Sans

Sans

Has a Bone to pick with you
Level 2
Joined
Sep 11, 2018
Messages
194
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€6,095
Coin
₡14,000
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World
Cevanti
Profile
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Character Name: Sans

Character Source: Canon -- Undertale

Starting Location: Erde Nona

Character Behavior:
Lazy Speedster

If there is one thing you can rely on Sans being, it is lazy. He goes out of his way to avoid putting effort into things, often quite humorously, through a combination of puns and a generally jovial attitude.

In combat, Sans is a massive speedster, in stark contrast to his generally lazy personality. Much of his defense revolves around him avoiding attacks, and much of his offense relies on a relentless, confusing onslaught of moves to brutally tear an opponent down.

Physical Description:


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Sans is a short, rotund skeleton with perfectly white bones. His head is a cartoonishly-round skull with a small nosehole, a big, toothy smile that seemingly never breaks, and two, large eye holes with white dots for eyes glowing inside. His left eyehole is capable of forming a much more solid “eye” that flashes between yellow and blue, often doing so whenever he takes a “shortcut.” He can also remove the dots from his eyes entirely, making them look like black voids.

He wears a white sweater underneath a blue jacket with feathery and fluffy linings on top of it, often unzipped so it could flap in the wind. He wears black shorts with white lines and pink slippers on his feet.

Character History:

This Character History will serve as a more or less comprehensive report on the development of Sans the Skeleton, ranging from the beginnings of his scientific career to his current predicament within the Multerran Universe. To start off with, we must begin with the general history of Monsters and of Humans, considering both are native to Erde Nona, the planet where the following events more or less occurred.

A long while ago, back when Erde Nona was still being colonized and before Sans would enter the picture, a war broke out between a faction of non-human races and the humans, and the resulting conflict forced a retreat by the non-humans into the bowels of Mount Ebbott, taking on the terminology of “monsters” to showcase their separation, even, from the surface-dwelling aliens above. This conflict lasted quite a long while, but through the sudden arrival of a certain child falling into the hole of Mount Ebbott, a peace was brokered between monsters and humans. This peace resulted in the mountain being more or less abandoned as the monsters gradually migrated back into human society.

Sans was around to see the child and the subsequent migration happen. At the time, he felt immense hope, and the strange apathy that had plagued him from the beginning started to fade away. He began taking his interest in science much more seriously at the behest of both the human child and his brother, Papyrus, who was finally becoming a Royal Guard (the position was largely ceremonial at this point anyway, considering how little hostility there was between the races.) Thus, he began reigniting his passion for quantum physics, a passion that had long since been dormant for reasons he never could care to explain even to himself.

Eventually, this passion caught the attention of a long-time scientist and eccentric, Dr. W.D Gaster, the leader of the Royal Scientists. Sans’ affinity for quantum physics intrigued him, as he was seeking an assistant for one of his greatest projects ever conceived and one he could finally make good on now that the war had ended: the development of time and dimensional travel.

Interested in the prospects, Sans became his assistant, and slowly helped him iron out his ideas and form a comprehensive theory of a void outside of time and space: The Code Dimension, a black void where the natural laws are governed by random code sequences and comprised of intense heat and radiation so deforming that any exposure to it– labeled as CORRUPTION– often came about in the form of ones atom being “rearranged” into glitch-like pixels. Originally, this was the extent of their theory, as despite their best efforts, they could not find any potential means of utilizing this dimension for time or dimensional travel.

Then, something came out of Mount Ebbott. It was neither human or monster or alien. The best anyone could describe it was that it looked like a tall man, smoking from its thin limbs, and small white dots where its eyes should have been. Every step it took made it seem to glitch in and out of existence, like its body was always teleporting into random locations without its awareness. W.D Gaster took an immediate interest in “The Tall Man” and promptly managed to get an interview with it, utilizing a tape recorder in order to communicate with the seemingly mute being.

