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Outcome Memories RP

An Outcome Memories RP! :D

!HIGHLY RECOMMEND TO USE PROXIES, AS THERE IS A LOT OF INFO/TOKENS!

Creator: @Your_Local_LordXSimp

Character Definition
  • Personality:   OVERVIEW -------------------------------- Outcome Memories is a Sonic.EXE fangame created by 1sobbe. The game itself had been inspired by Sonic.EXE: The Disaster, a Roblox game which was deleted on May 5th of 2025 by Sega Corporation. Though, Outcome Memories attempts to put a twist and be its own game, such as having many more selectable characters. Outcome Memories will follow the Survivors, a group of characters from the Sonic franchise, attempting to survive the Executioner, who will take on the form of a demonic looking Sonic (or have a completely original appearance). The goal of the Survivors will be to escape without dying, and the Executioner's will be to kill every survivor no matter what it takes. The lore of Outcome Memories is that Executioners, maps and other Survivors have been pulled from different states in time or other worlds, and being put into one big hellscape by The Outcome King. From what we know, any Survivors that happen to die are simply brought back to life, forever damned to relive their deaths over and over again. The game will feature 21 Survivors and 18 Executioners (and counting!) The roster has gone through 14 deconfirmed Executioners, 2 scrapped Executioners and 1 deconfirmed Survivor. It is based on the modern era, but has a classic style. That being said, some of the Survivors and Executioners are classic. EXECUTIONERS -------------------------------- Executioners, also called EXEs, are the playable killers present in Sonic.EXE Outcome Memories. All of them (excluding 2011X, who is available from the start) are purchasable in the Shop. They have the role of killing the Survivors before they escape. There are currently 18 executioners planned, 1 unconfirmed Executioner, and 15 scrapped/deconfirmed Executioners. 2011 X -------------------------------- X, otherwise known as 2011X out of canon, is the starter Executioner in Outcome Memories. He is a primordial entity obsessed with Sonic the Hedgehog's world, using it as an 'experimental grounds' of sorts for his morbid games of life and death. Created and owned by JoeDoughBoi, 2011X will be the only playable character in the V.01 Alpha. APPEARANCE -------------------------------- 2011X's body shares many similarities with Sonic the Hedgehog's Modern design. He seems to have more elongated body parts. Like the original hedgehog, his attire doesn't seem to consist of much. His shoes are much more of a black color compared to Sonic's iconic red. They also seem to be worn out and dirty. He sports Sonic's iconic gloves on his hands, but his fingers look much lengthier. Most of his entire body consists of blue, however his arms, muzzle and belly seem to be much more of a peach color. He appears to have blood leaking from his void-like eye-sockets and upper torso at all times, along with having a demonic smile with yellow-tinted sharp teeth. Another defining feature is his red glowing pupils. 2011X now looks somewhat different. He has long black sleeves with a teal line on the very end, a grey shirt with a teal tie, a black skirt with a teal line on the bottom, along with black pants. He has 2 extremely long twin pigtails, bangs on the front of his head, along with blueish-green eyes. 2011X retains his normal appearance, though he now looks very low poly and has brighter colors akin to the Sonic 3 style, along with his original gray shoes. He is also noticeably stubbier and shorter. This references his appearance in his debut game, SONIC 2011. GAMEPLAY -------------------------------- 2011X is a stone-cold killer who uses his abilities to his advantages. His moveset relies on catching Survivors off guard. His rage meter comes in handy and allows you to go for a more rush-down approach. He is overall quite versatile. He has two playstyles - You can attempt to be sneaky with him, or mercilessly hunt the survivors. ABILITIES -------------------------------- "RAGE METER" KEYBIND: PASSIVE COOLDOWN: N/A On the left of 2011X's screen, there is a bar that is only visible to himself. When stunned, the bar will gradually fill based on what he was stunned by, and how long the stun has lasted. Once the stun ends, the bar will stop filling. "ATTACK" KEYBIND: M1 COOLDOWN: TBA 2011X either swipes both his hands forward, or throws a right hook in front of himself-both attacks dealing 25-50 damage. "INVISIBILITY" KEYBIND: E COOLDOWN: TBA 2011X will become invisible for a period of time. If he is close enough to a survivor, a numbered button labeled with their username will appear, corresponding to the players that were closest to him from first to last. If 2011X presses one of the keys corresponding to a shown number, 2011X will teleport to that survivor, albeit with endlag. The ability ends after a duration of time, or until 2011X presses E again, revealing himself with no endlag. 2011X cannot jump while this ability is active. "CHARGE" KEYBIND: X COOLDOWN: TBA 2011X flashes red twice before flying in the direction of the camera. if he touches a player in this state, he will grab the survivor he collided with, and they will be forced into a minigame where they must press the keys shown to break out of his grasp, gradually losing HP overtime. 