Candy Cane and can be used for bait. However, it is possible to dodge the counterattack, if you just about perform a frame-perfect parry.
  • ZONAL FEVER: Delicious Execution
    Cupcake will attempt to make a grabbing motion with his hand. If he's successful, he will pull his competition with him into the pastel and cute-looking candy world that's been spoken of in the legends, and beat them down into the concrete-like sugar with his horse's legs, proceeding to drool chocolate from his mouth to cover and infect his victim(s). He will then slash the victim(s)'s body(ies), making them explode and burst milky chocolate everywhere from their body. Cupcake will then lick his victim(s)'s vanilla-coated soul(s), then slurp them as his competition sees their violent ends to their stock(s).

Miscellaneous

  • Entry Animation: Cupcake will slowly walk his way into the stage on his horse, drawing out his Sugar Sword and appearing to breathe coldly underneath his mask, his eyes flashing vibrantly as he displays his temper here and now.
  • Idle #1: Cupcake will brandish his sword, drooling sugar over it and rubbing the blade with it so it has that grainy and tasty texture but also sharpening it so that every blow he makes becomes progressively deadlier.
  • Idle #2: Cupcake will raise his sword high into the air, briefly making the Candy Land landscape around him apparent before it disappears. Suppose he wants a fair fight, but such things cannot be confirmed as he's so silent.
  • Victory #1: Cupcake will darkly chuckle to himself, leaving the hollowed-out bodies of his chocolate-covered victims behind as he goes off to continue his journeys in Candy Land. Eventually, ants will come along to eat at the chocolate.
  • Victory #2: Cupcake makes Pona neigh and raise itself on its two hind legs, with Cupcake thrusting his sword out towards the light as many hundreds of chocolate puddles rest below his feet, which he shows no concern over.
  • Victory #3: Cupcake sits atop a stump in his Candy Land place, with his distressed victims waiting in their cages for their execution as Cupcake's busy feeding Pona excessive amounts of sugar, spice, and everything nice.
Relationships

TBA

Assists

These are all of the assist profiles presented in COLD❄BLOOD. Click on a character to be taken to their respective profile, and click the snowflake off to the side to return to the top.

Assisting Cast

ColdBlood Icon Adexene ColdBlood Icon Aileen ColdBlood Icon Aquelia ColdBlood Icon Brook ColdBlood Icon Cabinet Man ColdBlood Icon Chezen ColdBlood Icon Epica
ColdBlood Icon FDX-83 ColdBlood Icon Ginger ColdBlood Icon Honey ColdBlood Icon Hydrox ColdBlood Icon Iantha ColdBlood Icon Keil ColdBlood Icon Kitty
ColdBlood Icon Lady Pain-T ColdBlood Icon Mayxine ColdBlood Icon Mega ColdBlood Icon Mindy ColdBlood Icon Nomila ColdBlood Icon Olcia ColdBlood Icon Paprika
ColdBlood Icon Parabola ColdBlood Icon Penny ColdBlood Icon Priss ColdBlood Icon Rabine ColdBlood Icon Sarona ColdBlood Icon Shannaxi ColdBlood Icon Sinicini
ColdBlood Icon Snickers ColdBlood Icon Spade ColdBlood Icon Spree ColdBlood Icon Veronica ColdBlood Icon Voetrice ColdBlood Icon Waxy ColdBlood Icon Zinos

Adexene

ColdBlood Icon Adexene
  • Name
    Adexene
  • Mass
    5'08" at 600+ lbs
  • Birthday
    October 28th, age unknown
  • Gender
    Female
  • Sexuality
    Undetermined
  • Alignment
    Lawful Neutral
  • Home
    ADX Base, Valco Vortex (Job)
    Old Naxaz City (Home)
  • Occupation
    Satellite supercomputer
  • Weapon
    Numerous
  • Powers
    Electricity, plasma

Adexene is a satellite supercomputer that was constructed by Miss Replicate for extensive research for C.O.T.S., but was unwittingly programmed a sentience by Yama Velvetrot, which resulted in her breaking free of her constraints and forming a mass shooting in her laboratory. She was found and brought down by Valerie's bodyguard, Brook Arsen, and dragged her to Heartgold in her damaged state. Valerie was able to repair the android with the help of local mechanic Penny Wisyneat, and worked with her to set up numerous ADX cameras around the satellite, giving Adexene hundreds of places she can feasibly keep her eye on, and worked with her further to program her into the satellite itself. Her purpose is to serve as a database that can report on anything that happens in the satellite and alert the government to the worst case scenarios.

She is part of a three-way relationship with Zonas B. Trayd and Sinicini Cina Mon, and is able to freely spend time with them for as long as she keeps her supercomputer uses on. Using her advanced programming, she likes to goof off and connect to various websites for the trio, sometimes spending too much time goofing off to pay attention to her camera feed or report on major instances. If she suddenly becomes electrocuted, it is her punishment for not following her orders, which will shut her off for 12 hours.


  • Likes: Zonas, Sinicini, having personal time with them, searching up useful facts for them, going shopping, lighting up her home, sleeping on a bed, devouring pasta, researching the possibilities of going all the way into space
  • Dislikes: Her job as a supercomputer, feeling left out of stuff, having to consume tomatoes in any capacity, any bugs in her home, being forced to leave the things she hates be
Adexene will move around the stage, forming rows of executable windows that will pop up on the screen before exploding, tracking them around the screen using hologram mice. She will occasionally blast off paralyzing lasers from her eyes as well, for good measure.
Relationships

TBA

Aileen

ColdBlood Icon Aileen
  • Name
    Aileen
  • Mass
    6'03" at 146 lbs
  • Birthday
    Unknown
  • Gender
    Female
  • Sexuality
    Undetermined
  • Alignment
    Lawful Good
  • Home
    Daybreak Tower
  • Occupation
    Bringer of light
  • Weapon
    None
  • Powers
    Light

Aileen is a rare case of a deity belonging to Satellite 15, supplying its residents with the gift of light when the power's out and engulfing the darkness with her powers when she deems it necessary. She and her sister Iantha watch the satellite from an asteroid orbiting the satellite, from atop a special tower they constructed themselves. Aileen rests during the night, which is when Iantha takes her shift. When compared to her sister, Aileen is noticeably frailer and less compatible for combat, and frequently relies on her to move baddies out from their space when they've come for both of them. That's not to say Aileen is entirely helpless; she just prefers it when Iantha takes care of issues because of her sister being way more experienced than her and generally getting a kick out of messing up whoever comes to ruin their day.

Aileen's known for her optimism and kindness, rarely looking to see the negative side of things and instead looking towards where light shines its brightest. She's generous and compassionate and enjoys sharing moments with the weak or needy, and is known for her tendency to goof off and have fun. Aileen never, ever comes off as sarcastic or snappy at any point, but if she feels unsafe or a little bothered, she will twitch uneasily and try to kindly ask to leave- eventually zooming off on her own.


  • Likes: Iantha, Lights, Befriending new people
  • Dislikes: Trouble being caused and getting caught in the middle of it, the worst kinds of people
Aileen will hold out her hands, summoning glorious rays of sunlight to unleash upon her summoner, blessing them with 20% stat bonuses in every field for about 20 seconds. She will then move around, using her light to harmlessly push foes away. She will then giggle and warp off.
Relationships

TBA

Aquelia

ColdBlood Icon Aquelia
  • Name
    Aquelia
  • Mass
    5'08" at 129 lbs
  • Birthday
    February 16th, age 25
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Neutral Good
  • Home
    Ocean Manor, Sector 2
  • Occupation
    Aquarium employee
  • Weapon
    None
  • Powers
    Healing

Aquelia is a trusted employee that works with the aquarium in Sector 2, adjusting the water tanks and ensuring all the animals living within them are alive and healthy. She's a professional healer, too, aiding those that got involved in fights or skirmishes with the animals, whether those people did it intentionally or not. Aquelia does her job and does it well, and has been acclaimed for her ability to prevent the giant monster known as "Jezebeth" from escaping her tank. Outside of her primary job, Aquelia pays visits to the hospital to take on her second shift, as a people's nurse. People that regularly visit the hospital wing notice how genuine and gentle she is when compared to the likes of Noise Lindemulder, and especially when compared to Miss Replicate. That said, a few people can get annoyed by her occasional quips.

Though she's usually rather gentle and laid back, Aquelia's known for occasionally expressing some sass and has sparked many rivalries with the other employees there because of her mischievous temper. She's overprotective of whatever friends she has, including her twin sibling Oshelia, and shields them with all her might. If they get hurt, she will take the blame upon herself for not helping them sooner and go into repair mode on them. She is a daring person and doesn't care too much for the consequences on herself, but usually she can't fight.


  • Likes: Travelling on water, her family
  • Dislikes: Moths, scorpions, anyone laying a finger on Oshelia, being car sick
Aquelia will skip around on the stage, coming up near people and setting up a healing device to ensure they'll recover some of their health. If someone attempts to attack Aquelia's summoner, she will block them with a swing of her arms, which might delay the healing a bit.
Relationships

TBA

Brook

ColdBlood Icon Brook
  • Name
    Brook Arsen
  • Mass
    5'10" at 180 lbs
  • Birthday
    November 14th, age 37
  • Gender
    Male
  • Sexuality
    Bisexual
  • Alignment
    Lawful Neutral
  • Home
    Valco Vortex (Job)
    Zyncho, Sector 2 (Home)
  • Occupation
    Valerie's bodyguard
  • Weapon
    Own strength
  • Powers
    None

Brook Arsen is an immensely strong and resilient human being, reliant on almost nothing but this strength and his own strong will. This laid-back man works as Valerie Heartgold's personal bodyguard, doing anything in his power to block others from reaching her and overpowering them with strong suplexes and reflexes. He's more of a "less talking, more fighting" type of person, not doing much to stir up conversation and showing way more signs of wanting to do his job above anything else, knowing he gets paid well for his services. However, he does show slight annoyance when Valerie's chattering gets to his head, and sometimes will lash out at her when she takes her chatter too far. He can especially get furious if he knows Valerie's making dumb choices and notices that she's too stubborn to follow anyone else's advice. They do sometimes get along, though, with Brook liking to crack jokes or display sarcasm.

Being as laid-back as he is, Brook's a usually relaxed person that won't hesitate to help his teammates, remaining chill about the issues at hand so he can focus on resolving them as opposed to worrying about them. He likes to hang out with his friends when his shift is over, hanging out with the likes of Scotch and Oshelia during their occasional meet-ups so they can go out drinking. Brook sometimes will appear nervous or worried when he's clueless on how to solve an especially bad situation, but he tries to bottle these feelings away and try his best to help, even if this "help" doesn't actually lead them anywhere.

Brook is the frequently cited photographer and occasional guest shredder for the abrasive, groovy metal band named "Black Haze".


  • Likes: Hanging with friends, his girlfriend Smartie
  • Dislikes: Valerie's chattering (when gone for too long), feeling stress, not being able to help when needed
Brook will appear to be leaning against a wall at first, but when he sees a foe, he'll go right up to them and grab their neck, holding them in a submission hold so they can be attacked. He can also suplex enemies for the player or push them far away before disappearing.
Relationships
  • Valerie Heartgold
    Brook Arsen works as Valerie's personal bodyguard, so their relationship is a boss-and-employee type of deal. Brook is very annoyed with his boss, being quick to criticize her for doing too much chatter and always making a fuss when she doesn't listen to him or follow any of his advice. He gets especially irritated when Valerie cuts some of his pay over small, petty things and knows the government will let her get away with it. Though Valerie has always been critical of Brook for not really talking much or taking her hints all that well, she is personally satisfied with him and how he does his job, and never thinks about replacing him at any point. That said, Valerie somewhat expresses regret that she didn't hire a woman instead, finding them to be easier to relate to than men. They still crack jokes sometimes, though.

Cabinet Man

ColdBlood Icon Cabinet Man
  • Name
    Cabinet Man
  • Mass
    10'06" at 649 lbs
  • Birthday
    Unknown, age unclear
  • Gender
    Male
  • Sexuality
    Asexual
  • Alignment
    Unclear
  • Home
    Lucky Casino, Old Naxaz City
  • Occupation
    "Sacker"
  • Weapon
    Shocker Circuits
  • Powers
    TBA

Cabinet Man has some of the strangest history of any entity living aboard Satellite 15- this half human, half machine was designed specifically by Chance Roulette for the purpose of kidnapping and sacking no gooders and holding them hostage in a private cell for him to examine later. He succeeds at this by disguising as a somewhat above-average arcade cabinet within Chance's casino, slowly slinking robotic digits across the floor until he can snatch their body and stuff them inside of the unusually large "payout" space. His real form is somewhat more complicated- he has a cyborg appearance, with the individual limbs of his body being made out of arcade cabinet pieces, with his head being nothing more than a complicated monitor displaying the logo to a game entitled "FURIOUS FIGHTER TURBO VII".

One might notice that in spite of his appearance, he is slightly organic, for he does have organs and they're not the most well-kept. Rumors have it that Chance made him out of a technician that wanted to live a new life as a machine, and entrusted surgeons to transplant his organs into the machine. We're not really sure how it works, but Cabinet Man's a pretty fine person that won't hurt you unless you cheat- he can't be beat, however, so don't bother trying.


  • Likes: TBA
  • Dislikes: TBA
Cabinet Man appears as a standard arcade cabinet for the fictional game "FURIOUS FIGHTER TURBO VII", and doesn't honestly do much besides sit around. However, if anyone comes too close, they'll be hooked to his game as he roots them to the floor, allowing them to be attacked through sensual manipulation.
Relationships

TBA

Chezen

ColdBlood Icon Chezen
  • Name
    Chezen
  • Mass
    4'09" at 110 lbs
  • Birthday
    August 12th, age 14
  • Gender
    Male
  • Sexuality
    Asexual
  • Alignment
    Chaotic Good
  • Home
    Storage Chamber, Satellite 15
  • Occupation
    Experimental combat machine
  • Weapon
    Cheddar Claws
  • Powers
    Cheese(?)

Chezen is an oddity alright, being an experimental combat machine that's a mix between man and cheese, developed as one of several hundred emergency troops designed to be used for anti-combat in space. The "Chezen" models all possess the ability to create or store cheese within their bodies, then convert it into this uber-sticky substance that traps enemies down to the floor and allows the other troops to escape freely from harm. They carry additional spray weapons that induce allergic reactions to dairy products to those they hit, and make distracting enemies even easier. The original model was designed by Penny Wisyneat with assistance from Azrail Neos and was approved by Zodiez for usage in the army. Their main weakness is that if the machines don't get their substances used on time, their cheese will grow moldy and begin infecting the insides of their bodies, so it's required they get weekly replacements.

This particular "Chezen" model is the 271st model and has been secretly programmed with a sentience, allowing it to function and cooperate with society. He is witty and sarcastic and likes to throw snappy quips out there just to piss his rivals off, and taps his foot impatiently when others don't respond to him quickly enough. He works as the assistant of numerous chefs in varying kitchens, supplying them with the cheese he supplies in his body. With his numerous upgrades from Azrail, he's also capable of carrying around other ingredients safely.


  • Likes: TBA
  • Dislikes: TBA
Chezen is a supportive unit, blasting cheese all over the battlefield and sticking enemies to the floor or at least slowing them down when they run over the cheesy floor. He will occasionally blast cheese into a foe's body if they come too close, pushing them very far away.
Relationships

TBA

Epica

ColdBlood Icon Epica
  • Name
    Epica Collin
  • Mass
    5'09" at 115 lbs
  • Birthday
    March 21st, age 17
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Lawful Neutral
  • Home
    Collin Shop, New Naxaz City (Job)
    Alafino, Sector 6 (Home)
  • Occupation
    Store manager
  • Weapon
    None
  • Powers
    None

Epica Collin is a lionhearted, somewhat foolish young lady that operates the Collin Shop in uptown New Naxaz City, being a somewhat naive person that jumps headlong into action without thinking about it first. She doesn't bear any ill will about anyone and likes to laugh off her troubles and issues, waving her worries aside because she personally isn't bothered by most things. She works as the manager in her store, with her sister Sarona stocking items on the shelves and also working as a cashier, both ensuring they can sell as many every-day items as possible. Think of the American company "Staples Inc.", but it takes the form of a modern warehouse within an enormous postmodern space satellite. Though they excel at selling off technology, they also have a general convenience store section that's managed by their friend Sinicini Cina Mon.