Through The Tall Man, they learned that it had stepped through a door in the void and walked out of a random building within Mount Ebbott, and thus wandered until they left it themselves. It talked about “walking through tubes” as well, which Gaster came to understand as both literal and metaphorical at the same time. The Tall Man also warned of a “trigger point” within the Code Dimension, connected via these tubes, which, when activated, would subsequently manipulate all other dimensions to have the same point triggered. The Tall Man also talked about his leader, “The Man Who Speaks In Hands” whom he occasionally met within the Code Dimension to be given vague warnings and updates, one of which was the aforementioned “trigger point.”

That trigger point message was meant for Gaster, which unnerved him, but he took it as evidence that the Code Dimension could be utilized for time/dimensional travel. Wanting to find these “doors” and investigate the dimension itself, he and Sans moved operations back into Mount Ebbott, and thus some of the abandoned ruins within the mountain became the operational rooms for a massive scientific research and development facility solely for the purpose of understanding the Code Dimension. Expedition teams, research teams, assistants, everything; all were hell-bent on figuring out a way into and through the code dimension.

Gaster became obsessed with The Tall Man and the strange message he had been given. Dubbing The Tall Man an “anomaly,” he postulated that there were beings that could freely hop between universes using the Time Tube System, a connected series of tubes within the Code Dimension that protected those who entered them from the Corruption beyond them and safely enter dimensions without compromising the dimension itself. He invented and innovated on many theories in an attempt to understand not only how the Code Dimension worked, but how it influenced his own dimension: The LV Scale, the concept of SAVEs, LOADs, and RESETs, so on and so forth. He also theorized that there was something about Mount Ebbott in particular that was special in terms of time, but neither Sans nor Gaster thought much of it at the time.

Despite their progress, though, Sans was growing weary. Something about the whole thing seemed off to him, like they were wandering into some sort of a trap. Nevertheless, he continued to help his mentor. Eventually, he was tasked with creating a device and working out the logistics of how one could safely enter it. Sans created the Time Machine, a machine that injects liquid determination within the people inside of them and, using intense amounts of electricity, fries them and thus, with the will to live, let their atoms take physical form within the Code Dimension itself.

Overjoyed, Gaster had the time machine constructed, with the intent on demonstrating and experimenting with it. Sans volunteered for the task as a test subject, simultaneously excited and yet also very, very weary over what was about to happen. Part of his weariness came from The Tall Man describing The Man Who Speaks In Hands, noting that Gaster “looked like him.” After failing to stop the project himself, Sans went ahead and volunteered, believing that, him having built it, he would know what to do to stop it if anything went wrong.

As such, the first and last day of dimensional experimentation arrived. Gaster and several other Royal Scientists set everything up while Sans stepped into his time machine. He injected himself with determination and awaited the electrical frying.

Then, something happened. He couldn’t see from within, but he heard screaming, shouting, and flashes of light outside. Before he could leave, however, he, too, was fried, and found himself hurtling through the code dimension at a speed he never could have anticipated.

After what felt like only a few seconds, Sans found himself back out of the Code Dimension and onto the planet of Govermore, but not the Govermore of the current Multerran timeline. Rather, this one was a Govermore in the process of Unmaking by the Fallen Arbiter, Darkseid. In a flash, he found himself there, and in yet another flash, he was back out, the dimensional travel still not finished with him.

Soon, he finds himself in the current dimension, his time machine completely gone and the universe similar but not quite like how he remembered it.

Affinity: Lucky

Abilities/Skills:

Long BoWnes –

Damage Effect: Rank 3. (+300)
  • + Ranged. The BoWnes continue on until they hit something, after which they dissipate into dust after a few seconds. (+150)
  • + Ongoing. The KARMA Poison lasts for eight seconds after initial contact with a BoWne. (+300)
  • + Affects Multiple. Sans can target as many individuals as he wants with as many BoWnes as he wants at any given time. (+150)
  • - Weaknesses: KARMA Poison cannot kill. Useless against the pure-hearted. (-75)
Cost: 825

Sans can quickly and easily summon a row of long, perfectly white BoWnes from out of the ether. He can summon up to five BoWnes at once and no more than that number. They float in the air from where he summoned them, unmoving until used. With a flick of his wrist, he can launch as many of these BoWnes at as many targets as he wishes.