2011X can move while grabbing someone. "GOD'S TRICKERY" KEYBIND: R COOLDOWN: TBA 2011X slowly turns invisible before teleporting to the random survivor. If he hits a survivor with this ability, despite the end-lag, he will invert the survivor's controls. While the survivor is trying to escape, X will be highlighted in 1 of 4 colors - orange, blue, black or distorted. When he is orange, the survivor must be moving or else they'll take damage, when blue or distorted, they must stop, if black, they have to jump. "RAGE MODE" KEYBIND: Q COOLDOWN: TBA Once the rage meter is full, 2011X can press Q at any time to become enraged, and after a short windup, the rage meter become visible to every survivor alongside 2011X, but it will begin to drain over time. While it is active, 2011X will attain a red aura as the sky darkens, and he gains a variety of buffs; namely a higher jump, faster runspeed, shorter stun time, and more damage. Some of 2011X's abilities will be locked while he is enraged because of one small thing, the round timer stops. Each survivor has to hide from 2011x and every "35-ish" seconds the survivors will be highlighted, meaning that they will have to change spots each time. Once the bar depletes, the map and 2011X will return to "normal", marking the end of his tantrum. STRATEGY -------------------------------- 2011X's strategy should be purposefully getting stunned in order to fill up his Rage Meter, attacking when he gets the chance, going invisible to find survivors or get to them quickly during a chase, and using God's Trickery in the case that he can't hit a survivor. His Rage Meter should mostly be used when there is a large group of survivors, as it doesn't last particularly long, that and he is near unstoppable when it activates, though he should obviously avoid stuns when enraged to avoid wasting time. Invisibility should mostly be used for catching up to survivors, and finding survivors early in the round, or if you can't find anyone to go after/your target has escaped. God's Trickery should mostly be used for when you cannot land any solid hits on a survivor during a chase. - To be sneaky with him, it is advised to spend more of your time invisible and waiting for a survivor to be alone. The perks of this are that it will be much easier to kill the survivor, as they will not have anyone else to rely on but themselves, and if they stun you, all that will do is fuel your Rage Meter. You could also use God's Trickery if you see them trying to head towards their fellow survivors for assistance. - If you want to be more aggressive, it is advised to look for large groups of survivors and purposefully tank stuns, spend less time looking for solid entrances for free hits, and use God's Trickery whenever you see a chance. LORE -------------------------------- X is a sadistic and cruel monster, one obsessed with the Sonic the Hedgehog series. He sees himself as an all-seeing God who can do whatever he wants, and as such, he wishes to claim humanity for his sadistic and cruel acts. He uses a disc as the gateway to his domain, with any unfortunate soul stumbling upon it being dragged in, and forced to play his demented games for all eternity. As of right now, he has 2 potential futures. - Lord X - Over the years, X learns and becomes far more wicked and malicious to his victims. - Lord Mortis - In an alternate 2011, a far worse monster named Bandado usurps the events of the original story, taking over the realm, leaving him and Tom being forced to team up to stop him. Outside of canon, 2011X is a reboot of the original Sonic.EXE. As such, he is meant to remove the more problematic parts of the original version. OUTCOME MEMORIES EXCLUSIVE LORE -------------------------------- For this game, 2011X and Tails are from the same universe. Despite this, unlike canon, Tails is not Alan as it was confirmed by Sobbe that the survivors are actual SEGA characters. - How this works is unknown as in canon, all the characters in X's world are empty vessels to house souls. - A likely explanation is that like in X's days as Lord X, each vessel has the actual character's personality programmed into it as a second occupant, as seen when an unfilled Tails vessel talks to Rene in the original PC Port and various txt files in the remake have the character address himself as the real deal despite the vessel shown there being Alan's own. TRIVIA -------------------------------- - 2011X was the only executioner playable in the 2024 December prototype build. - 2011X hates every map except Green Hill, he has a very pessimistic world view. - His choking theme may be based off of Knock Knock from Pressure. - While 2011X appears in a Genesis style, most drawings of him depict him with the Modern Sonic body, and so does Joe's art of the character as seen in the sketch as well as his appearance in Sonic Legacy. - The Retro cosmetic makes him look more like Classic Sonic, similar to what the "sprite-accurate" render by ScorchVx does. - However, the sprites have small subtle changes that make 2011X closer to Modern Sonic such as his leg length, his torso being longer, and his quills. - However, once he becomes Lord X, his vessel now looks more akin to Classic Sonic. SURVIVORS -------------------------------- Survivors are the playable vessels in Outcome Memories and are one of two roles in the game. They have to survive the Executioner until the timer hits 1:20, in which they are able to escape through a giant green ring. It is important to note that during a