Ms. Collin also frequently chatters to everyone that comes across her at the store, especially while she's checking out items for her shoppers. She likes to occasionally gossip about what's going on in the local area and interviews any individuals she happens to find interesting, and expresses shock when horrifying, disturbing things have been told to her. She frequently faints when the customer goes into detail, requiring her sister Sarona to manage the shop for the rest of the day until her sibling's able to recover.


  • Likes: Sarona, being social, making sales, marshmallows
  • Dislikes: Fainting
Epica will walk around the stage, attempting to catch her enemies in plastic bags so she can smack them before throwing them around. She can also pick them up to scrape them against the floor ("checking them out") before throwing them away from their summoner's current position.
Relationships

TBA

FDX-83

ColdBlood Icon FDX-83
  • Name
    FDX-83
  • Mass
    3'05" at 337 lbs
  • Birthday
    March 27th
  • Gender
    Female
  • Sexuality
    Asexual
  • Alignment
    True Neutral
  • Home
    Storage Chamber, Satellite 15
  • Occupation
    Xylographer
  • Weapon
    Stretchy Limbs
  • Powers
    None

FDX-83 is a superbly calm, passionate robotic being that serves as one of 10,000 "FDX" models aboard Satellite 15, being among the weaker first hundred models that aren't as sophisticated or advanced as their future counterparts. The model name "FDX" stands for "Feminine Disposable Xylographers", meaning they were solely designed to make engravings on wood. Over time, these humanoid robots were upgraded to begin carving on more and more surfaces, giving them more versatility in what they can do. The reason why they were built to xylograph is so that their creator (Penny Wisyneat's grandmother) can give Kýrios and Zodiez a fleet of robots that can design the architecture of the satellite and give it a unique visual look. They have upgraded the designs of about 80% of the satellite, leaving the public's homes intact if they weren't given signed wavers to be allowed inside.

FDX-83, unlike in the case of Chezen who gained his own sentience and worked independently of his squad, still works on her prime time as an xylographer. However, she's the most ambitious about her duty and has commanded fellow mates of hers to design the satellite as she intends it to be designed. She's designed most of the lobby of the satellite just by telling people what to do. She rarely gets angry, unless others pick fun at her unusually short height, which sends her into a flying rage very fast.


  • Likes: TBA
  • Dislikes: TBA
FDX-83 strikes with her stretchy limbs, striking enemies from afar with her long-reaching arms. She may also bring out sharp utensils that she uses for her carving, spinning them out like blades to strike her enemies. They bounce on the ground as they go along, and are hard to evade.
Relationships

TBA

Ginger

ColdBlood Icon Ginger
  • Name
    Ginger Nail
  • Mass
    6'02" at 213 lbs
  • Birthday
    January 9th, age 68
  • Gender
    Female
  • Sexuality
    Not interested
  • Alignment
    Chaotic Neutral
  • Home
    Old Naxaz City streets
  • Occupation
    Arms dealer
  • Weapon
    Numerous
  • Powers
    Limited magic

Ginger Nail is a secretive arms dealer located aboard Satellite 15, being a fugitive that's escaped prison and is wanted alive by the police. She secretly cloaks herself up in a suspiciously big trenchcoat, selling explosives and illegal weapons to interested locals for absurdly high prices, keeping her face and identity concealed so she can freely shop out in the open without getting caught. Ginger likes to hide within shady alleyways, luring others to her by offering them cigarettes or a glass of beer/wine, and then talking their drunken minds into giving her money for her improvised weapons. She would be using her magical potions and explosives to take over the satellite, but because of her incompetence in battle because of her weak hearing and half-blindness, she decided she was better off selling them so she can use the money to fund the political party aboard the satellite she finds to be the best.

Ginger is a self-absorbed narcissist that gloats about her appearance and her array of illegal weapons. She's very stubborn about her beliefs and refuses to listen to others unless they're willing to cooperate in business with her, and underestimates the powers of anyone around her unless they actually bother tackling down this frail egotistical hag. She's not the world's friendliest person, usually giving friends and foes alike demeaning nicknames and making things awkward by attempting to say corny catch-phrases before battles to try and sound cool. All efforts land flat on their faces.


  • Likes: Herself, her weapons, making successful deals
  • Dislikes: People making fun of her, people attempting to arrest her, failed deals
Ginger laughs audibly, stocking her supplier with six bombs. She will then drop a bomb down onto the battlefield, which will send fiery shockwaves that travel across the platform both to the left and to the right. She then winks to her summoner before vanishing with a potion.
Relationships

TBA

Honey

ColdBlood Icon Honey
  • Name
    Honey Erapha
  • Mass
    5'06" at 263 lbs
  • Birthday
    August 19th, age 21
  • Gender
    Female
  • Sexuality
    Homosexual
  • Alignment
    True Neutral
  • Home
    Spade's Office, Peppertown (Sector 5)
  • Occupation
    Librarian
  • Weapon
    Venom Slicers
  • Powers
    None

Honey Erapha is a quiet librarian relaxing in Spade Amour's office, organizing the recordings her boss makes and all of the important lore books detailing the satellite's history. She's a soft-spoken, rather emotional soul that would rather keep to themselves than talk to others, finding it hard to trust anyone that could wind up lying to her or otherwise hurting her, but those that are close to her know she's a smart and reliable friend. Honey's the type to hold grudges and anger towards those who have wronged her or crippled her, and has a hard time letting go of these grudges because she has a hard time believing these people can change. Her occasional abrasiveness and tendency to jump to conclusions both come from her high-level shyness, and she pushes away people that both her a lot. All of her negative traits stem from how she was raised by her angry, somewhat neglectful and unhelpful parents.

Honey likes her quiet, silent environment and likes to hang around people that are just as soft-spoken as she is. She's not the easiest person to get along with, but give her time and she will protect you to the best of her ability. Sometimes, Honey will be seen on the phone talking to her scorpion-human hybrid girlfriend named Onyx Inkshwa, acting rather cheerfully and skipping about afterwards because of how supportive her girlfriend is and how happy she makes her in the long run.


  • Likes: Her girlfriend Onyx, managing the quiet library, having time to herself, comics, erotica
  • Dislikes: College stress, pointless drama, ignorant people, being judged
Honey may not be much of a fighter, but her Venom Slicers carry a fair bit of power. She will try and pin down enemies with her slicers, then crush them between her legs. She can also spit venom to make her enemies more sluggish for a brief period of time, or form webs to stick enemies to the floor.
Relationships

TBA

Hydrox

ColdBlood Icon Hydrox
  • Name
    Hydrox Bahlsen
  • Mass
    5'07" at 335 lbs
  • Birthday
    August 1st, age 23 (mentally)
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Lawful Good
  • Home
    Streets of Zyncho, Sector 2
  • Occupation
    Unknown
  • Weapon
    Oreo Disks
  • Powers
    Oreokinesis??

Hydrox Bahlsen is an oddity of an experiment from Azrail Neos, being a character made from... Oreos!? She's one of numerous attempts from Azrail Neos attempting to make his own lover for himself to marry and live in harmony with, but even his sentient experiments don't like him and left him (rightfully) in the dust to rot. She simply lives on the streets alongside other escaped experiment Anchovizza; a pizza-based woman, the two are working to gather all of the different experiments that Azrail created and use them to rebel against his attentive self, and have the ultimate goal of trying to defeat him, get him arrested, then watch him burn at the stake with great glee. According to Azrail, Hydrox wasn't just made from the mass-produced loads of the "Big Stuf" Oreo product he has, but also his own DNA as well as that of a willing tester whose name hasn't been released.

Hydrox is an extremely gentle being that normally makes no efforts to fight others, as is the case with Azrail's other forcibly created wives, but isn't shy. While she is never aggressive, she can be playfully sassy or give off light insults that are meant to tease more than to hurt. There is not much else to say about her personality due to it being basic in nature, as with Azrail's other experiments. She's not stupid, however, and Azrail surprisingly designed her with a will that allows her to fight off sexual abusers and predators.


  • Likes: TBA
  • Dislikes: TBA
Hydrox travels around on this Oreo-like saucer, using a huge Oreo to shield herself from attacks. She aids her allies by giving them cups filled with Oreo milkshakes, which they can drink down to restore their health. If she pulls out a golden Oreo shield, she will reflect projectiles.
Relationships

TBA

Iantha

ColdBlood Icon Iantha
  • Name
    Iantha
  • Mass
    6'03" at 130 lbs
  • Birthday
    Unknown
  • Gender
    Female
  • Sexuality
    Undetermined
  • Alignment
    Lawful Neutral
  • Home
    Daybreak Tower
  • Occupation
    Bringer of dark
  • Weapon
    None
  • Powers
    Dark

Iantha's another rare case of a deity belonging to Satellite 15, being Aileen's twin that supplies the satellite when darkness when trouble is afoot and helping residents get to sleep. She and her sister Aileen rest atop a special tower they made themselves atop an asteroid, glancing at the satellite they're designated to protect. She's active during the night, taking her shift when Aileen's asleep until dawn comes. Iantha's the type to force no-gooders out from their space and actually combat them with her crushing darkness powers, and shields her sister from all harm that's come for both of them. Iantha is very experienced and intelligent, scolding her sister for her occasional incompetence between shifts at "The Watchtower", acting like a motherly figure to her in spite of them being at similar ages. She'll watch the clouds with Aileen sometimes, enjoying the sun's warmth on her quote-on-quote "all-nighters".

Iantha is a pessimistic, blunt and rude individual that seems to only look to the negative side of things, brushing aside "needless" optimism where it's unneeded and refusing to listen to those that don't have their ears open. She can come off as very snappy and demanding, forcing others around to do what she asks them or otherwise commanding them to leave. She's not a drinker or smoker, though, and tries to prevent herself from doing bad habits so her sister doesn't get any bad ideas or thoughts from her. She's protective of her sister and tries to keep her safe.


  • Likes: Aileen, stars, making a fool out of others
  • Dislikes: Long interactions, no one heeding her warnings, being annoyed
Iantha will hold out her hands, summoning hideous rays of darkness to unleash upon her summoner's enemies, blessing them with -20% stat bonuses in every field for about 20 seconds. She will then move around, using her darkness to damage foes multiple times before warping off.
Relationships

TBA

Keil

ColdBlood Icon Keil
  • Name
    Keil
  • Mass
    6'06", weight unknown
  • Birthday
    "January 34th?", age 17
  • Gender
    Female
  • Sexuality
    Asexual
  • Alignment
    True Neutral
  • Home
    Homeless
  • Occupation
    Gas station worker
  • Weapon
    None
  • Powers
    Explosives??

It's really tough to describe who exactly Keil is, although three things describe her personality well: she's kind of insane, quite ignorant, and way overexcited. She loves to be pushy or do random things (especially when asked not to) and likes to deliver "sick burns" to her fellow employees at the gas station. She's a rather unpredictable person that doesn't follow any patterns and has very fickle interests, so if one talked to her, they never would know what to expect from her. Keil seems to ignore all danger and any sort of consequences, so she's not really sure when she's doing things wrong or when things are going wrong most of the time, and when she does, she seems to not really appear worried or otherwise do anything about it. Nobody knows where Keil came from, nor where she originated, and from the looks of it, she's just as clueless about herself as you are.

Keil is not the world's brightest person; in spite of her tendency to blow things up with the numerous explosives on her belt, she still signs up for and works at gas stations. Typically, these places get set afire within just a few weeks, delaying the fueling of the satellite's ships and causing her to be charged with doing the repairs. She usually calls upon General Snickers Caramel to help her pay off the bills and flees from the scene as soon as possible. Keil hasn't paid off everything, though; she still reportedly has $250,000 dollars she needs to pay off.


  • Likes: General Snickers
  • Dislikes: Peanut butter, working alone, being reminded to pay the price
Keil will stand there, lobbing around numerous bombs to her left and right, either overhand or underhand. She's a dangerous assist to summon, as she will recklessly throw these bombs around and launch anyone (even the summoner) away from her. Her last bomb has a huge radius, dealing massive damage but being predictable to dodge.
Relationships

TBA

Kitty

ColdBlood Icon Kitty
  • Name
    Kitty
  • Mass
    6'0" at 109 lbs
  • Birthday
    February 2nd, age 18
  • Gender
    Female
  • Sexuality
    "Valsexual"
  • Alignment
    Chaotic Evil
  • Home
    Valerie Fan Club, Sector 4
  • Occupation
    Assassin
  • Weapon
    Kitty Blade
  • Powers
    None

Kitty is a helpless assassin that has fallen deep in love with the great Valerie Heartgold, obsessed immensely with her image and tracking her around the satellite in the unlikely event she'd be recognized and adored by her! She worships her deeply and is the leader of the Valerie Fan Club found in the fourth sector of the satellite, wishing to be hers one day- yes, this means she would rather be Valerie's girlfriend than that scarecrow! Something of a comic relief villain in a way, Kitty travels around the satellite, stalking Valerie, and then attempts to set a trap for them both to fall into. Her goal is to assassinate Syinara and then be with Valerie for all eternity, but as you might imagine, that's not something Valerie would let happen so easily. Don't be fooled, Kitty is still a valuable assassin and knows many tricks of the trade when it comes to combat, but her idol is always one step ahead of her.

Kitty is mostly silent and refuses to speak for the most part, with her motivations mostly spoken by her sudden movements and life-threatening attacking speeds. She's mostly calm and collected, only turning 180 when she thinks she needs to, but get on her bad side and you're in for a world of pain. Whenever someone threatens her or Valerie, she will stalk them and pin them down, threatening them herself and forcing them to cooperate with Kitty's terms or they will die. She is helpless when it comes to her love for her idol; no therapist has managed to calm this obsession. She's even writing a biography about Valerie!


  • Likes: Valerie Heartgold, her job, her knife collection, her mask, treasures, gold, currency
  • Dislikes: Time-wasters, perverts, unjust people in power
Kitty will jump up, throwing her numerous prized knives around in an attempt to pin various enemies to the ground, occasionally spinning them away from her like boomerangs except they won't return after being thrown. She will then attempt to tackle and slice at an enemy from above, and then disappear.
Relationships
  • Valerie Heartgold
    Kitty and Valerie's relationship is mostly one-sided, with the former being overly obsessed about Mrs. Heartgold and the latter refusing to acknowledge her. Kitty is super-protective of Valerie and her image, being so obsessed with her to a point that she ONLY cares about Valerie, thinking the multiverse would be better off if it was just her and Valerie living together. She writes biographies about her, writes smuts about her... god forbid. Valerie's not usually the type of person to ignore or avoid her fanbase, but she's always been uncomfortable with Kitty's existence- she goes after Syinara, trying to kill her so that only she can be recognized as Valerie's true girlfriend! The two things Valerie appreciates about Kitty is that she is 1) stupid and 2) responsible for the creation of the supportive Valerie Fan Club.

Lady Pain-T

ColdBlood Icon Lady Pain-T
  • Name
    Lady PAIN-T
  • Mass
    5'08" at 2380 lbs
  • Birthday
    April 6th, age unknown
  • Gender
    Female
  • Sexuality
    Asexual
  • Alignment
    True Neutral
  • Home
    Storage Chamber, Satellite 15
  • Occupation
    Satellite painter
  • Weapon
    PAIN-T Press
  • Powers
    Paint

Lady PAIN-T, or whoever you wish to refer to her as, is a demented artistic demon whose life is tethered to a press machine. She commands the army of FDX robots around to redesign and restructure Satellite 15 from her locked away space in a C.O.T.S. laboratory, finishing the job by sacrificing her immortal life force regularly to paint the satellite with all the preferred colors of her choosing. The machine regularly draws into her blood to "help" her paint, and she's stuck so far away from society that she has no friends nor any experience with people overall. With her ability to mass produce, she has been responsible for recreating thousands of clones of weapons, species, etc. since her original owner Zodiez created her. With little social interaction, her vocabulary is extremely limited, and she sounds almost completely drained of emotion whenever she tries to speak.

She is currently under the control of Miss Replicate, who stole her from her initial spot in the reactor silo room and placed her in an isolated prison, making her do the things she wasn't designed to do... cloning people. Her blood was also illegally transferred into Miss Replicate's body, allowing her to clone beings by her own hand even if it's a slower process, and their growing abusive relationship with each other is significantly worsening the other each year they remain together. Lady PAIN-T relies on Ms. Replicate's "support" to live, and Ms. Replicate simply does not care what happens to her for as long as she remains alive and does what she's told. As she is a deity, she and Miss Replicate are impossible to kill by normal means.