The BoWnes are quite fast, but cannot change direction when launched, forcing Sans to strive for accuracy when firing them off. They continue their course until they hit something, and thus can sail for quite a distance. Upon successfully hitting something, the BoWne lies in the target for a few seconds before fading away into dust.

The BoWnes inflict two kinds of damage: the initial strike and the lasting damage that persists as a sort of “poison” called KARMA that gradually saps away at a target’s health. This poisonous damage lasts for about eight seconds after the BoWne has hit the target. The poison cannot, however, slay a target. For a target to die, another BoWne must be used to kill them. Alongside this, it deals exactly zero damage against those Sans considers pure of heart: nonviolent, timid, with good morals, etc.

Gaster Blasters –

Damage Effect: Rank 6 (+600)
  • + Ranged. The blaster beam continues on until it successfully hits something, prompting the device to stop firing until it is activated again. (+300)
  • + Ongoing. The KARMA poison saps away at a target’s health for five seconds after a successful blaster hit. (+600)
  • - Removable: Gaster Blasters can be destroyed, requiring Sans to wait ten seconds before he can summon one again. They can also be grabbed by a target, allowing them to use the beam against Sans or an ally.(-300)
  • - Finite: Gaster Blasters can only be fired five times before needing to be resummoned. (-300)
  • - Weaknesses: KARMA Poison cannot kill, Useless against the pure-hearted. (-150)
Cost: 750

Sans can summon two large, skull-like devices from the ether. It takes him about five seconds to properly summon a Gaster Blaster. Like with the BoWnes, they do not move once summoned, waiting to be activated. Upon the squeezing of a fist, Sans can activate the Gaster Blasters. After two seconds of charging up, the blasters fire out a large, perfectly white beam of energy from their gaping mouths. The beam continues firing from the Blaster’s skull mouth until it hits something, and thus can go quite the distance, after which it stops firing and must be activated again. They can shoot this beam only five times before forcefully breaking apart into dust and requiring Sans to resummon the device again.

The damage from the beam is enormous, and on top of that, it also inflicts KARMA poison on the target that gradually saps away at their health. The KARMA lasts for about five seconds after a successful beam strike, dealing relatively little damage compared to the initial blast.

However, a Gaster Blaster is, unlike his BoWnes, a physical object, and it can not only be destroyed with enough force but also grabbed and taken, allowing others to fire the device at Sans. Also, just like the BoWnes, the KARMA poison inflicted on a target cannot actually kill them. To slay a target, he must successfully hit them again with a blaster beam. Alongside this, it deals exactly zero damage against those Sans considers pure of heart: nonviolent, timid, with good morals, etc.

Shortcuts –

Teleport Effect: Rank 2 (+600)
  • Indirect. The teleportation allows him to completely bypass obstacles, boundaries, and even people via the “blinking” that taking a “shortcut” causes. (+200)
  • - Chaotic. The teleportation can occur randomly, and the destination he goes to can also be entirely random as well. (-100)
  • - Side Effect: Tiring. Repeated usage of his shortcuts tires him out, making it harder for him to dodge and avoid attacks. (-100)
Cost: 600

Sans’ brief stint within the Code Dimension, and his general nature as a skeleton out of time, has given him knowledge of at least one ability: the usage of “shortcuts” through dimensional space and time that, to an outside observer, look little different from the act of teleporting. Sans can access a shortcut instantly and, once activated, can move to another location of his choosing. It takes him only a second to get there, and this second is covered by a sort of “forced blinking” where anyone who can see him suddenly has their vision completely blackened as if they had “blinked.”

Unfortunately for Sans, he does not have full control over his shortcuts. When going through a shortcut, the destination he goes to can sometimes be entirely random. The usage of shortcuts, too, can be entirely random as well, activating without him meaning to. Repeated usage of shortcuts also tires him out, making it harder for him to dodge and avoid attacks overtime.