  • Likes: Unknown
  • Dislikes: Pain and suffering, working involuntarily
When Lady PAIN-T comes down onto the battlefield, she will wheel around and paint the battlefield numerous colors. Foes can roll in purple or orange paint particularly. Eventually, she will lift a purple or orange ball and then crush it- foes that are covered in the same colored paint she's squeezed will take extreme damage.
Relationships

TBA

Mayxine

ColdBlood Icon Mayxine
  • Name
    Mayxine
  • Mass
    6'00" at 160 lbs
  • Birthday
    March 29th, age 21
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Unknown
  • Home
    Kýrios' Throne, Admin Sector
  • Occupation
    Zodiez's servant
  • Weapon
    Electric Yoyo
  • Powers
    None

Mayxine is Zodiez's willing servant yet best friend, regularly residing in the throne room with her master as well as Kýrios, who she refers to as her "co-master". Beyond doing work for her masters, she lives a rather normal life and attends community college and usual events like normal, usually alone but sometimes going out shopping with Zodiez. In spite of her being Zodiez's servant, neither her or Zodiez see it this way, and just think they're doing their jobs. Mayxine is frequently awarded with calamari and sushi and given a place to rest on their bed, and is sometimes given permission to feast out privately with them. Mayxine spends her weekends with the deities as well as all nights every week, and spends her days at the aforementioned college and events. She has a distaste for the fast-moving transportation system and strongly prefers using bikes, which can't currently cross into New Naxaz City or any sector for that matter.

Mayxine is young and still has a lot to learn, which is reflected with her some-what naive personality. She craves danger, but is still cautious enough to not try and put herself in harms way at a constant rate, which she knows would annoy both her masters. She is quick to put up fights for herself, although will usually back down if she feels she has no argument. That being said, she doesn't ever fight with Zodiez or Kýrios, or at least she tries not to. Mayxine will tell them to calm down if they're being overly noisy or rude, however.


  • Likes: Zodiez, biology, calamari, sushi, sleeping
  • Dislikes: Homework, Mallory, transportation system
Mayxine attacks her enemies with her Electric Yo-Yo, slinging it into enemies to deal multiple hitpoints of damage to them. She'll also dump buckets of Inkura on the ground, forcing foes to get stuck in them and try to wriggle their way out of them. Sometimes she drops calamari and sushi too before disappearing.
Relationships

TBA

Mega

ColdBlood Icon Mega
  • Name
    "Mega"
  • Mass
    5'05" at 103 lbs
  • Birthday
    June 7th, age 15
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Lawful Neutral
  • Home
    Mysterious
  • Occupation
    Vehicular technician
  • Weapon
    Storm Daggers
  • Powers
    Electricity/Ice

Mega is the super straight-forward, friendly assistant of Shredder's, being a skilled technician that specializes in vehicular knowledge and repairment. Even when pressured by the tightest of schedules and hindered by the most annoying of annoyances, Mega's always trying his best to move things along. He frequently comes off as stern or naive when things don't go his way, therefore, which is particularly because of the pay he gets from Shredder is just above the legal minimum wage aboard the satellite. Mega frequently follows Shredder around to help him fulfill his nefarious duties and make the workload a bit less overbearing, though he isn't aware of how twisted his partner really is and does all the work he asks him to do without asking. Unless, of course, it seems to be rather immoral or puts someone's life in danger- in those situations, Mega doesn't really know who he even seems to be with anymore. Mega is very fond of Skittles, and if he sees Skittles in any place, he will go out of his way to go and retrieve them no matter the cost.

It's unknown where Mega comes from, nor is it known what his real name is. However, the two Storm Daggers he seems to wield for defensive combat are implied to have come from his deceased parents, who apparently perished to the hands of a purple-haired fiend. The electricity and ice storms he can summon from his daggers and clash together create extreme reactions in the climate around him, fueled harder and harder the worse he's feeling. Though Mega is known mostly for being an optimistic and rather happy person, he does tend to be upset whenever he remembers his blades- which remind him of the parents he no longer has.


  • Likes: TBA
  • Dislikes: TBA
Mega uses either of his blades to summon either thunderstorms or hail storms. In thunderstorms, he speeds around fast and releases quick bursts of electricity from his hands. In a hail storm, he will move slower and twirl around to release cutting stones around his body.
Relationships

TBA

Mindy

ColdBlood Icon Mindy
  • Name
    Mindy Metallurgy
  • Mass
    7'10" at 422 lbs
  • Birthday
    August 21st, age 31
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Lawful Neutral
  • Home
    Main Street, New Naxaz City
  • Occupation
    Blacksmith, weapons crafter
  • Weapon
    Monster Mace
  • Powers
    Metal-bending

Mindy Metallurgy's a blacksmith and a weapons crafter aboard Satellite 15, known well for her impressive talent across the whole satellite. With her metal-bending powers, she can work any steel into something useful for nearly any circumstance. This super-powerful muscular woman can shape, distort, and heat metal, but don't mistake her muscles as more bark than bite... she can singlehandedly destroy you with just a twirl of her wrist! Mindy's always waiting for people in need of weaponry or repairs, and will always accept requests unless they're from the most despicable of people- and even then, she'll still do it if she gets paid enough. Mindy's known for her occasionally loose temper, strong hatred of hagglers, and for crushing anyone that can't pay her in a deadline. She can bench press 5200 pounds and can crush anyone besides Whiskey Lager with little effort- the two are, strength-wise, more or less matched in power, but Mindy's still physically the strongest person aboard the satellite.

Mindy is a metal worker and works with her brothers and sisters across the satellite to create the best weapons, engines, and even robots at times. She is big into meat, having sausages hanging in her workshop that she'll bite into for a snack and she has a BBQ in her workshop as well. She has been known for collaborating with Penny Wisyneat on inventions for the better of the satellite and for occasionally helping out Chance Roulette set up his casino traps.


  • Likes: TBA
  • Dislikes: TBA
Mindy is a very strong, ruthless battler. When summoned, she will pick up this enormous metal mace and slowly walk around with it (to conserve her stamina). She will swing with this mace with all her might, instantly killing anyone within her attacking radius! She needs to be avoided at all costs until she soon disappears.
Relationships

TBA

Nomila

ColdBlood Icon Nomila
  • Name
    Nomila Rouse
  • Mass
    6'07" at 224 lbs
  • Birthday
    August 15th, age 27
  • Gender
    Intersex/Female
  • Sexuality
    Pansexual
  • Alignment
    Chaotic Good
  • Home
    Satellite 15 Lobby Room #13
  • Occupation
    Database worker
  • Weapon
    None
  • Powers
    Unexplained

Nomila Rouse is an insomniac that works from home, aiding the heroes by working on a professional database meant to keep track of supernatural creatures (whether loose or contained) and however many of them remain waiting to be captured. This informative database is looked upon by the likes of General Scotch, Devina Kilmister, and Clair Voyell, who have each thanked her profusely for her help in making things a little easier. Even though her work may occasionally contain grammatical errors (usually regarding spelling), she is very proud of it and remains dedicated towards updating it on a regular basis. Outside of this, Nomila's rather lazy as a person, lounging around in the mornings in just her pajamas drinking coffee to ease the day away. She is a monster at night, on the other hand, and becomes wickedly irritated and aggressive if she can't channel her newfound energy through anything. In cases like these, Pierce Hazel likes to climb out of his wheelchair and challenge her power throughout the night.

Nomila is frequently depicted as tired or drunk during the daylight hours, battling the insomnia that comes from the overwhelmingly powerful testosterone drive that kicks in almost every single night. Sometimes she nods off to sleep during the day and doesn't respond to her environment very well, forcing others to snap their fingers or use other methods of waking her up to make sure she can listen to them well. It's a big job for Pierce and Clair to find ways to put her in so much fatigue that she actually collapses into a deep sleep at night, but it's not always something that works successfully. Nomila likes to use coffee and beer, sometimes even in combination, to survive the day hours.


  • Likes: Pierce, beer, coffee, sleep
  • Dislikes: Insomnia, Mallory
Nomila enters her powered-up state the moment she enters the battlefield, the battlefield becoming dark as her hair becomes a cosmic wavy purple and her eyes glow. She gains lightning reflexes and will attempt to pin down anyone, beating brutally at them. Hit her and she will feel great fatigue.
Relationships

TBA

Olcia

ColdBlood Icon Olcia
  • Name
    Olcia Divinix
  • Mass
    5'04" at 133 lbs
  • Birthday
    May 14th, age 23
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Chaotic Neutral
  • Home
    Satellite 15 Lobby Room #66
  • Occupation
    Lupin cultist, designer and painter
  • Weapon
    None
  • Powers
    Dark Magic

Olcia Divinix's part of an exceptionally big cult that worships the ultimate divine figure known as Lupin, making regular sacrifices to him- be it through sacrificing elements of her body or by sacrificing animals. She's a borderline insane person that can be controlled by practically anyone she finds interesting enough and powerful enough to hold her attention. Olcia is particularly fond of aggressive people and hates it when people hold back, wanting them to deliver all they can right to her face at maximum force! She joined the Lupin cult because she envisions Lupin as someone that wants her, someone that wishes to use her, someone that seems to give her existence the meaning she's been long seeking after. Looking to please him in any way she can, Olcia's willing to chop herself up with masochistic glee or take lives away just to pleasure him. If needed, she would even kill herself to please him, but that would mean taking her boyfriend Agantuk with her- a plan she can't really devise.

Olcia works as a designer and painter by day for the houses of those part of the almost-Satanic "Lupin Cult", decorating their houses with imagery of him and his kind. At night though, she acts lovey and happy with Agantuk, who she loves for his own aggressiveness, almost violent temper, and good assortment of jokes. She does seem to have hints of sanity left, not hurting herself or sacrificing anything for his sake because she just wants to help make him happy- even if it means cutting back on her obsessive love with Lpuin. Olcia enjoys drinking blood or cranberry juice, but if she doesn't eat in a while, she gets shaky because of her undiagnosed hypoglycaemia.


  • Likes: Blood, cutting herself up, flowers, cranberry juice, wine
  • Dislikes: Beer, timidness, garbage smell
Olcia performs numerous sacrifices to Lupin during battle, picking up enemies and disintegrating them to his likeliness, gifting her summoner with boosts. However, it's not known what boosts the player will get, and the enemy doesn't lose a stock but a good amount of their Stamina.
Relationships

TBA

Paprika

ColdBlood Icon Paprika
  • Name
    Paprika Chellthrop
  • Mass
    5'11" at 161 lbs
  • Birthday
    July 6th, age 26
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Lawful Good
  • Home
    Rose Shop, New Naxaz City (business)
    Satellite 15 Lobby Room #410 (home)
  • Occupation
    Fashion worker
  • Weapon
    None
  • Powers
    None

Paprika is a woman who works in the field of fashion, competing with Valerie Heartgold to lead the industry. She tends to be on top of the latest trends found aboard Satellite 15 and is always aching to become a trendsetter herself. While she can come off as rather cold about what's out and can appear to only care about what she sees as popular, she has a motherly attachment to some of her clients and can emphasize well with their struggles- like her rival, Paprika mostly grew on the poverty line and dealt with parents that didn't believe she could ever become as successful as them. Her big advantage over Valerie is that she's completely focused around her career as a fashion designer and has a good amount of experience in the field from having sold clothes as a child; Valerie received her success from mostly her fame, much to Paprika's disgust. Having grown up somewhat perverted and pushy and immature, she's since learned from her mistakes and attempts to help mentor others when she can.

During the daylight hours, she works for Crymsia Rose and helps her make and sell clothing, and is a huge reason why the Rose Shop is so successful. Paprika's frequently found eating spicy food and looking at social media tends on her phone, but she's mostly interested in creating interesting outfits for her clients no matter what limitations she has. You might be surprised to learn she does have powers- she can change her clothing in a near instant and has hundreds of outfits on display, several of which she's made in a single day. Her clothes also repel water and resist fire, and generally bounce back elementals well.

Paprika is the back-up multi-instrumentalist and lead album designer for the abrasive, groovy metal band named "Black Haze".


  • Likes: TBA
  • Dislikes: TBA
Paprika plays a supporting role, knitting up clothing quickly before stuffing sweaters down onto her enemies' heads, forcing them to panic and struggle. Don't use any special attacks against her, as they will just be reflected off of any of one of 20 outfits she might be wearing to the fight!
Relationships
  • Valerie Heartgold
    Paprika and Valerie are direct rivals to each other in the fashion business, competing with each other to dominate the industry! These two childhood-deprived ladies butt heads frequently, trying to rule this industry and secure as much of an audience as possible- but will you root for the fan favorite Valerie, or root for the professional Paprika? Neither of these girls get along, squabbling and arguing almost as soon as they come to realize they're in the same place, and have a hard time staying off of each other's throats, with both Syinara and Crymsia being required to keep them back with their respective vines. Paprika's always been super envious of Valerie because of her fame-made success, while Valerie's always been annoyed by Paprika, who seemed to only care about what she personally thought was stylish and cool.

Parabola

ColdBlood Icon Parabola
  • Name
    Parabola
  • Mass
    6'00" at 148 lbs
  • Birthday
    August 8th, age 37
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Lawful Good
  • Home
    Satellite 15 Lobby Room #66
  • Occupation
    Satellite officer
  • Weapon
    Electric Staff
  • Powers
    Electricity, PSI

Parabola is a lone gunwoman that serves as a deputy for the Satellite 15 lobby, having administrative rights aboard the satellite and attempting to bring law everywhere she sees fit. She's hellbent to follow the rules and is even more hellbent towards making sure others abide to them. Parabola is known for her harshness, angsty critiques, and tarty attitude overall, and seems to carry an attitude of superiority around others even though that's not the intention she tries to bring. She's trying to educate her family, friends, allies, and all the citizens to the best of her ability, but her terrible past including her abusive father that would sit on her for fun has prevented her from finding the right words to use. Parabola thinks everyone's owed a chance in becoming wholesome and good, and gives them time to actually better themselves as people. Around friends, she just casually unwinds and relaxes, and exercises frequently so she can keep her high-maintainance job aboard the satellite.

Parabola lives with her friend Agantuk, as do a fair amount of other characters. She has many niches with how she uses her varied PSI powers- she can use Fire, Whip, and Snipe to her advantage and lay sieges against multiple enemies at once. She may not be able to land as hard as a beating as her friend Agantuk, but she has a more defensive role on the team as she can use Lifeup to restore their health and Refresh to remove status ailments from fellow teammates. Her ability to glare enemies down allows her to lower their offenses and defenses, and her electric staff can be used to keep them still. She's a viable force and works well in conjunction with the rest of the staff.


  • Likes: TBA
  • Dislikes: TBA
Parabola uses PSI Fire to spread soaring flames across the ground, PSI Snipe to strike enemies multiple times from a far distance, and PSI Whip to deliciously destroy enemies at close range. She can also use Lifeup to restore her summoner's health, giving her a lot of utility.
Relationships

TBA

Penny

ColdBlood Icon Penny
  • Name
    Penny Wisyneat
  • Mass
    4'08" at 99 lbs
  • Birthday
    September 5th, age 51
  • Gender
    Female
  • Sexuality
    Heterosexual
  • Alignment
    Neutral Good
  • Home
    Main Street, New Naxaz City
  • Occupation
    Inventor and mechanic
  • Weapon
    None
  • Powers
    None

Penny Wisyneat is the perfect inventor for Kyrios' forces, being one of his most trusted allies and a significant factor in progressing the industrial movement aboard the satellite. She may look tiny and insignificant at first, requiring a stool to even be able to speak to the king himself, but that doesn't mean anything really! She's a super-determined, super intelligent worker that's been able to mass-produce her own successful machines and build incredible supercomputers such as Adexene. Though very nervous around those she doesn't know well and can even come off as shy, it doesn't take her long to get used to others' prescences and she's good enough to make a good judgment on whether or not those people are worth befriending or escaping. She's an adventurous spelunker, frequently traveling around the satellite by public transport and exploring every crook and nanny of the satellite for something to do or something to improve upon. She cares much for the satellite's health and wants to help the lord make it the best place available for habitation.

Penny is the direct contrast of the boy Dusty- she's frequently employed by people across the satellite and is frequently thought to be one of its smartest inhabitants. She's been able to construct the battle weapons for many heroes aboard the satellite, restructure the satellite infrastructure when needed, make numerous safety fixes to the satellite, and alert the authorities of any bad accidents that happen. However, she is a popular target because of how helpful she is to the satellite's people- many villains want to get their hands on her and use her high IQ for themselves. This means Penny frequently has to travel with whiny crewmates, much to her disappointment.


  • Likes: TBA
  • Dislikes: TBA
Penny will scan the player's foe, capturing them on camera and then obscuring everyone's view with the foe's capture data. She will then give advice on how to defeat them and boost the summoner's stats for giving her something interesting to do. She will then wink and warp off.
Relationships

TBA

Priss

ColdBlood Icon Priss
  • Name
    Priss Wormsround
  • Mass
    9'03" at 233 lbs
  • Birthday
    December 11th, age 32
  • Gender
    Female
  • Sexuality
    Doesn't matter
  • Alignment
    Neutral Good(?)
  • Home
    Wormsround Shack, Sector 5
  • Occupation
    Grave digger
  • Weapon
    Scythe
  • Powers
    TBA

Priss Wormsround is from a somewhat notorious family of professional grave diggers that have been digging up the bodies of the deceased for years, frustrating the authorities that wish to preserve the bodies of the fallen. This family has long been subject to genetic issues that make it so that those in her bloodline don't get to live very long lives, so they replenish themselves by digging up bodies and absorbing their organs and replacing what's wronged within their bodies (usually their spines). Priss tries to make the best out of the limited time she's got in life, living alone in a shack but always welcoming guests to it, befriending them or making partners out of them. She's rather easy-going and sweet, believing all (even Mallory) to be redeemable, and is a warm-hearted person that just wants to see others grow and evolve. She may be working a somewhat cruel job, digging up graves so she can use their bodies to continue her hampered existence, but she's a great peacemaker.

Priss isn't intentionally malicious, though. For one, she will at least try to rebury the bodies of the deceased in as perfect of shape as possible, and for two, she helps Shannaxi bury the dead to begin with and will willingly dig up bodies that the government deems important for DNA extraction. She's a rather good friend with Azrail Neos, who isn't personally interested in her but appreciates her help with his research.


  • Likes: Marshmallows
  • Dislikes: TBA
Priss plays a more pacifist role when summoned. She will attempt to cease violence around herself by using her scythe to break fights apart, flinging foes away from each other directly. She can also detach eyes from her sockets and squirm them around like worms to lower enemies' defenses.
Relationships

TBA

Rabine

ColdBlood Icon Rabine
  • Name
    Rabine Bunnie
  • Mass
    5'08" at 375 lbs
  • Birthday
    December 2nd, age 34
  • Gender
    Female
  • Sexuality
    Asexual
  • Alignment
    Neutral Evil
  • Home
    Unknown
  • Occupation
    Regular thief
  • Weapon
    Orangeburst Reflector
  • Powers
    Slime

Rabine's not the easiest person to learn about, that's for sure- nobody knows where this goo-made woman's come from nor do they know why she's so damn aggressive! Rabine's a homeless resident that serves as a regular thief for numerous food outlets across the satellite, particularly targeting the smaller towns in each sector of the satellite. From an outsider's glance, she appears to be rather pessimistic and unhappy with how things are for herself and her surrounding society, and suffers from much humiliation because of how embarrassing she thinks humans are making themselves out to be. She believes that by thieving restaurants of their foods and using them to grossly expand her body, she can starve the ungrateful humans to death and leave them with nothing to spare. However, Rabine isn't much of a villain because she's been caught and arrested numerous times, and she spends a lot of community service helping the satellite against her own will.

Rabine does have some charm, though- in fact, many would say she's charismatic, funny and clever. Most people just agree on the fact that she rushes her actions too frequently and thus she isn't always a rational thinker when pitted with do-or-die scenarios. When things aren't going well, she loses sense of her charisma and quickly grows sour, becoming dry and boring. Rabine is somewhat egotistic and thinks she knows better than several people do aboard the satellite, but most of the time she's hanging by the skin of her teeth, relying on others for help. She gets herself into so much trouble that some find it cute!


  • Likes: TBA
  • Dislikes: TBA
Rabine will use her Orangeburst Reflector (a peeled orange-made gun with a gun poking out from between the orange wedges) for battle; she can squirt out its juice to form a reflective shield around herself, which can reflect and send back projectiles. Seeds are then shot in a gattling-gun like manner.
Relationships

TBA

Sarona

ColdBlood Icon Sarona
  • Name
    Sarona Collin
  • Mass
    5'07" at 104 lbs
  • Birthday
    April 7th, age 17
  • Gender
    Female
  • Sexuality
    Asexual
  • Alignment
    Lawful Neutral
  • Home
    Collin Shop, New Naxaz City (Job)
    Alafino, Sector 6 (Home)
  • Occupation
    Cashier, stocker
  • Weapon
    None
  • Powers
    None

Sarona Collin is the protective and lionhearted sister of Epica Collin, working with her in operating the Collin Shop in uptown New Naxaz City by serving as a cashier and stocker. She's much quieter than Epica, but is both a hard worker and a hard thinker that has a great fascination with organization and keeping things on schedule. She also treats things far more seriously than her sister; when someone comes across her, annoys her enough, or looks into her eyes, she usually has some one-liner that will send them back crawling from wherever they came. Her goal is to keep expanding her family's modern warehouse known as the Collin Chop and continue negotiating deals with other companies so they can continue selling the technological equipment they're well known for. She's good friends with Sinicini Cina Mon, who manages the convenience store section of their shop.

Sarona happens to actually be much more than she lets on- while her sister is a chatterbox that likes to gossip, Sarona instead prefers to hang out back and think deeply about the events that have been happening outside their shop. Sometimes she leaves her shift briefly to look outside, sometimes walking a respectable distance when she feels something in the air is unusual. When she returns to the store after having seen something shocking, she fables a lie about why she disappeared to her sister that hides what she's seen so protect her sibling.


  • Likes: Organizing, Epica, jelly beans
  • Dislikes: Epica fainting, stuff being disorganized, rude customers
Sarona will breeze around the stage, throwing cans of frozen vegetables around to damage enemies. Sometimes she will throw fresh produce, which can be eaten to restore health. She displays an unusual power whereas she warps around the arena, trying to get close to the summoner.
Relationships

TBA

Shannaxi

ColdBlood Icon Shannaxi
  • Name
    Shannaxi Laxi
  • Mass
    6'03" at 126 lbs
  • Birthday
    December 30th, age 62
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Neutral Good
  • Home
    Shannaxi's House, Sector 4
  • Occupation
    Supernatural banisher
  • Weapon
    Enchanted Coffin, Sangie
  • Powers
    Pyrokinesis

Shannaxi is a meek, silent woman that's known for her grandmother qualities, showing attachment to the people she comes across and caring deeply for them if they've been hurt. Though she's known well for her klutziness, showing a frequency to trip in her own coffin and commonly showing problems with commanding the movements of her tentacle friend Sangie, she works hardest to nurse her friends back to home and keeps them in her "underground" home in Sector 4. That's not to say she's not a fighter; she frequently uses bondage to keep her enemies down and uses her friend Sangie to consume them whole. Shannaxi boasts pyrokinesis and uses it to light candles and heat up her friends, keeping the air around herself nice and warm even though she tries to not roast her Sangie friend down to calamari. It's thought that her coffin is cursed, but she likes to place a sickly person down with her in it and hold them protectively before sleeping.

Shannaxi's job is to serve as a banisher for supernatural creatures, swallowing them up whole within her coffin and keeping all the beasts contained within. They eventually become romantic for Shannaxi's feelings and don't make attempts to escape their imprisonment, unless they are too determined to fall for her love. Though Shannaxi may banish these beasts from ever returning to their world, they get to enjoy tea parties and a nice reading profession in this little house that awaits within her coffin. Shannaxi keeps herself from falling through locking the coffin's bottom.


  • Likes: TBA
  • Dislikes: TBA
Shannaxi will crawl her way around the stage, attacking with bondage rope from her coffin to bind her enemies before throwing them around. Occasionally, she will rest her coffin down on the ground and attempt to gravitate enemies towards her so she can stuff them in her coffin, making them lose a stock.
Relationships

TBA

Sinicini

ColdBlood Icon Sinicini
  • Name
    Sinicini Cina Mon
  • Mass
    5'06" at secret weight
  • Birthday
    October 9th, age 22
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Chaotic Good
  • Home
    Collin Shop (Job)
    Old Naxaz City (Home)
  • Occupation
    Convenience store worker
  • Weapon
    Rough Whip
  • Powers
    None

Sinicini's a happy-go-lucky, optimistic person that works passionately as a convenience store worker for the Collin Shop, humming cheerfully as she manages her job. During breaks between helping out her customers, she's studying hard so she can enter college and work towards getting her dream career as a film star. Sinicini's known for being as sweet as her own name, helping out customers rather gleefully and gushing over her boyfriend and girlfriend when she's alone. Sinicini's also known for just how twitchy she is- her OCD presses her to order all the items on the shelves absolutely perfectly and demands her employees to make sure everything looks absolutely tidy or she will go a bit insane. She can't handle the stress of lying to anybody, either- she always tells the brutal honest truth, which doesn't always work in her favor and sometimes puts others in dilemmas they didn't want to be in (much to Sarona's annoyance).

Sinicini behaves much differently when she's around her lovers, Zonas and Adexene. She gets very... dominant, to say the least, telling the others what they should be doing for the night and leading them around everywhere practically. Sini gets somewhat ticked off when either informs her that they need to keep up with their professions at the moment, though she's fine with it since they all agreed to only spend time together when they're all together. Sinicini demands a lot of stamina and energy out from both of them, which sometimes leads to a lot of close interaction.


  • Likes: Zonas, Adexene, going out on adventures, studying, sneaking out, being respectful and kind, attention from others, whistling and humming, personal comfort with her boyfriend and girlfriend, getting off the hook, having things go easy
  • Dislikes: Telling lies, being separated from her friends, being commanded by her OCD/ADHD at times, feeling left out at times
Sinicini will leap around the stage, striking her enemies with her whip, which deals the most damage at the tip. However, she will begin twitching halfway into her allowed presence time on the stage, and will display some insane tackles which can prove to be hard to avoid since she auto-targets foes.
Relationships

TBA

Snickers

ColdBlood Icon Snickers
  • Name
    Snickers Caramel
  • Mass
    6'05" at 158 lbs
  • Birthday
    March 25th, age 22
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Unknown
  • Home
    Mallorism Cell #08
  • Occupation
    Several
  • Weapon
    Standard firearms
  • Powers
    None

Snickers Caramel is a young man without a college degree that handles a lot of short-time jobs on Satellite 15, trying out a bunch of smaller jobs in desperate hopes of getting something he can stick with until the end of time. He's most recognized as Oyster Moore's personal assistance at the Moore Lounge- he is the bartender's girlfriend, and tries to assure her that the lounge is still succeeding and that it'll continue if she keeps her spirits up. He's got other positions, though- he's also working as the occasional cashier at the Collin Shop, helping Whiskey Lager do some farming, and even handling army general duties in Scotch's place on Sundays. However, he doesn't just work for the heroes to try and make a few bucks- he's also worked as an interviewer for C.O.T.S.' sake and has even worked a bit for Mallory Zin, attempting to please her unwillingly to make a bigger buck than anything he gets from any of his other jobs.

Those who hire him note his high worth ethic and desire to become a stronger worker, but they notice how plagued he is by his many jobs and limited success. He was born as a snarky teenager with a bad reputation for thieving and destroying property with firearms, which makes it rare for others to hire him let alone trust him. He's been trying to clear his name, even if his anxiety and paranoia get in the way a lot.


  • Likes: Oyster Moore (girlfriend), Keil, alcohol, death metal, being snotty, looking cool, "acting cool", brushing out his thick hair, inflicting sick burns, proving himself right, winning in any situation, outdated internet memes, his siblings (refuses to admit it)
  • Dislikes: Being seen as the villain, bleeding out, being insulted (minuscule or not), having to fight his siblings (refuses to admit it), eggs, any form of pasta
Snickers will spring out of a box, holding some firearms and prepping them. He will then hop around, shooting from his machine gun to blast people away from his summoner. He'll also throw around firecrackers to push enemies around and trip them over with his leg if they come too close.
Relationships

TBA

Spade

ColdBlood Icon Spade
  • Name
    Spade Amour
  • Mass
    7'00" at 254 lbs
  • Birthday
    June 30th, age 28
  • Gender
    Female
  • Sexuality
    Demisexual
  • Alignment
    True Neutral
  • Home
    Spade's Office, Peppertown (Sector 5)
  • Occupation
    Therapist, biographer, chocolate producer
  • Weapon
    None
  • Powers
    Magic, anima

Spade Amour's not your traditional therapist at all... she's a brutally honest, cold person that sounds like there's no heart or emotions attached to her at all! She's also the founder and leader of the self-motivating religion known as Balmism! She lacks any signs of weaknesses or fear, cutting deep into her patients' wounds by startling them into uttering every detail of their lives for her recording's sake. Spade lacks patience towards the impatient and brisk and makes very snide comments if they attempt to rush her or fabricate their stories. She's best known for just how harshly she scolds and criticizes people who don't stand up and bring the facts straight to her, and violently explodes with anger if anyone would dare attack the satellite's history or the people she does secretly love and protect. She's very trustworthy and prevents herself from spilling the beans on anyone's past, even to those she adores, so she may keep her job and remain being sought after by the depressed. Spade makes her own chocolate to cure her patients' depression and organizes their biographies.

However, Spade's personality is known for flipping around when she's meeting someone that's so violent or destructive that they overwhelm her own freezing heart. If they showcase this personality around her, she will feel crushed and outmatched, falling in love with their power and bidding by their will. She's bored greatly by dense or pessimistic people, however, opting to ask for them to get out if they continue showcasing that behavior around her. She's entertained greatly by masochism and various forms of torture.


  • Likes: TBA
  • Dislikes: TBA
Spade will sit alone at a desk when summoned. She will serve chocolate to anyone that steps up in the chair next to her, and they will be removed from the battle temporarily so they can heal up, preventing them or Spade from being attacked. She will eventually let them go, don't worry.
Relationships
  • Silver Zin
    Spade Amour frequently sees Silver at her office in Alafino, being his therapist and main means of help- and his main ticket to getting rid of his amnesia. She sees him weekly if all goes according to plan, and attempts to provide whatever answers she can to the many questions he has up in his mind. Silver trusts Spade a lot and appreciates her brutal honesty, and is grateful that she gives him advice for the big issues he deals with daily, like with who he's dating and his lost memories. Though she can be very cold with him, showing frustration when he doesn't even seem to be able to grasp the simplest questions, she knows that there seems to be a lot more to Silver than what he's presenting on the surface- and is eager to write down a biography for him that combines all of the facts she knows about him.

Spree

ColdBlood Icon Spree
  • Name
    Spree "Matchbox" Peanut
  • Mass
    5'10" at 160 lbs
  • Birthday
    April 1st, age 20
  • Gender
    Male (Transsexual)
  • Sexuality
    Heterosexual
  • Alignment
    Chaotic Evil
  • Home
    Matchbox Flat, Sector 3
  • Occupation
    Pizza delivery man
  • Weapon
    None
  • Powers
    None

Did you know that Spree Peanut, or "Matchbox" as he prefers to be called, was supposed to become an army general like his cousin General Scotch? However, his clumsiness, immaturity and inability to learn any of the skills required for this position have forced him to take on being a pizza delivery guy in the meantime! He hates his job of delivering pizza all around the satellite and tries every week to apply for his dream job, but he gets rejected by his own cousin every time, which has caused his sanity to slip away and his mind to begin deteriorating because of this discouragement as well as his inner mental frustrations. Spree is known well as the "angry pizza man", deliberately throwing around pizza boxes and telling others to shut up when they talk to him. He has damaged property just to drive to his destinations on time and has socked his own managers numerous times for threatening to fire him for his obscene behavior. Ultimately, he's been able to stick with his job.

Our matchbox friend's grown up with a huge sense of immaturity that no one's been able to take down well- he's never taken criticism all that well and lets everything hit him like a truck no matter how much or little meaning those words should honestly have on him. He would get aggressive and vile whenever he got offended, resorting to violent tactics. He is good friends with Mallory and is trying to win her heart with his explosive behavior- do you honestly think she'd go in for this insane man? Maybe.