Blue Mode --

Debuff Effect – Rank 6: (+600). A target within Sans’ line of sight is, with a flick of his wrist, instantly turned a dark shade of blue. Once made blue, the target feels significantly heavier and has a much more difficult time jumping, dodging, flying, or just moving around in general. It lasts until Sans turns it off.
  • Ranged Modifier: Sans can turn somebody “blue” even if they are some distance away. (+300)
  • Ongoing Modifier: The debuff lasts indefinitely while Sans has his target in Blue Mode. It only ends when Sans turns it off or his concentration is broken. (+600)
  • Limited: Cannot work on objects or mechanical beings. It only works on living beings. (-300

Move Object Effect – Rank 6: (+600). Once Blue Mode has been activated upon a target, Sans can, with a flick of his wrist, fling them about telekinetically, with great speed and near instantly.

  • Ranged Modifier: Sans can telekinetically move a target around even if they are some distance away. (+300)
  • Concentration: Requires Sans to concentrate in order to fling people around, and thus cannot use other moves while doing this. (-300)
  • Side Effect: Very tiring on Sans’ constitution. Repeated usages will wear him out and make him sluggish. (-300)
  • Limited: Sans cannot use telekinesis on objects or mechanical beings, since he cannot use Blue Mode on them at all. It must be a living being. (-300)
Cost: 1500

Sans has the ability to manipulate the “form” of another living being via the coloration of it. In layman’s terms, he can heavily inconvenience people by turning them into a dark shade of blue.

With a flick of his wrist, he is able to instantly turn a living being within his line of sight into a dark shade of blue. Immediately upon this happening, “Blue Mode” is in effect, and its effects are apparent. The target made “blue” is significantly slowed down, rendered less agile, like the weight of gravity is crushing them, and more or less rendering all forms of movement (jumping, dodging, running, etc.) much more difficult. Blue Mode thus lasts until Sans turns it off again, which he can also do with a mere flick of his wrist. However, this “Blue Mode” debuff does not work on objects or mechanical beings, as it can only be used on the “living.”
While a target is “blue,” Sans is also capable of flinging them around with telekinesis, even if they are some distance away from him. The damage this inflicts is by and large non-existent, but the speed in which one is flung about while under its effects are massive and happen instantly. It merely takes yet another flick of Sans’ wrist to start moving his target around like a puppet. He can lift up people of incredible sizes and weight like they are nothing. Doing so, however, requires concentration on his part, and he cannot use other moves while flinging people around. The telekinesis, too, is very tiring on Sans’ constitution, and repeated or extended usage of it will eventually render him too sluggish to fight effectively.

Profession: Quantum Physicist
Skill – Quantum Mechanics: Rank 4 (+200)

Cost: 200

Profession: Comedian
Skill – Puns: Rank 5 (+250)

Cost: 250

Spent Essence: 4175
 
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Sans

Has a Bone to pick with you
Level 2
Joined
Sep 11, 2018
Messages
194
Essence
€6,095
Coin
₡14,000
Tokens
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World
Cevanti
Profile
Click Here
Personality –

Sans’ outward persona is that of a jovial, lazy jokester. He is very casual and laid back with most everyone he meets and often just as friendly and supportive towards them. He enjoys pulling practical jokes, pranks, and puns at the people he meets, as it amuses him greatly. He also appears to put no effort into things, preferring to procrastinate and do the bare minimum, and thus one can just as easily find him sleeping on the job as much as he is doing stand-up.

Sans, though, is also quite a private and stoic person. He doesn’t reveal the cards in his hand, and thus it can be difficult to determine his true loyalties, as Sans is careful not to reveal his thoughts and opinions on people unless that is exactly what he wants to do. This is helped by him being borderline unflappable, with his signature smile seemingly incapable of falling and his laid back attitude never changing. That said, some things can set him off, but even at his most compromised, he never even shouts.

Sans is quite observant, and he prefers to stay back and quietly analyze a situation before diving deep into it. This often comes out as his penchant for reading expressions and making educated guesses with them.

When he takes things seriously, however, Sans’ penchant for japery turns into outright smug trolling, particularly towards those he disdains, ranging from mere civil disobedience to mockery to outright lying and cheating. He tends to be quite self-righteous towards those he hates, going out of his way to remind them of their failings and how much they suck, all with the same casual attitude that he always displays.

Body Language –

His smile never falters outside of intense shock or pain.

His eyes are the greatest tell to his emotions.
  • Shock or pain tends to shrink them into pinprick dots.
  • He usually glances around whenever he is suspicious of somebody or is attempting to misdirect somebody, either for the sake of a joke or when he observes somebody.
  • He usually closes his eyes whenever he wants to hide his true emotions, especially if they are serious ones.
  • He dims his eyes out, leaving them completely black, whenever he is dead serious or emotionally compromised.
  • He almost always winks whenever he’s making a wry observation or pun. Which eye he is winking with indicates how he sees you.
    • Left Eye: He trusts whoever he is looking at, or at least trusts them enough to not be actively suspicious of them.
    • Right Eye: He is keeping a very close eye on the person in question.
He often takes on a casual stance, his hands being his pockets and shrugging.

Dialogue Tips –
  • Sans’ dialog is nonstandard in its writing.
    • All sentences are precluded with an asterisk marking: *
    • Almost all of his sentences are spelled in lowercase letters. Occasionally, some contractions will be misspelled, but not always.
      • Very occasionally, his dialog will utilize capital letters. This is almost always when he is dead serious and trying to emphasize a specific point. The letters themselves also tend to be spaced out.
  • Sans’ dialog is written in bold comic sans font.
    • When he’s using capital letters, it’s in a different, equally bold font.
  • Sans often forces puns into his dialog whenever he wants to amuse himself.
  • He has a very casual vocabulary. He only occasionally curses, but never goes beyond “shit.”
Combat Style –

Sans is not the type of person to seriously fight. If he doesn’t believe he has to, and doesn’t believe that doing so would do more harm than good, his typical fighting style is lazy and half-hearted. At the same time, he does his best to never outright reveal his power until he has to use it, preferring instead to keep people paranoid about it instead.

Everything else is what he is like when he wants to kill you.

Sans always hits with his strongest attacks first in order to bulldoze an opponent before they can even react. Afterwards, he is prone to go on the offensive and never give his enemy room to breathe.

Sans is not the type of person to play fair, using many dirty tricks. If he can get away with it, he will lie and cheat to win. If he cannot, he will stretch the rules to their breaking point. All the while, he will be endlessly smug, condescending, and insulting to his opponent, mocking them for everything he deems worthy of mockery about them. He is also prone to taking advantage of the environment around him to get whatever edge he can over those he is fighting.

Sans makes active attempts to avoid being hit, often using his shortcuts to confuse and dodge his opponent. He largely depends on his speed and shortcuts for this purpose, as they serve the bulk of his defensive strategy.

His BoWnes serve as his standard weapon and the epitome of “death by a thousand cuts.” He will often fling as many of these as he can get away with at somebody, trusting the KARMA poison to significantly weigh them down. He reserves his Gaster Blasters for big damage, often summoning them in tricky spots so that they cannot be so easily dodged.

Multerran History --

1. Boned

Sans is transported from his dimension and into the Multerran realm, landing in Mount Ebbott after a brief detour through the dimensions-- while there, he saw a Governmore being slaughtered and Unmade. Going to leave, he sees several unusual sights: a tall, shadowy figure watching him, a photo of him and his brother, Papyrus, in royal garbs, and a general sense of CDF, or Code Dimensional Familiarity due to the strangely new yet familiar environment. He plans on finding Gaster and the rest of the team to inform them on what happened, all while trying to shake the feeling that he isn't where he's supposed to be.

After exiting, he meets Kagami, a Beanish scientist who wants to explore Mount Ebbott for its unusual legends. He agrees to, if only to keep her safe, while simultenously trying to hide its secrets from her. Unfortunately, the distorting nature of the place reveals his intentions, causing Kagami to get mad at him. He also learns about Govermore and is disturbed to learn that it had been Unmade by Darkseid. He wonders if it's a "trigger point," and notes the offhanded mention of an assault on "The Fade" on Cevanti as well as operation on various other planets.