  • Likes: TBA
  • Dislikes: TBA
Spree will yelp around as he walks around, throwing around pizza boxes. They will then flash multiple colors before exploding, causing horrifying detonations that force his foes all over the battlefield. After letting out a maniacal laugh, Spree will then vanish into thina ir.
Relationships

TBA

Veronica

ColdBlood Icon Veronica
  • Name
    Veronica Packard
  • Mass
    5'10" at 135 lbs
  • Birthday
    October 24th, age 39
  • Gender
    Intersex/Female
  • Sexuality
    Bisexual
  • Alignment
    Chaotic Good
  • Home
    Satellite 15 Lobby Room #921
  • Occupation
    Delivery woman
  • Weapon
    None
  • Powers
    None

Veronica Packard is a somewhat frantic delivery woman that works under the Valco company, delivering packages personally to people's doorsteps and becoming very familiar with the neighborhoods of the metropolitan area that makes up New Naxaz City and its outskirts. She's a rather laid-back individual known for her many flashy outfits and for her many temptations and nervous appearance, but she tries to not let her temptations or paranoia overcome her ultimately stressful job. These temptations come from the fact that the moment she comes home, she's super exhausted and there's nothing here for her to really sink her teeth into back home- plus, she's not really very fond of her roommate Eddy Boxfox. So, she frequently spends nights in other people's houses, leaving Eddy to protect their important records as she secretly moves around.

Though she lives a rather troublesome, uncomfortable life that occasionally leads to her being trailed around into mess after mess, Veronica does attempt in vain to keep her loyalty to Valerie and does indeed do her job well with delivering packages. She's persistent on not letting Valerie down, and will go through hell or high water to go fix things when her job's on the line- or she'll face some really dire consequences.


  • Likes: Working as a delivery woman, serving Valco
  • Dislikes: Thieves, hot weather
Veronica will walk on stage with some packages, occasionally hurling them around like projectiles to smack enemies around. Sometimes they'll open up, releasing perfumes that lower the enemies' stats and make the playing field much more dangerous for them.
Relationships

TBA

Voetrice

ColdBlood Icon Voetrice
  • Name
    Voetrice
  • Mass
    5'09" at unknown weight
  • Birthday
    January 2nd, age 46
  • Gender
    Female
  • Sexuality
    Unclear
  • Alignment
    Chaotic Evil
  • Home
    Damage Inc., Sector 1
  • Occupation
    Satellite 15 detonator, Feel Good Inc. sabotager
  • Weapon
    None
  • Powers
    Aquatic

Voetrice is a selfish, unpleasant and unhelpful individual that showers her hate everywhere, spewing insults and degoratory terms at people she doesn't like and focusing all her emotions and thoughts towards her own life and looks. With her seemingly unsatiable lust for greed and power, it's super hard to please her, and it's especially hard to prevent her from using her aquatic mines to blow up numerous areas of the satellite. Voetrice holds her own concerts across the satellite so she may bring hypnotic music over her crowds, forcing many to pay ridiculously high prices to visit her shows and become part of her secret army. She's best known for attacking the satellite lobby that Arikan Chan controls, attempting to sabotage her harem and steal women from her group. When she gets angry, she grows in size, and frequently to uncomfortable proportions.

When controlling large audiences, Voetrice tends to become persuasive and demanding, often shifting things so that they go exactly go her way, and throws temper tantrums when they do not. She treats all mortals much lower than herself, often criticizing them for their "lack of specialties" and usually tends to kill them as soon as she's done using them for whatever it is she had them do. She completely despises criticism too, often hurt by it and going out of her way to hurt the person that dared damage her feelings. When judged for her nature, she also gets really offended and can get out of control emotionally.


  • Likes: Music, attention, wealth, control
  • Dislikes: Criticism, loud voices
Voetrice lays mines around the battlefield, swimming around at high speeds and slapping her foes with tentacles whenever she comes nearby. She will spin around rapidly like a tornado and boost around when others come too close, sometimes kissing them to stun them up.
Relationships

TBA

Waxy

ColdBlood Icon Waxy
  • Name
    Waxy
  • Mass
    5'10" at 451 lbs
  • Birthday
    August 7th, age 44
  • Gender
    Female
  • Sexuality
    Aromantic
  • Alignment
    Lawful Good
  • Home
    Hospital Wing, Satellite 15
  • Occupation
    Nurse
  • Weapon
    Tridelabra
  • Powers
    Pyrokinesis

Waxy is a very sweet lady that runs as one of the leading nurses in the hospital wing portion of the satellite, working independently from C.O.T.S. and attempting to treat as many patients and victims as possible. She keeps her arms spread wide for everyone and is willing to take just about anyone into her care, even Mallory if she has to. Of those she develops strong links with, she becomes very overprotective and shields them with her flames, preventing them from leaving- she uses her Tridelabra to achieve this. Her flames are filled with her desires and can thus set numerous places aflame within minutes if necessary, though she can control these fires if calm and return them to her heart. She feels much regret if she isn't able to save someone or resolve their problems- she'll look down, devoid of any happiness and mourning quietly. Waxy is a woman of little words and doesn't find much room to speak.

Regarding the satellite heroes, Waxy really likes being around them and is always happy to support and gift them as necessary. The nicest of her kind, she is usually treated well by her fellow nurses as well as by their leader, Kýrios. If the satellite's defenses are at any point breached and she grabs ahold of the news, she will store her anger and passion deep within herself, and then break it out on the offenders to avenge her friends if they're within range of the hospital wing Even when she knows she's been treated terribly, she does not mind all that much and usually shrugs it off, although being provoked enough can trigger some fast, swift and strict actions from her.


  • Likes: Fire, others of her kind, her "children"
  • Dislikes: Water, rudeness
Waxy is a healer type of person, moving around slowly to heal her summoner. However, if people attack the summoner's predators, she will be willing to heal them too. If foes come too close and appear to be threatening, she will spread around flames using her Tridelabra.
Relationships

TBA

Zinos

ColdBlood Icon Zinos
  • Name
    Zinos Zin
  • Mass
    5'07" at 148 lbs
  • Birthday
    January 11th, age 18
  • Gender
    Male
  • Sexuality
    Homosexual
  • Alignment
    Unclear
  • Home
    Zinos' House, Sector 1
  • Occupation
    Zin follower
  • Weapon
    Weaver Replica
  • Powers
    None

Zinos Zin is honestly just one of the sweetest people you'll ever meet- he's a young, enthusiastic and optimistic individual that is deeply interested in his idol Silver Zin, and he will do anything within his limited power to finally meet and greet him at last. Though he lacks any powers and is nowhere as durable as his inspiration, he still wants to become like him someday and take on his duties following his death. He's so interested in his idol, he even changed his full name to be after his inspiration! He's not really a creepy person or anything, at least he doesn't try to come off that way, he's just so enthused by what Silver presents in his mind. He's written poems and books about Silver and keeps them stowed away in his room, rewriting what he's written just days ago and always making sure everything is 100% on point.

Zinos Zin works for Spade Amour and Honey Erapha, sharing all of what he's discovered about the demigod to them. He likes to trail where Silver's been before and investigate the scenes as well as ask passerby if they know anything about Silver. Though he works for a good cause, Silver is annoyed by him, and tells him to get lost for the most part. However, sometimes he'll spend time with Zinos and explain what's going on with him, as he'll occasionally have something important for him to record. Zinos describes these moments as "orgasmic".


  • Likes: Silver Zin, following around his idol, heavy metal, moshing, much of what Silver likes
  • Dislikes: Realizing he's not really as strong or capable as Silver, knowing he's a virgin claustrophobic spaces, densely populated areas, interviewing people who don't like Silver, people yelling at him, people calling him a creep, Silver's own terrifying power, Silver rejecting to train him, a lot of the same things Silver dislikes
Zinos will pull out his Weaver Replica, which is obviously a much weaker version of the Mind Weaver. He will hack and slash with it to try and fend enemies off, as well as throw darkly-colored glass orbs that don't deal much damage and just serve as a way for him to get away.
Relationships

TBA

Bosses

These are all of the boss profiles presented in COLD❄BLOOD. Click on a character to be taken to their respective profile, and click the snowflake off to the side to return to the top.

Enemy Cast

ColdBlood Icon Mania Metallurgy ColdBlood Icon Methademic ColdBlood Icon Beck 82-99 ColdBlood Icon Ferris & MLY-44 ColdBlood Icon Violet Reaper
ColdBlood Icon Razorback Supertzar ColdBlood Icon Lyric & Kasdeya ColdBlood Icon Platinum ColdBlood Icon Captain Ryona ColdBlood Icon Vitch
ColdBlood Icon Queen of the Scorpage ColdBlood Icon The Manipulator ColdBlood Icon The Echeno ColdBlood Icon Devil's Mask ColdBlood Icon Shepherd of Sovereignty
ColdBlood Icon Leper MessiahColdBlood Icon Ms. ReplicateColdBlood Icon GonzaloColdBlood Icon Electric Eye
ColdBlood Icon MalloryColdBlood Icon Mallorynth

Mania Metallurgy

ColdBlood Icon Mania Metallurgy
  • Name
    Mania Ivo Metallurgy
  • Mass
    6'05" at 164 lbs
  • Birthday
    August 19th, age 23
  • Gender
    Female
  • Sexuality
    Pansexual
  • Alignment
    Unknown
  • Home
    Traveling with Mallory
  • Occupation
    Mallorian inventor, Mallorian soldier
  • Weapon
    Steel-Bender Gloves
  • Powers
    Metal-bending

Mania Ivo Metallurgy is one of Mallory Zin's most trusted and beloved associates, being her personal blacksmith and main inventor as well as one of her best soldiers- meaning she serves a plethora of rules. She operates solely for Mallory's forces, crafting weapons or other metallic objects with her metalbending powers and using manipulated assistants sold to her by Ms. Replicate to duplicate her weapons by the dozen. Mania frequently supplies the likes of Mallory Zin, the Methademic, Ferris Rock, MLY-44, and the Violet Reaper with numerous upgrades while also continuously improvising their weapons. This makes her a big threat, as her skills indicate that she can just patch out the weaknesses of the Mallorian army without an issue. She isn't completely faithful to her cause, seeing the money she keeps and the resources she earns as benefits towards improving her skills and giving her the potential necessarily to conquer the world on her own once she feels like she's mastered her hand at inventing! However, her well-established relationship with Mallory makes it hard for Mania to betray her, especially because they are each other's only real friends, the Messiah not withstanding.

Mania Metallurgy is very calm and collected person that works vigorously on her projects, not bearing anyone any attention or any mind until she either takes breaks or finishes her invention. Sometimes she'll work on something for days and days on end before scrapping it eternally, either due to a lack of time or a lack of motivation- this is the reason why she's been cast out of her family. However, do not underestimate her: her inventions tend to be extremely well-crafted even when they're in unfinished states, and her perfectionist's streak does not let her let go of any big project until she's honed it to perfection. Able to impress Mallory and legitimately help her at many points during her waiting game to take over the world, she was able to use the money thrown at her to buy estrogen for her HRT and take advantage of the greater resources she's been entrusted with over time. Like Mallory's other comrades, she is not concerned about her devices being used to kill or torture others around her, but she's probably the calmest about it and does not mind working even when the air smells mostly of blood.

The scariest thing about Mania Metallurgy is that she believes strongly in the possibility that machines will become the inevitable future of the satellite, surpassing both Mallory's forces as well as C.O.T.S. and creating a dystopia where robots rule the world. Once she's perfected her cyborg technology enough, she will be leading these cyborgs around not just the satellite, but also the world! She will do anything to accomplish this goal, using blackmail to make Mallory's other troops seem inferior and frequently blaming others for her lack of success when money is tightest.


  • Likes: Crafting weapons, money, hot baths
  • Dislikes: Mindy Metallurgy, being called an "egghead", Mallory
Boss Analysis

Mania Metallurgy is one of Mallory's specialized elite forces, therefore she poses as a fairly strong threat to the player whenever encountered in combat. Mania will spend much of her time hovering about in the air, scanning the scene for the player. If she locks onto them with her visor, she will rocket towards them with a sonic boom and try to land an axe kick (Homing Axe). With how frequently she happens to be high in the air, going below her will cause her to initiate her drilling kick attack, which will have her spin and thrust her feet into the ground to spread harmful debris around the arena (Drilling Dive). In both instances, it's best to hit Mania the moment she misses her attack and comes near ground level, as that signifies she's done with her attack and she will next rise back into the air.

Mania Metallurgy's most significant attack has to do with the head cannon attached to the top of her head. When she closes her eyes and the player can hear the charging of her cyan laser (Giga Laser), she will attempt to blast it in the player's direction. This is best avoided through perfect parrying, but it's simpler to just move out of the way. She can also blast out strange smaller and slower green lasers (Mini Lasers) that instead reflect off of walls for a bit, giving the player less room to work with as they avoid Mania's attacks. Sometimes, she will not close her eyes as her body begins to glow with cyan colors instead (Cyan Healing)- she will quickly be healed, but this also renders her vulnerable to the player's attacks. If the player behaves quickly enough, they can disrupt her healing and get in free hits against her.

Mania's last trick involves the usage of metallic cubes about halfway into the fight, whereas she truly shows her ambition with metal-bending. Every twenty seconds or so, she will summon a big cube and transform it into one of three things. If an elephant (Mecha-Elephant), she will trample around with it and blast off cyan lasers from her helmet, trying to smash at the player with its trunk (which works like a party popper in how fast it is). If an octopus (Mecha-Kraken), she will writhe across the ground and try to grab the surrounding players with steel tentacles, which is more efficient but leaves her at a much lower elevation, making it much easier to hit her. Finally, she can transform the cube into an eagle (Mecha-Eagle), which can fly Mania around as she tries to send storms of feathers in their direction through "hurricanes".

Once Mania's taken a stunning 500% Hit Points' worth of damage, she will cry out as her armor takes a lot of damage, forcing her to retreat.


Tips:

  • Dashing beneath Mania with just enough speed will allow you to trigger her Drilling Dive and get away, provided you manage to escape the debris.
  • Staying on the ground when Mania's about to blast off her Giga Laser and then jumping as soon as they hear the conformation noise will always allow them to dodge the laser itself, especially if they're further away from Mania.
  • Staying low and then jumping to avoid a Giga Laser when Mania's riding her Mecha-Elephant will cause it to take considerable damage, making it break much sooner.
  • Projectiles are anyone's best friend during this fight.
Relationships

TBA

Methademic

ColdBlood Icon Methademic
  • Name
    "Methademic"
  • Mass
    8'01" at 231 lbs
  • Birthday
    September 2nd, age 41
  • Gender
    Male
  • Sexuality
    Heterosexual
  • Alignment
    Chaotic Evil
  • Home
    Unknown
  • Occupation
    Mallorian drug dealer
  • Weapon
    Meth Crystals
  • Powers
    None

The Methademic is perhaps the most mentally insane out of all of Mallory's friends, being no stranger to incredibly dirty rulebreaking and being so complicated to deal with that everyone fears him, even Mallory herself! The whole point of the Methademic is for him to deliver and distribute meth illegally across the whole satellite, attempting to get heroes and villains alike so attached to the substance that they die from overdose or at least become very distracted, allowing his partners to advance forth with their schemes with less obstacles in the path. However, he goes so overboard with how he spreads the meth that he's lost all connection with his traditional activities and he's neglected all of his previous friendships! He spends almost all of his money purchasing meth and comes off as incredibly hyperactive, frequently getting in the way of his teammates and attempting to sell meth to them so he can buy more meth from illegal black markets! With all of this information in mind, it's a no brainer that the Methademic is the most dangerous individual one can come across aboard the satellite- he's so dangerous, not even Mallory can always hold him back!

Of all of Mallory's henchment, the Methademic is by far the most cocky and the most dramatic, sometimes foaming at the mouth with his own ego and going into hyper detail to his comrades about how he's going to kill everybody that opposes him or the people he works for. He's very much a lunatic because of heavy exposure to the drug he creates on a daily basis, and it's even become a part of him by this point- he can generate and use meth crystals to his advantage, which he can hurl around so they explode the addictive chemical everywhere and make havoc for everyone around himself. He can also form standard non-meth crystals to defend himself normally and protect places that shouldn't be affected by the drug, but this is a bit more restraining on his powers. He's very aggressive and can behave very violently when others don't listen to him, and he likes to bend all of his attention towards eliminating just one threat when they display opposition to him and his activities! The Methademic frequently twitches and seems to be suffering greatly from a loss of appetite, and is very perversely starved for sexual intercourse.

The gear that the Methademic wears is purposely designed to further protect himself from the aftereffects of the "meth smog" his crystals create, and also shields him from the grass fragments of his own exploding crystals.


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

The Methademic is among Mallory's most crucial elite forces, being a burly and tough psychopath that's hard to take down on one's own. The Methademic specializes in generating addictive Meth Crystals, which he will use to his advantage in battle by trying to chuck them at the player(s). Wherever the meth crystal lands, it will explode and release vapor into the air. Anyone that steps into the Vapor Clouds will have control issues, and then the Methademic will toss Red-Hot Matches that will set these clouds aflame, dealing massive damage to anyone who's caught in them. If the crystals themselves hit the foe, they will damage the enemy first before releasing vapors. Should these matches hit a player, they will be set aflame and take a good amount of damage, potentially setting off any settling vapor clouds around. All the while, the Methademic will be shown occasionally laughing his head off, giving the player(s) free chances to strike him.