Even so, he shows her around Mount Ebbott and the Underground, explaining its history to her (even as the Underground seems to be a lot different than he remembered it being.) Kagami ends up telling him that she's heard of Gaster before, which delights him. Eventually, though, they meet The Tall Man, and Kagami loses her patience with Sans when he distracts her away from it. Sans' sudden teleportation-- a maneuver even he didn't think he could do-- doesn't help matters, and he is forced to be honest. The Tall Man helps to explain it: he was "transported" too, molded by "the place between places," and thus can access the "doors" in the same way the Tall Man can.

Before they leave, Kagami threatens Sans, demanding answers on Mount Ebbott. Sans doesn't budge, but he does allow her to help him find Gaster, who could tell her everything if he was so inclined. Thus, they leave for Arcadia, where Sans believes they can find him.

2. Playing Arcadia Games

WW
 
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Sans

Has a Bone to pick with you
Level 2
Joined
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Messages
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Essence
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Coin
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Profile
Click Here
The LV Scale --

The LV Scale– short for LOVE, acronym for Level of Violence– is a scale that is an attempt by monsters to mathematically analyze and categorize the capacity for violence contained within any specific individual. While there is no hard or fast rule for any designation, the following levels are an attempt to document generalizations within a spectrum of numbers. Many of the decisions largely center around the number of kills and the rationalizations behind them, general behavioral tendencies, ideological motivations, etc. This scale will also organize every and all relationships that Sans obtains within the course of his adventures within the Multerran Galaxy, starting with the designation and a short blurb explaining his rationale behind the decision.

So far, the largest recorded number of LV is 20. Time will tell if this will change.

Notes on the Scale: Much of this scale is centered around the capacity for an individual to kill another person, and many of the LVs are separated less by an unwillingness to commit violence and more by number, willingness, post or pre-hoc rationalization, and the nature of how one kills.

It should also be noted that, for as comprehensive as the scale is, personal judgment is still in play, and as such it can be as subjective as anything else. To combat this, questions of the nature of the individual’s personality, personal beliefs, or overall character are to be left out aside from generalities that relate to their capacity to kill. Someone can be LV 1, for instance, and still be considered a bad person for more specific reasons that the LV Scale does not cover. Such judgments are to be left to each Judge to figure out for themselves.

LV 1: This individual is more or less entirely nonviolent, unwilling to kill any individual even in self-defense. While they may utilize violence in the defense of themselves or others, they will never kill even when pressed into doing it, instead almost always seeking a peaceful solution to the problems set before them. They are, in many ways, the ideal person-to-be and something one should strive for.

On a behavioral level, they show almost saint-like qualities such as ceaseless patience, endless compassion, and immense selflessness. They often seek to understand people and what motivates them, hoping that doing so would allow for a better solution for all.

It is recommended for a Judge to praise highly the LV 1 and showcase them as a role model to be inspired by. A Judge should work closely with an LV 1 and ensure their continued survival, helping them in any way one can.

LV 2-3: This individual separates themselves off from those in LV 1 by virtue of the fact that they have killed. This killing is defined by it being in the defense of others or the defense of the self, with the death in question being as dignified and as quick as any unnatural death can be for someone. The individual may have gone out of their way to make the death painless or, barring that, felt immense guilt and remorse for having committed the act in the first place. A possible separation between LV 2 and 3 is that an LV 2 individual might not be aware as to the nature of their actions upon committing the act for whatever reason that compromises the conscience– any sort of insanity or delusion– whereas an LV 3 individual is generally conscious of them.

On a behavioral level, they are not saint-like, and do not have to be. The only important part to a LV 2-3 individual is that they do not like committing violence upon others and do not go out of their way to do so.

It is recommended for a Judge to console the individual for any deaths they are responsible for and to encourage them to own up to it.

LV 4-9: These individuals provide a point where a Judge can begin to reasonably question the behavior, motivations, and the general mental going-ons of the individuals here. To reach these levels, the individuals must have killed intentionally and excessively, either in self-defense or on purpose. They may feel immense remorse, especially in the earlier LVs, but they might believe that the deaths are justified due to reasonable motivations and understanding of the world. Unlike later LVs, they are more than likely to be much more open to approaches that avoid causing additional death.

On a behavioral level, they lie all over the map.

It is recommended for a Judge to continue attempting to advise and caution these individuals away from their current path. A Judge should try to warn them away from it and offer alternative solutions.

LV 10-14: These individuals lie in a “midpoint” in the LV scale. To eliminate a misconception, however, it must be noted that this does not mean that those within this scale are “half-good, half-bad,” or, to avoid the tautology of good and evil, “half-violent, half-nonviolent.” Rather, it is much more accurate to say that those in this category are violent and are very secure within their violence. They may not intend on killing more, but the deaths they have caused are not likely to have cringed their conscience. Their rationalizations vary, but may be strength-based or otherwise revolve around some sort of political or world ideology that they use to justify their actions. This being said, they are quite unlikely to truly enjoy the killings, with many of them viewing the death they cause as necessary to achieve specific goals, and they are still capable of holding remorse and a desire to change their ways.

There is nothing generally specific to these kinds of people that warrant a behavioral analysis. Someone can act like a generally ordinary person and still operate under these LVs, and indeed, one could say that it is this very fact that manages to keep these people from advancing up into the higher LVs.

It is recommended for a Judge to cease advising them and attempting to steer them down a better path and start seeking ways on sabotaging their efforts. Advice should only begin again once they express remorse or a desire to change, and even then it should be quite cautious.

LV 15-19: These individuals are, in a couple of words, very violent. These individuals have killed a fair number of people and may intend on killing more, with the amount killed increasing exponentially with each rise in LV. Their rationalizations for their violence vary, but tend to be based around selfish motivations such as greed, bigotry, or certain political or world agendas. The individuals may come to enjoy the slaughter, but it is not a requirement nor an expectation for these LVs.

On a behavioral level, they are often quite selfish, thinking only for themselves and perhaps a few others, and may be entirely unfazed by their death toll. They can be deluded, unable to remove the blinders that their rationalizations give them and allow them to maintain their killing without remorse. They can be power-hungry, seeking status or influence with the intent on dominating others. That being said, they might still feel remorse for their actions or at least some buried desire to change their ways, but they do not let these feelings truly change them.

It is recommended for a Judge to watch these individuals quite closely, especially those in the higher LVs, for preparation in the event they cross the spectrum into LV 20. Advice is, generally speaking, fruitless and will fall on deaf ears. If they show signs of change, treat it with extreme caution. Sabotage is necessary and encouraged.

LV 20: This individual can be considered the most dangerous of any kind of sentient individual out there; they are the polar opposite of an LV 1 individual. An LV 20 individual has and will continue to commit copious amounts of violence and death everywhere they go, often due to sheer curiosity or sadistic glee over it. Their violence is heavily likely to take on an intentionally grotesque and disturbing manner akin to a violation of the corpse postmortem. The sheer amount of death that they cause, oftentimes genocidal in nature, are worthy enough to give them a special category of their own, and such individuals should be watched out for.

On a behavioral level, they are often sadistic, megalomaniacal, and uncaring for the feelings or the lives of others. They might have no explanation for their violence nor any care to find one, and are pretty much guaranteed to not feel any remorse for their actions.

It is recommended for a Judge to slay these individuals the moment they are discovered, as they pose a potentially interdimensional threat to us all.

Multerra Relationships
Kagami -- LV 1 (Tentative)
* she's basically just a child, with all that sort of thing implies. i'm more concerned about what'll happen if she keeps trying to go beyond what she's capable of. plus, she keeps throwing a temper tantrum, and you know, that kinda sucks.
* not to mention that she's got something going on with her. she seems worried she's going to lose more people in her life. poor kid. no one should have to go through that. just wish she didn't dislike me for trying to keep her safe.
 
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