The Methademic's equipped with other vital moves that he'll be trying to use against the player. The first is that he'll form standard limegreen crystals around his body, which is referred to as his Crystal Shield. He'll still throw out Meth Crystals between the gaps, so the shield needs to be torn down through physical attacks. The Methademic's also capable of stretching his hand out while his Crystal Shield is out, blasting off all of the crystals towards the player(s)'s positions as Lime Bullets. They do not make the player flinch, but will still deal minimal damage for each one that connects. He can also Inhale his own vapors when he comes close enough to them through his mask, healing himself- however, that renders him vulnerable to ambushes from the players, so he tries to do it when the other players are struggling with lit vapors.

When the Methademic's health is getting close to emptying out, he will begin to change up his strategy a little bit. He'll dash off screen, then return piloting a helicopter, carrying a bunch of crates aboard it! The screen will begin to slowly auto-scroll, with the Methademic throwing meth crystals down on the ground to make Smaller Vapor Clouds that need to be jumped over or disintegrated through usage of one's attacks, or dropping down Explosive Crates to make fiery pillars that will alternate between raising high and low, requiring the player(s) to jump at the proper timing. He can also throw Lime Bullets individually now, and will try to flip his helicopter upside down so he can shred at the player(s) with his Propeller Blades. This just requires the players to duck or move out of the helicopter's way, whichever is more convenient.

Once the Methademic takes enough damage (250% in Phase 1, 150% more in Phase 2), he will let out a maniacal cackle and leap from his helicopter, which will crash into a wall and explode as he retreats.


Tips:

  • The Methademic's Vapor Clouds can be disintegrated simply by attacking them, whether you're outside of them or inside of them. If you're quick enough, you can avoid getting lit up with a Red-Hot Match and quickly return to the fight.
  • Do not come too close to the Methademic while he's not laughing evilly, or he will drop a meth crystal to near-instantly create a Vapor Cloud and make you choke a bit as he proceeds to Inhale his own vapors, beginning to heal himself.
  • Cracking up the Crystal Shield is important, as it will make it harder to attack the Methademic while he's healing, and the Lime Bullets attack is very annoying to consistently parry to avoid damage altogether.
  • During the helicopter phase of the fight, hitting the Explosive Crates from below will send them back up at the helicopter, damaging it and causing it to come down, exposing the cockpit of the helicopter more and making the Methademic more vulnerable to taking damage.
Relationships

TBA

Beck 82-99

ColdBlood Icon Beck 82-99
  • Name
    Beck 82-99
  • Mass
    6'06" at 192 lbs
  • Birthday
    April 8th, age 28
  • Gender
    Male
  • Sexuality
    Homosexual
  • Alignment
    Lawful Evil
  • Home
    Unknown
  • Occupation
    Mallorian bounty hunter
  • Weapon
    Mallorian Rifle
  • Powers
    None

Beck 82-99 is a down-to-business assassin that doesn't mess around, working as a bounty hunter under Mallory Zin's hand. Beck has a 50% win-to-lose ratio, and will always try to ensure that everyone he's been requested to kill will eventually die. He's frequently enlisted to take care of numerous threats for Mallory Zin, scheduled to tackle the big-time heroes so that Mallory and her comrades can have breathing room for planning. Out of anyone enlisted in Mallory's forces, it's arguable that Beck 82-99 is the most threatening of them all, as he behaves very coldly and deals with all of his targets in cruel and unusual ways. You will certainly be drawing attention from him if he's told to go after you, but you won't be drawing out any of his emotions any time soon, especially when the bounty on you is large. That said, he refuses to dispose of his targets through means of sneak attacks or hit defenseless enemies; he enjoys a true challenge and will not take the glory in killing others unless he has fought them fair and square.

Unlike his fellow comrades, he prefers to follow the law than break it, and as such lives a normal life outside of his business with Mallory. He is also one of the few important members of her forces that doesn't necessarily care about his commander at all; in fact, he hates her with a burning passion and only works for her because of the ridiculous large bounties she's placed on people like Silver Zin and Valerie Heartgold. His murder plots don't always work as intended because there's sometimes something he won't be able to account for beforehand, like an extra character he didn't take note of before initiating his plans or a hazard he won't be able to cross on his own, but he's decently successful and is widely feared by the satellite's heroes. Yet, they're unable to arrest him because of how cleanly and swiftly he has taken care of his fallen foes, removing all evidence of death away from the sites he's fought fair and square at. He also hasn't broken any rules beyond his illegal murders, allowing him to enjoy living life casually when not at work.

Beck is a catalyst of sorts and can wind time backwards or forwards if he needs to, but he requires a great amount of sugar (much more than what Minute needs) to use this power for himself. However, he can effortlessly channel it into an aging wind that moves time slower in front of him, making any bullets he fires into the slowdown breeze into explosives that damage foes numerous times over a course of seconds. He can also use this power to reverse the usage of his bullets so his ammo is never wasted, but he needs much sugar to keep himself going in battle. Beck never removes his helmet, making his real identity unknown to man- it's even waterproof!


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

Beck 82-99 is Mallory Zin's down-to-business assassin and one of her most trusted partners, meaning that he won't be holding back at all against her enemies so he may get what he's been promised! Beck will stand on the right side of the arena at the match's start, pulling out his Mallorian Rifle so he may blast his bullets across the screen, aiming up and down to meet the player's position (with two guns if there's two players). If the player correctly parries each successive bullet (he will fire out between 3 and 5), they will be able to get away scot-free. He can also blast away Aging Winds from his gun that slow down anyone they come in contact with, giving Beck a chance to shoot at them with his gun. If this happens, the bullets that Beck fires into these winds will effortlessly burn through his enemy's body, making them deal massive damage. Fortunately, these winds travel in simple, predictable circular patterns.

Beck has an array of other moves as well and can be considered among the more versatile bosses. Sometimes when he leaps up into the air, he will quickly aim and launch a Homing Missile in the player's direction, which will lock onto them until destroyed, sometimes firing a stream of missiles instead. He can, however, suddenly reverse time, making the missiles begin to travel back into his gun- which is something that can happen with his rifle attack as well. If he crouches down, he will flip forwards in the air, firing bullets in a 360 Spray around himself that can only be dodged through a good-timed parry. He can also roll across the ground to reach the other side of the arena, occasionally kicking off the wall to show his competition some Showering Bullets as they rain down upon the ground. Finally, Beck can try to flip over the player, trying to dash at them with a Dashing Stab attack with his blade, which deals a lot of damage if it hits their back.

When Beck's taken enough damage, he will become much more serious, pulling out blades and pocketing his secondary gun if he's holding one at the moment. He will continue his strategy from before, but he will occasionally change things up by Throwing Knives in the player's direction. If they strike the ground, their hilts will shatter, leaving the blades to be stepped on by his foes until they eventually disappear. He also will gain two new attacks. His first is his tricky Reflecting Shot, which has him blast one of his bullets down upon a blade so it may reflect off of it and head in the player's direction. As he will occasionally mess up and not always hit the player successfully, the player will need to keep steady footing. His second is his Knife Shield, which has him form a circle of blades around himself before blasting them all off away from his body.

Once Beck's taken 300% Hit Points' worth of damage, he will slump down to the ground, pounding his fist into the ground with frustration before running off.


Tips:

  • Damaging Beck can be rather difficult, but get close enough to him while parrying his bullets and you can give him some free hits in-between shots. This works most efficiently when he's using his Mallorian Rifle, Aging Winds, and 360 Spray.
  • Reflecting shields and high-priority attacks can alternatively send Beck's shots flying back at him, though this is tough to do consistently because of how fast he fires his attacks. It's ideal, therefore, to hit the last bullet of his onslaught back at him.
  • Parrying the Dashing Stab attack can be very difficult, but if done correctly, Beck will be wide open to even the most powerful of attacks, meaning this is a terrific way of punishing him.
Relationships
  • Silver Zin
    Though Beck may work for Mallory's forces and has to have a particular eye on Silver since a huge bounty is placed on his head, the two get along rather well when they're in private spaces. Beck is enlisted and entrusted to tackle down and kill Silver in cold blood, but when they're in an area that Mallory can't see or other people, they get to settle down and talk for a bit. Even if they're forced to fight, they will still communicate as Beck attempts to battle the evasive and dodgy Silver Zin, unless Mallory is around. They have very casual conversations even as they attempt to behead each other, suggesting they're friends to the death. Silver tries to lure Beck outside so they can hide and order food or something- Beck feels bad that he has to kill Silver, considering he knows how lost and confused Silver is.

Ferris & MLY-44

ColdBlood Icon Ferris & MLY-44
  • Name
    Ferris Rock (boy)
    MalloryROBO 44 (robot)
  • Mass
    3'03" at 71 lbs (boy)
    5'09" min, 10'02" max (robot)
  • Birthday
    September 16th, age 12 (boy)
    Classified information (robot)
  • Gender
    Male (both)
  • Sexuality
    Asexual (both)
  • Alignment
    Chaotic Evil (boy)
    Lawful Evil (robot)
  • Home
    Traveling with Mallory Zin (both)
  • Occupation
    Mallory's army general (boy)
    Mallory's main weapon (robot)
  • Weapon
    Nuclear Tiger (boy)
    Multiple on hand (robot)
  • Powers
    None (both)

Though Ferris Rock is still progressing into his youth, he happens to be the wicked and wild entrusted army general for Mallory Zin! This little hyperactive kid's a very troublesome foe to deal with indeed, commanding his mamma's army with brute force and no remorse. He's a spoiled brat under Mallory's eye, excessively drinking alcohol and going on drunk tangents about how he's going to destroy everything there is on the satellite when he's finished with his duties! Ferris is surprisingly very sadistic for his age, accompanied with a super disturbing set of morals, having heavy misunderstandings of the world around himself because he thinks the world revolves around him and him only. He holds no actual value for anyone else's lives, keeping many women at his station to serve him in any way he sees fit and killing any man that comes within his sight of crossfire. He's even known for cannibalism, celebrating his various victories by chopping up the bodies of heroes and devouring them after having cooked them up! Within his little twisted world, he punishes his foes by whipping them and spanking them, and forces them to do all his chores- he treats everyone like how his real parents treated him, which he solved by killing and eating them both!

MLY-44 is Mallory's main weapon and her strongest mech by far, being a sentry robot that's personally designed by Mania Metallurgy to guard Mallory's headquarters and shield her from all harm. He's the only one to survive out of the fifty that Mallory had commissioned, and went under several redesigns and touch-ups to become bigger and better. As with all robots of his kind, he is an "ATTACKER", which stands for "All-Terrain Territorial Assaulter Chaotic Killer Eon Robot", according to Metallurgy herself. He is somewhat sentient because of how he accidentally came across his siblings getting rebuilt and redesigned like himself, thus his new programming allows him to interact with others coherently- especially Ferris Rock, who frequently rides atop his back for big battles. Unlike his maniac partner, MLY-44's personality is more reserved and quiet, and he just attempts to get the job done; because he has a cold exterior and doesn't like to imagine having fun, he has become the butt of his partner's jokes, much to his annoyance. He shows regret when he hurts people too much and rarely laughs in battle, and has silently weeped when seeing the bodies of fallen heroes on the floor.

The two villains do not work in perfect synergy, and will likely never will. Ferris is a crazy boy that will freely get his hands on as much beer as possible when he sees fit, but MLY-44 is rather father-like to him and will discourage him from doing such things since Mallory trusts him as the army commander. However, they just squabble a lot, and ultimately that could lead to their downfall, if both don't end up getting along any time soon.


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis
Prepare to meet your DOOOOOM!
Ferris, at the start of the battle

Ferris and MLY-44 make for an odd pairing of characters, and neither necessarily fight all that efficiently together. That doesn't mean neither of them are threats, however! Ferris Rock will always stand atop the back of MLY-44, frequently shouting out lines that indicate what they're going to do next. For example, when he screeches "CHAAAAARGE!", he will point his finger forward as MLY-44 gains a set of wheels, speeding across the ground as a Battering Ram. And when he instead shouts "FIREEEEEEEEE!", MLY-44 will raise his left hand cannon and blast a long-reaching Flamethrower that scorches the whole area in front of him, meaning that the robot will need to be jumped over or the blast will need to be ducked. Should Ferris shout "SMASH 'EM, SMASH 'EM!", MLY-44 will bring down his heavy right-handed club down onto the ground, shaking the ground and stunning enemies. All the while, Ferris will be frustrated, trying to hurl around ticking bombs that don't deal much damage but are annoying to avoid.

MLY-44 has more attacks for the player to try and dodge. If Ferris yells out "BURN 'EM!", MLY-44 will react by trying to send arrays of Homing Missiles from his back, which he'll try to aim onto the competition. If Ferris evilly grins, MLY-44'll instead send a barrage of Lethal Rockets that'll rain down onto the battlefield like meteors. If the enemy comes too close, he'll shout out "CLAW 'EM, CLAW 'EM! YOU IDIOT!" at MLY-44, who hesitantly opens up his inner compartment to slash at the player(s) with highly-damaging saws, ball-and-chains, axes, and swords- the Full Package. The player has to watch out for the mistakes the duo make together, as not everything will go according to their plans. Sometimes, MLY-44 will refuse one of Ferris' commands, making him shout later to force the robot into acting instead. As MLY-44 will always wheel around if players are behind it following a command refusal or successful attack, the player(s) will need to keep on their best guard.

Once MLY-44's taken a good amount of damage, the following conversation happens:

  • Ferris: You IDIOT! I told you to dismantle these runts, and you could hardly even scratch them!
  • MLY-44: Do not rush me, I am merely trying my best to follow your orders.
  • Ferris: Then get my orders right, you huge hunk of junk!

MLY-44 will suddenly transform into a robotic suit based off of Ferris, hiding the little boy inside. The mechanical Ferris will jump around, trying to slam its Shockwave Fists down onto the enemy. If these fists hit the floor, several blinding shockwaves of moderate power will be sent shredding across the ground. He will also breathe out Sticky Bombs from between his metallic rows of teeth, which will open up and try to stick players to the floor. The metallic Ferris can also unleash fire from its Searing Fingertips, scorching up any enemies right in front of it. The ticket to beating this massive mechanical form of Ferris is to hit him enough times at the front that the robot falls over. Attacking its forehead (specifically the brain compartment indicated by a glowing pulse) will deal the damage to it that's needed to eventually shut down MLY-44.

After dealing 800% damage overall, MLY-44's body will shut down, prompting Ferris to retreat, shouting "I'LL SHOW YOU NEXT TIME!" as MLY-44, back in its base form, claws its way out of the zone.


Tips:

  • Take a step backwards before Ferris says each command. When MLY-44 finishes its command, given you haven't gotten hurt, you can take at least 5 seconds whittling away at the machine's design. Damage it enough, and it will give in to the damage, forcing Ferris to try and powerstart it back up.
  • Attacking Ferris himself will stall the raining ticking bombs, leaving him dizzy. MLY-44 will then attack randomly, but more slowly, giving the player more time to adjust to the attacks and attack the robot until Ferris wakes up from his brief little nap.
  • During the final phase of the battle, when up against the mechanical Ferris, the ticket to beating up his mechanical form is to try and hit the belly once, then again, and then a final time to knock it over. This is easiest to do after it launches its Searing Fingertips attack, but can also be done during the Sticky Bombs move.
Relationships

TBA

Violet Reaper

ColdBlood Icon Violet Reaper
  • Name
    The Violet Reaper
  • Mass
    4'03" at 136 lbs
  • Birthday
    February 14th, age 11
  • Gender
    Female
  • Sexuality
    Hasn't even started puberty
  • Alignment
    Chaotic Evil
  • Home
    Kilmister Labs(?)
  • Occupation
    Soul reaper for the weakened
  • Weapon
    Glass Scythe
  • Powers
    Supernatural

The Violet Reaper is the super young reaper-in-training for the satellite, supposedly working under Kýrios' word to reap the souls of the weakened so they may be carried out to a graveyard to rest peacefully with Zodiez's blessings. However, she's actually an evil dastardly little devil working under Mallory's every command, using her magical scythe to reap others' souls and forcibly stuff them into her collection of dolls so she has playmates she can mess around with later! She's a cruel and unusual person that takes obscene and uncalled-for tactics to demolish her competition and make all her little dolls. She has a permanent smile fixed onto her face, preventing her from showcasing any other forms of personality, especially when she's with the woman she considers to be her motherly figure- the real parent who passed their abilities onto her died at the hands of their own daughter. The Violet Reaper enjoys the feeling of killing, enslaving, and wreaking as much damage as possible, picking off even endangered species and crushing the remains of something endangered just to "prove" nobody is safe from her dirty hands.

She is a mentally insane child that's warped around with reality so much, she's lost any remaining traces of sanity and just seems to have nothing more than a nutty mind that's bent on nothing more than pure destruction. She's got the twisted fusion of a mind that can't seem to make up its mind on whether it is an intimidating and truly frightening adult or an incredibly intelligent child with frightening methods of destruction. Sometimes not even the worst of people, Mallory herself included, know how to deal with someone as frantic and chaotic as the Violet Reaper. Perhaps her only counter is the fact that she's crushing very deeply on Ferris Rock. This crush of hers is incredible; though Ferris Rock has ignored her multiple times and doesn't return her feelings, she will still kill anyone that bothers him and will ditch the bloodthirsty need to kill just for his sake. She frequently sends gifts to him that don't work out (they're just sacrifices and voodoo puppets), which also go unanswered. Ultimately, luring her with Ferris Rock will probably be the end of her- but she's a predator, not some prey. Who's to say it would work?

The Violet Reaper is capable of not just forming numerous duplicates of herself to her advantage and forming mirrors to reflect attacks off of, she can also use her Glass Scythe to make a dent in just about everything she touches. Every slice from this scythe will be able to rip someone's soul from their body, allowing her to possess the soul and use it to give life to a doll or otherwise do her actual job and bless the soul goodbye at the graveyard.


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

The Violet Reaper is a violent, cruel enemy that doesn't have a massive array of attacks, but can deal an incredible amount of damage at once and force the player(s) to rethink their strategy almost every time she attacks. Her main weapon is her Glass Scythe, a long-ranged weapon that deals an incredibly high amount of damage with each swipe. Her Soul Cuts happen in sets of four slashes, which come blindingly fast one after the other as she takes steps forward, sometimes ending her set of swipes with a battering ram dash across the screen with her blade held at the front. She can also levitate herself into the air to use this series of swipes. She can also perform an overwhelmingly strong overhead swing with her scythe to crash it into the ground, sending Gemstone Debris away from the epicenter and forcing the player(s) to jump. These are her only two attacks on the first phase of the fight, which ends when she has about 70% of her health left.

Once her health gets cut down plenty, the Violet Reaper will change her strategy by using a more versatile set of attacks. She will alter her Soul Cuts attack particularly, now sometimes Faking Out the player by cackling before performing an additional fifth swing. As for new attacks, she can now form Razor Wormholes that connect the player's position with her own- she will stick her scythe through her wormhole, swinging it around 360 degrees to try and cut up anyone that's far away from her. The Violet Reaper can also spin around with her scythe to become a Slicing Tornado, rising up a bit into the air before eventually landing back down on the ground. Sometimes she'll even split her body into two halves with her scythe, spinning her top half around with her scythe while her bottom half kicks around, before her body reconnects together. This is referred to as her Split-Up Attack.

When her health falls down even further, the Violet Reaper will begin to get desperate. She will begin to create mirrors in front of herself, which are known as Image Destroyers as if the player's character is reflected in the mirror as they're destroyed, they will take damage. Likewise, the reaper will also take damage if her body is reflected in her own mirror. She will also form Mirror Duplicates of herself, which will follow her in perfect succession and artificially increase the range of her attacks, though they can be destroyed almost instantaneously with any reasonably-powered attack. She can also hide herself and her duplicates behind mirrors made out of gemstones, moving them around the screen before they each pop out to strike with a boomerang-like scythe slash. They will then rearrange themselves. Hitting the real Violet Reaper will destroy the other mirrors and duplicates.

Once the Violet Reaper's taken 300% Hit Points' worth of damage, she will throw a temper tantrum, slicing open a portal into a hellish realm as she slips out, Dr. Finitevus style.


Tips:

  • The Violet Reaper's Soul Cuts can be dodged by simply leaping over or ducking under her, depending on if she's on the ground or in the air, respectively. It's not challenging to avoid her attacks, but beware that she will try to leap in your direction after the move's execution.
  • Her Gemstone Debris attack leaves her vulnerable, as her scythe will briefly get stuck in the ground, lesser and lesser as the fight drags on. That's the perfect time to strike her!
  • Striking the Violet Reaper as she's coming down from her Slicing Tornado is a good idea, as the player will be able to trap her with some juggling attacks before she'll try to front- or back-flip her way back onto the floor.
  • Sending a projectile towards an Image Destroyer while the Violet Reaper is on the correct side and then jumping will force the reaper to take damage, but not yourself! As damage inflicted by Image Destroyers tends to be plenty, she will get whittled down in no time.
Relationships

TBA

Razorback Supertzar

ColdBlood Icon Razorback Supertzar
  • Name
    Vicki Madonna
  • Mass
    5'09" at 169 lbs
  • Birthday
    May 17th, age 85
  • Gender
    Female
  • Sexuality
    Bisexual
  • Alignment
    Lawful Evil
  • Home
    Supertzar Tavern, New Naxaz City
  • Occupation
    Bartender, dancer
  • Weapon
    None
  • Powers
    None

Owner of the Supertzar Tavern, the ever-glamorous and famous Vicki Madonna (better known as the Razorback Supertzar) is enjoying overwhelming success and fame with her relatively new restaurant, strongly rivaling the Moore Lounge and even threatening to put it out of business! This somewhat laidback villain chills in her safe zone, admiring the fanciness and sleekness of her tavern's design from her office as she slowly plots the takeover of New Naxaz City, a goal she plans on meeting the second she can eliminate all of her rivals! The Supertzar and all her waiters and cooks speak in couplets and quadruplets of lines, dancing to the beat of whatever's popular at the time as they go along. She may be ripe-old, but she's still super hip and is in actuality very sassy, with her speeches patterned with burns and insults. She is a particularly powerful enemy, dancing all day and all night (even in bed, to a degree) to keep her heart pace up and always being ready to fight against those who challenge her overwhelming power!

Our Supertzar tends to be something of a tease, flaunting even when she doesn't need to, attempting to size down her opponent before taunting them to try and get closer to her vigorous self. She is quite vain, being obsessed with her high-tier dancing talents and her own appearance, and is proud of every bit of herself. Even though she has streak-white feathered hair and wrinkly skin, she insists she's as pretty as any young one and won't hold anything back with her piston-powered chops and kicks, and is really fast as she can move and dance to music of any tempo or velocity, preferring faster music in battles so she can overwhelm her opponent with tons of punches without breaking a sweat. She believes that Satellite 15's atmosphere don't have enough "positive energy" to it, vowing to renew the atmosphere of the place under her own style, but this isn't acclaimed by people outside her district of New Naxaz City. In spite of her position as a czar, the Razorback Supertzar rarely takes things all that seriously and has no interest in things that she personally finds to be boring or otherwise bothersome.

Atop all of this, she is incredibly eccentric and simultaneously demanding, being well-known for being highly strange and for her wishes to be young and beautiful again like she once was before, still working desperately to this day to look smooth and young. With her dreams of beauty in mind, she sees Valerie Heartgold as a rival and wishes to square off against her eventually in a dancing battle. What she lacks in actual emotion, she makes up for it in laughter: she laughs aggressively and almost all of the time, even in the most inappropriate situations.


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

The Razorback Supertzar has a very quirky, unusual battling style that makes her tough to predict and go up against, requiring players to keep their distance and seek for striking opportunities. What makes her so unusual to fight is that she will always throw out her moves to the beat of her pop-influenced boss theme, which has a simple 4/4 time signature and gives her battle a predictable but tough-to-evade flow. All of her attacks even go along the same pattern, give or take a few surprise switch-outs. Attacking the Supertzar is tricky, as the player can only really attack her by hitting her between beats- and when this happens, she'll crouch down and try to wait for the next group of beats before returning to fighting. When the song's about to change to a new pattern, she'll use one of her "ultra moves" to end the current one and then battle under the next phase of her song.

Unlike the majority of COLD❄BLOOD's bosses, the Razorback Supertzar has a very expansive, varied moveset, mostly because it's cluttered with simplistic attacks that come at every beat in the song. These simplistic attacks have her throw out mostly straight punches and kicks, with many of these moves deriving from Breakdancing in particular. She's got the chops, swings, joint bashes, and uppercuts to make it ridiculously challenging to approach her. She's fearless both on the ground and in the air, twirling her arms around and striking poses with each attack to really show off how well she can "dance". At the end of each pattern of beats, she will do one of her stronger attacks to dish out a lot of damage, though this will come with lag that briefly lasts until the song's next phase. The Supertzar's song's patterns go as follows: 32, 32, 16, 32, 16, 32, 16, 64.

As for her actual finishers, the Supertzar's got plenty to spare. One of her hardest-hitting moves is her Divorce Slam, which has her grab onto her enemy and hold their wrists in her hands, bending over with them like she were going to kiss them before smashing their skull against the hard floor. Another is her Bridal Crusher, which has her dash forwards stylishly to pick up her enemy like they were her bride, eventually leaping up and diving to slam them against the floor, another enemy, or a wall. Also available is her Rowdy Tapdance, which has her tap to a bunch of smaller beats in place as she swings her enemy around, either grinding them against the wall numerous times or hurling them into one. She also has souped-up Uppercuts and Axe Kicks that she can use quickly, which makes them tough to predict. Finally, her worst one- she will dash forward for her Horror Waltz, swooping up an enemy before dancing around with them forcibly, kicking them in the nuts frequently with her knee throughout the rest of the next phase of the song.

The Supertzar does not gain any new attacks for her second phase- instead, her song picks up in tempo as things become more tense. When the Supertzar is finally defeated (takes 400% damage), she will look down in dismay, leaving the stage with a glum look as she still humorously tapdances to the beat of her dying theme.


Tips:

  • The Supertzar's finishers all begin with a stylish dash, looking to snatch up her enemy at varying speeds. Her Divorce Slam is indicated with shaking fists and red afterimages as she dashes, her Bridal Crusher is indicated with squeezing fists instead and leaves behind blue afterimages, her Rowdy Tapdance has her sneer before leaving golden afterimages, and her Horror Waltz has her make a heart with her hands, leaving behind green afterimages. The first attack is the fastest, with the rest slowing down as they go along. They can all be jumped over, but the first two will aim to go after the player even when they're airborne.
  • The Supertzar's pattern is predictable, and she won't be going after projectiles even if you throw them at her. She'll try to do chops when possible to cut at aerials, but spammable projectiles will easily pass through her like they were nothing. Hitting her from above is also an option.
  • Waiting for the Supertzar to wait and stop after using one of her more powerful attacks is preferable before you can lash out at her, but you can trigger this early by hitting her between the beats. This is risky as she attacks fast (especially in the second phase), but it cuts out time in the battle, which can be vital in the story.
Relationships

TBA

Lyric & Kasdeya

ColdBlood Icon Lyric & Kasdeya
  • Name
    Lyric & Kasdeya
  • Mass
    6'00" at 150 lbs (L)
    5'07" at 138 lbs (K)
  • Birthday
    May 30th, age 29 (L)
    March 15th, age 34 (K)
  • Gender
    Female (both)
  • Sexuality
    Homosexual (both)
  • Alignment
    Neutral Evil
  • Home
    The Never
  • Occupation
    Soul consumers
  • Weapon
    None (both)
  • Powers
    None (L)
    Demonic (K)

Lyric and Kasdeya, together, are a pair of naughty soul consumers that are said to have hailed from Earth at some point in the past. Wherever they came from, they're hosting a terrifying game known as the "Devil's Dance", where Kasdeya will spin a wheel of impending doom just to decide what high-difficulty tasks will be done by a group of prisoners to please the duo! Though Kasdeya's girlfriend, Lyric, will attempt to explain the rules of the game to the unwilling contestants, everyone who loses the game will have their soul consumed by the hungry duo! They are a very dangerous couple of people, though Kasdeya's the one worth worrying about as she's the only one that can initiate the game; Lyric just follows along and partakes in the glory of the blood that flows in these battles. They together rest in a place known as the "Never", which seems to be the satellite's equivalent of hell, and Kasdeya frequently tears open rifts to the place with her bare hands and rarely remembers to close them. Therefore, they're at several hidden places all across the satellite... driving people to their doom!

Lyric is the flamboyant and tomboyish transgender lady by the demoness' side, displaying a very anarchist personality that puts her at odds with the organized Christian family that opposed her views and lifestyle for so long. She behaves casually at almost all times, making her girlfriend sound like she's no big deal and treating every situation she's in like it has no consequence. Even though Lyric is very likely to lose her battles, she treats everything like it's no challenge and won't be able to give into anything without being hypnotized beforehand. Kasdeya, on the other hand, manages to sound way less frightening than her chess-obsessed girlfriend and even manages to come off as friendly to most, but she is a thousand times more sinister and threatening, relying on eating human souls to continue her life! This optimistic and happy person gets a huge kick out of setting up her devious little game, pranking people she doesn't like and becoming quite the party-goer when she notices how many people are alive aboard the satellite at any one time. She is reckless and loony, and runs wild with her succubus temptations when left unwatched.

These two are not a very threatening couple of villains, and in fact do not have much control over what's going on in the satellite's landscape because of how little of a role they serve other than the fact that they consume a few lives a day. Under the right circumstances, they can be friendly to the heroes. However, they're still best watched over carefully, or people might just become part of their little game!


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

Lyric & Kasdeya are battled together as a pairing at the end of the Devil's Dance mode, initiating a fight as all remaining players become involved in the final stage of the battle. As Kasdeya herself is actually invincible throughout the course of the match, the player will instead have to focus on striking down Lyric instead. Lyric isn't much of an obstacle on her own, as she is more or less an average human without much of a skillset to look upon. She will mostly throw around Chess Pieces, which will bounce across the ground as they try to hit the players. Pawns will bounce higher than the other pieces, with Kings bouncing the lowest, and the remaining pieces bouncing at heights in-between. Sometimes, she'll try and throw Blood-Sucker Bugs towards her enemies, which will slowly drain them of HP as if they were leeches. However, the player's real obstacle here is Kasdeya herself.

Kasdeya has a much greater assortment of attacks to worry about, though the player doesn't have to try and come close to her since they cannot damage her. Kasdeya will stealthily move her way around the battlefield, trying to protect Lyric's body as she tries to ram the players with her Pink Horn, which will shove them back against the wall if she succeeds. She will also use her Dish Dishout move from time to time, which has her toss and spin plates through the air like frisbees to try and hit airborne enemies. Kasdeya will also attempt to charge from one end of the burning room to the other with her Pushy Broom, trying to sweep players off the edge and towards their demise. Sometimes she'll dump Slippery Soap all over the floor for her enemies to slip on, occasionally flicking it from her fingers to blind her enemies. She can even bounce around using a Plunger, spinning out plates as she does.

If Lyric's down to 33% of her health, Kasdeya will become very steamed as Lyric falls unconscious, beginning to bleed on the floor. Succumbing to her demonic powers, an enormous tonal shift happens as she begins to become muscular, frightening in form. She will ditch all her previous attacks, beginning to instead thrash around and try to use her Nine Inch Nails to tear her enemies up through brutal, swift swipes. She will also spit out Waves of Fire across the floor, forming waves of short pillars that need to be quickly jumped over. Kasdeya will also heavily extend her Ridged Monster Tail from time to time again, thrashing it across the floor and through the air depending on where her enemies are located. She'll also try to Pin Down her enemies and remorselessly bash at their bodies, or try to brush them off the stage with her horns. She can be damaged in this state, as Lyric's part is over.

Once Kasdeya's taken 400% Hit Points' worth of damage (after Lyric's taken roughly 100%), Kasdeya will howl in anger before escaping with her girlfriend, hissing at the players before vanishing.


Tips:

  • Lyric is a huge pushover, but watch out whenever you manage to damage her. This will piss Kasdeya off and cause her to use her Nine Inch Nails attack in your direction. To dodge this, simply jump out of the way. If your fellow partner attacked Lyric, you can go in to damage Lyric even more while Kasdeya's occupied.
  • The Dish Dishout move can simply be evaded by properly ducking and jumping, and Kasdeya won't make any effort to alternate between up and down. All of her moves repeat the same kind of strategy, making her easy to predict.
  • Her Pink Horn attack in her final phase can be dodged by simply jumping. However, if she's near a ledge, she will fall off and take a considerable amount of damage, allowing you to tear through her defenses easily.
Relationships

TBA

Platinum

ColdBlood Icon Platinum
  • Name
    Platinum Sin
  • Mass
    6'04" at 81 lbs
  • Birthday
    October 15th, age 28
  • Gender
    Neutral
  • Sexuality
    Unclear
  • Alignment
    Chaotic Neutral
  • Home
    "Satellite 51" (mirrored universe)
  • Occupation
    ???
  • Weapon
    Star Chaser
  • Powers
    Light

Summoned from an alternate dimension by Mania Metallurgy, Platinum Sin is the ruthless and brutal alternate version of Silver Zin, being his polar opposite in practically every way. She's an enthusiastic psychopath on the same level of power as her polar twin, harnessing identical strength but using light as a power in place of darkness. Just like Silver, she is an amnesiac that hardly remembers anything about her own past, but is more than willing to use him as a practice target to fuel her inner evil spirit. While Silver Zin can be seen as a hero in the right circumstances, where he's likely to use his power for good rather than evil, Platinum is the complete opposite. Though she sees her own actions as good and justified, everything she's doing is immoral and against the law, coming off as the villain in many circumstances. In her polar universe, she behaved very cruelly to those that Silver would consider his friends in his own universe, and got along with the people that Silver would consider his enemies in his own universe. She was in a loving relationship with the good-doer Dr. Replicate and saw Valor Soulsilver as her ultimate enemy and wrong-hearted brother.

When Platinum Sin got pulled from her own world, she decided that because she didn't want the universe to be overtaken by her brother while she was gone, so she used her powers to completely eliminate and detonate her world. However, she does not show these selfish desires to the main universe, and instead wishes it to take over it for herself since she's been pulled from her own world- and she plans on starting out by eliminating her parallel twin and unlocking a relationship with the evil-hearted Ms. Replicate. Surprisingly, even though she willingly destroyed her own world so it wouldn't be taken over by Valor Soulsilver, she still blames her dark twin for the destruction of her world and has announced that she will avenge everyone she's known and loved (a solid lie) by wiping him from existence! Unlike Silver, Platinum has an energetic and outgoing personality, but isn't very attached to the people around herself and won't think highly of anyone's deaths, even those of her lovers'. She's the dominant one at all times, outperforming notable hard hitters like Whiskey and being super flirtatious. Just like him, though, however horny she can be tends to flip-flop at times, but all of her relationships were unhealthy and unstable.

Platinum Sin is not automatically aligned with Mallory's forces just because Mania Metallurgy decided to force her out of her world to destroy her evil twin. However, she's not against working with them for a high fee. She is treated as a serious threat by Silver's team, but she's notably somewhat oblivious to just how different Silver's world is when compared to her own, trying to cope with the different environment and the change in how people from his world work compared to how people in her world work. Still... given she'll just kill anyone that annoys her, she's a threat worth looking out for.


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

Being his mirror nemesis, Platinum Sin's attributes are very similar to Silver Zin's- she's a tall lightweight character with good mobility and floaty jumps overall, excelling in the air but not being particularly bad on the ground either. As such, Platinum's moveset is particularly based around her being a semi-clone of Silver Zin, with similar attacks that functionally differ. She even builds up a HyperDrive meter like the other characters, and can use her own ZONAL FEVER if she's charged up her meter completely. However, this tricky-to-approach villainess with powers of light has some fatal flaws. Like Silver, her light weight and floaty attributes make it hard for her to touch the ground again once she's left it, and she's vulnerable against bait/punish archetypes. She also has somewhat low Stamina for a boss, though this is more than made up for with her impressive attacking power and more consistent chaining ability. She must also watch for how her taken damage "bleeds" over time, as her build is about as fragile as Silver's.

Platinum emits light particle energy from her very fingertips, which she may shape into stars, dust, rifts, or whirlpools, just like Silver. However, they appear to glow brighter and trap her enemies in better, allowing her to chain her attacks more consistently than Silver can, but her standard attacks don't deal as much damage as a counterbalance. The more damage her foe has taken, however, the more likely her attacks will connect, meaning she doesn't really need to hit with her sweetspots all too differently. What separates her from being a clone of Silver apart from her Specials and Hypers, however, is that she has a different way of handling her heavy tilts; instead of using a pendulum, she will summon a small wave of shining stars from her Star Chaser weapon that grow larger the more she charges them.

Behaving rather differently from other bosses in the way that she's designed to be like a playable character, her Specials and Hypers will be enlisted below instead of how it's usually done.

Specials

  • Neutral Special: Noteburst
    Platinum will pick up her Star Chaser weapon, singing deadly lyrics that will travel across the screen in the form of physical sheets. They will hover up and down throughout the air. Any foe that makes in contact with the sheet won't be in danger, but those that come in contact with the frenzied notes traveling across the sheets will take some poison damage and eventually fall asleep. After finishing a line, she will throw out another attack before performing her next line. She will be singing her own vain theme song throughout the fight, with the pattern going from 4-line chorus to 2-line pre-chorus to 1-line chorus, which repeats but with different lyrics throughout the fight until resetting after the third chorus.
  • Forwards Special: Astral Projection
    Platinum astral projects an aurora sphere from herself and embeds the projection with light, launching it forward like a pinball. It will bounce all around the walls, going from white to grey to dark as it hits walls before eventually disintegrating. It's tough to dodge in the enclosed battling space, but it's manageable. She can have up to three of these Astral Projections at a time, and they cannot be destroyed, so they need to be avoided by the enemies. It's hard during the occasional Notebursts, but it's manageable if Platinum's song is at an instrumental break. This move will not be used if she's currently using Noteboom.
  • Recovery Special: Astral Glide
    Platinum will hold out her arms, drifting high into the air as a trail of sparkling stars follows after her. She will then rain down fake, sharp stars that'll stick to the ground upon contact, making the ground somewhat hazardous to step on for a brief period of time. Fortunately, these stars can be picked up and thrown right back at her by the player(s), which can be handy as she'll be in the air decently long.
  • Crouch Special: Gummy Snack
    Platinum will pull out a jar of gummy worms, beginning to slither them into her mouth with her long white tongue, letting them slip down her throat so she may heal some of the damage she acquired throughout the fight. However, attacking her while she has her jar of gummy worms out will knock it out of her hands, which will piss her off and make it harder to beat her, as she will increase her offense.

Hypers

  • Neutral Hyper: Noteboom
    Platinum will use her Star Chaser weapon, singing deadly lyrics again that will appear to be sung in a higher tone, resulting in them being larger and harder to evade. They will also travel more erratically, as Platinum will now apply emphasis to the last word of the next line in her song. Getting hit by a note will cause it to explode now, booming the player away from Platinum, who simply cackles at them before continuing on with the rest of her song.
  • Forwards Hyper: Hikari Dama
    Platinum will pull from all the light in her body and from all available light sources to create a massive ball of light that can do some serious damage, but however, Platinum will be unable to attack after performing this. She will boom this right from her Star Chaser, which will spread out into a bunch of smaller aurora spheres upon making contact with a wall. It deals massive damage if it makes contact with the player(s) and will shatter early, which can be inconvenient as having it spread in the middle of the room makes it almost impossible to dodge the move at all.
  • Recovery Hyper: Shooting Star
    Platinum will grab onto a huge star, giggling maniacally as she boosts off into the air. She will speed right through the air while holding onto her star, eventually crashing it right down onto the ground, which will force it to shatter. It's a tricky move to evade, so it's best to jump, then Parry to clip through the move, then move far away as the debris spreads over the battlefield.
  • Crouch Hyper: Pale Green Light
    Platinum will emit a pale green light from her hands, which will light up the radius right around her body. There's a small warning to this: watch her eyes glow green, then stay right out of her way. If the player winds up being in the range, she will lick her lips as she transforms them into a gummy worm. She'll then pick them up and eat them, finishing them off for the fight and resulting in a game over.
  • ZONAL FEVER: Top-Notch Performance
    Platinum will teleport away from the battlefield and appear outside of Satellite 15, raising her hand to begin quickly forming a ball of light. Platinum Sin will gleefully cackle, singing a few lines of great despair before launching this white comet towards the stage. When it hits the platform, it will compress a little bit before exploding into a great, shining explosion, damaging all foes in the radius before she teleports back to the battlefield. The whole time, her band is playing a unique instrumental that builds up to the attack- it's surprisingly very jazzy.
Relationships

TBA

Captain Ryona

ColdBlood Icon Captain Ryona
  • Name
    Captain Ryona
  • Mass
    6'08" at 152 lbs
  • Birthday
    February 25th, age 40
  • Gender
    Female
  • Sexuality
    Homosexual
  • Alignment
    Neutral Evil
  • Home
    Unknown
  • Occupation
    Space Pirate
  • Weapon
    Transformative Fruit
  • Powers
    Fruit Transformation

Captain Ryona's a nefarious space pirate that pilots the S04 Guacamole, sailing all across space to plunder satellites and planets alike of their treasures, going at ridiculously big lengths to gain whatever she desires most! She's a very dominant, rather rude person that finds herself in numerous scuffles with the acclaimed Captain Hector, with whom she's been battling for nearly two decades now. This villainous space pirate loves her job as a treasure hunter, searching even the darkest or worst corners of the space around herself for valuable treasures, being reckless and fearless in these dangerous places in spite of her sailing experience. Our captain is a bitter person with a dry, sarcastic sense of humor, and holds little value for others' lives besides those she deems worthy rivals in her battles and hunts. If someone gets in her way, she will tie them up and dump them into chests so she can find suitable punishments for them later- if her victim is a man, the punishment will be thrice as horrifying, and she will show even less remorse on them. In Ryona's eyes, everything she does has a rhyme and reason to it, even if it just means she's being selfish.

Though Captain Ryona has refused to talk about her past with others time to time again, especially with men, it's fairly obvious that she was born with a silver spoon in her mouth and had been very spoiled at a young age. This is reflected in how she behaves; she believes that all values scattered across the universe belong to her in some way or another, and has been known for getting very pissy when she doesn't get her way within moments' time. She probably never got the discipline she would have deserved down the line, because she implies that she's still waiting from her parents to come back from a private voyage they set off for about 25 years ago. Though she eventually learned how to work as a sailor and how to command her crew as a captain, her bratty and immature personality has been carried into the future with her, and is now permanently mixed with the powerful hormones she received as a teenager. Captain Ryona lacks any friends, since she finds it hard to trust people she hasn't known for long and tries to lock them up within days or otherwise make them "walk the plank". You can find a lot of captive women on her ship, though, implying men just don't stand a chance with her.

Captain Ryona's a master of knots, able to make knots so tight that they're notoriously hard to untie without her help, and uses ropes that are somewhat flame-resistant and therefore hard to burn away. Her fruit transformations, performed by consuming fruit, allow her to change forms and take on numerous other powers, allowing her to change up her skillset. She can unhinge her jaw like a snake to eat fruits whole, too!


  • Likes: TBA
  • Dislikes: TBA
Boss Analysis

Captain Ryona is a strong boss character who makes usage of her fruit to access her three fruit forms, which all come with their own advantages and disadvantages. Before the player gets to witness her use any of these forms, though, they must engage in fair and square combat with the Guacamole Captain. Ryona's most obvious attack is her Admiral's Assault, which has her act as a battering ram while she's spinning around some spiked chains. If she misses, she will turn back around, again and again until she's lured into a wall or simply grows weary of it. That's the player's perfect time to strike her. She will also occasionally (and very quickly) bend over to tie knots between knobs on the floor using her rope. If the player trips over the tope, they will be giving Captain Ryona a chance to hit away at them. Sometimes, she will go into the background and sit atop a cannon, blasting cannonballs onto the floorboards (Bombs Away!).

Ryona also has other attacks that the player has to keep track of. Sometimes, she will very briefly head off screen and hurl a treasure chest onto the battlefield, opening its top. If she comes close enough to the player, she will try and knee them right into the chest, coming over to seal it shut. The Danger Chest is filled with electric eels, so if the player doesn't button mash their way out of there, they will take rapid damage over time. She'll also occasionally toss her cap off, which will travel around the screen like a boomerang (Capperang) before returning to her head. To complicate the process of dodging, she will sit atop a cannon, blasting off cannonballs across the floorboards. Finally, she'll sometimes command a lackey to bring down a noose (Surprise Catcher), which will hang an enemy in place so Ryona can get a good chance at beating them up without an issue.

When Ryona begins to run on half of her remaining HP, she will begin to take advantage of her transformative fruit, using her unhinging jaw to swallow either a pineapple, an apple, or a banana. In her Pineapple Pirate form, she will gain a yellow coat and a shield resembling a pineapple slice, which she will use to block attacks from all sides. The slice will absorb projectile attacks completely, but isn't good against physical attacks. In her Apple Anchor form, she will gain a red coat instead and an anchor made from an apple tree's trunk. She can swing around this anchor to cover a big area around herself and damage the floorboards for her enemies to fall through, but she becomes more sluggish. Through her Banana Buccaneer stage, she will form spiky armor and be capable of ignoring attacks while blasting off spikes as projectiles. However, she doesn't deal much damage.

Once Captain Ryona's taken 500% Hit Points' worth of damage, she will kneel down on the floor, then warp away after glaring at the player.


Tips:

  • Her fruit transformations somewhat work like rock-paper-scissors. "Pineapple Pirate" is useless against physical attacks but resists projectiles, "Apple Anchor" exchanges any need for speed and defense, becoming hyper-powerful instead. "Banana Buccaneer" gives her a lot more defense and some bullet-hell projectiles, but it can't deal much damage at all.
  • Waiting for Ryona to tucker out from her sparingly used Admiral's Assault can be a bit tiring. They can instead attack the Capperang when it comes around to send it flying back into her face, knocking her over into a dizzy state. However, the cannonballs won't stop being blasted across the ground.
  • The Surprise Catcher move can always be predicted in where it appears. Sometimes, Ryona will stop and wave at the screen, causing one of her minions to begin raising a rope into the air. It will eventually show up in the same x-position.
  • Acting fast is key to keeping one's footing on Ryona's battlefield.
Relationships

TBA

Vitch

ColdBlood Icon Vitch
  • Name
    Vitch Trayd
  • Mass
    5'08" at 353 lbs
  • Birthday
    June 30th, age 58
  • Gender
    Female
  • Sexuality
    Asexual* (fakes interest)
  • Alignment
    Chaotic Evil
  • Home
    Old Naxaz City?
  • Occupation
    Anarchist
  • Weapon
    Sapphire Vipers
  • Powers
    Demonic

Prowling the main hub of Satellite 15 is none other than the devious Vitch Trayd, Zonas' blood-related mother and the main reason why the police are after the Trayd family! This unlawful, dangerous creature has been avoiding the law for quite some time, having been responsible for dozens of murders and having raised all thirteen of her children to be just like her in lesser-known underground places. The Trayd cult also has around 200 other followers, which are lesser-known villains in training that actively seek to cause destruction and leave nothing behind. The "Trayd Family" is mostly composed of middle-class men that were inspired by Vitch's desires for anarchy and complete freedom, inspired by her wishes to have a non-judgmental world and to break all moral boundaries so that everyone can do whatever they want without consent or fear. As such, the Trayd Family wishes to destroy the government in New Naxaz City, then spread their destruction to the rest of the satellite once they've overthrown Kýrios. Only a tiny handful of people have betrayed her, with Zonas being her only child that's betrayed her for the better of the world.

Unlike her half-demonic child, Vitch is a complete demon and is among the most intimidating to be found on the satellite, having some really twisty horns and some serpentine features that make her look almost as ugly as she looks beautiful and strong. Personality-wise, Vitch is an egotistical person that never lets anything she's done haunt her, taking pride in herself and her goals and claiming that the satellite being underneath her control would be the best thing to happen to it. She holds no value for others' lives, including those of her own children, and sees all of her followers as slaves for the cause, and shows little to no reluctance when killing others. It's implied she's killed all of her previous husbands, which she only got by seducing them like a succubus, and killed them the moment they made her pregnant. She personally enjoys being condescending and downright awful, looking down upon her followers and her enemies with a look and feeling of superiority over them, proclaiming that those who've betrayed her or resisted her chose to live a miserable existence without her perspective or her "love and care".

Vitch is unaffiliated with any forces, not working for the likes of Mallory Zin nor working within C.O.T.S.' league- she's a wholly separate antagonist that's working to bring anarchy aboard the satellite, attempting to separate society and let her followers run free while getting away with whatever they want. But one must think... isn't it a bit suspicious that she wants to simply bring anarchy and nothing else? Are there deeper layers to her plans that we just don't know about?


  • Likes: TBA
  • Dislikes: TBA