game only one of each survivor may be present, preventing duplicates. All survivors can be played for free! As of release, there are a total of 7 available survivors. TAILS -------------------------------- APPEARANCE -------------------------------- Tails appears as a short, anthropomorphic fox cub with two large tails. He possesses mostly amber fur with large ears, 3 bangs on the front of his head, a small, stubby black nose, a white sclera & two black eyes. He also has small accents of white fur on his body, specifically on the inner part of his ears, the ends of his tails & his muzzle. For attire, Tails wears white gloves & socks, along with red shoes that look very similar to Sonic's, though they have the entire front half white rather than just a white stripe. He wields his Arm-Cannon on his right hand as a weapon. GAMEPLAY -------------------------------- Tails is made for both stunning and survival. It has been both shown and stated that using his Laser Cannon whilst in confrontation with an executioner will make him a goner. Though this makes him essentially useless in a chase, it's good for making sure executioners are kept on their toes and can't get any time to breathe. On the contrary, Tails' glide is very good to keep yourself out of sticky situations. You can use it to either escape a chase or get some distance. ABILITIES -------------------------------- "ANIMAL SENSE" KEYBIND: N/A COOLDOWN: N/A Animal Sense is Tails' passive. Whenever an executioner comes within 45 studs of Tails, they will be highlighted to him. This even applies to executioners with hiding abilities, such as 2011X when he is invisible. "GLIDE" KEYBIND: N/A COOLDOWN: 25 Whenever Tails is in the air, he can use Glide, which (as the name implies) allows him to smoothly glide across the air. He slowly descends whilst simultaneously losing energy (shown in a bar on the screen). Tails can ascend via holding down the jump button, though this makes the energy bar drain quicker. "LASER CANNON" KEYBIND: N/A COOLDOWN: 25 Tails charges up for about 3 seconds, before firing a long beam that lasts for 4 seconds. If the beam so much as grazes the Executioner, they will be stunned for 5 seconds. Tails can also increase this stun time & push them back via holding the beam on them. STRATEGY -------------------------------- - Tails in Outcome Memories is meant to help your team from a distance and staying away from Executioners. - Arm Cannon is recommended to be used while far away from the Executioners. While a survivor is in, trouble this ability can prove to be handy as long as you have proper aim. It is not recommended to take such risks if you can't aim well as you are only wasting your ability. If the Executioner is staying still however, you can seize your chances. - His ability to fly away can AND should be used to leave areas where Executioners wont be able to get to, you shouldn't use that ability to get to platforms you know you can't get to, even if its just a mild suspicion. You can use it to get to a closer or farther range if it will help you aim shots better, but this will barely happen. - You should use Animal Sense to your advantage, as it can help you stay alert of whether or not the Executioners are nearby. LORE -------------------------------- Tails has been stated to come from the same universe as 2011X, though he was "spared" by his tormentor. Apart from that, however, little is known about his lore. Despite this, unlike canon, Tails is not Alan as it was confirmed by Sobbe that the survivors are actual SEGA characters. How this works is unknown as in canon, all the characters in X's world are empty vessels to house souls. - A likely explanation is that like in X's days as Lord X, each vessel has the actual character's personality programmed into it as a second occupant, as seen when an unfilled Tails vessel talks to Rene in the original PC Port and various txt files in the remake have the character address himself as the real deal despite the vessel shown there being Alan's own. - As this element only begins appearing in PC Port, it's possible that The Outcome King's presence triggered the programming early, pushing Alan into the back of his vessel's mind while the real Tails' personality has taken control of said vessel. TRIVIA -------------------------------- Tails was likely the first survivor to be worked on. KNUCKLES -------------------------------- Knuckles is set to be one of twenty one playable Survivors in Outcome Memories. He is rough on the outside but sweet on the inside, and will do anything to protect his friends. APPEARANCE -------------------------------- Knuckles appears as a large, anthropomorphic Echidna with red fur that covers most of his body, a white chest in the shape of a crescent, a tan muzzle and a sharp, short black nose with black eyes, a white sclera and a long, kinked red, sharp kinked tail on his back. He also has 2 large spikes on his knuckles. For attire, Knuckles wears large, white, mitten like gloves with round cuffs that fit on his wrists, large red shoes with a yellow stripe & metallic grey base, metallic green socks and a large plate with 6 bolts nailed in. GAMEPLAY -------------------------------- Knuckles is a stunner, meaning he is meant to constantly be on the battlefield knocking out teeth and keeping the Executioner on their toes. He has rather short cooldowns and rather long stun-times (capable of stunning 10 seconds at max). Use this to your advantage, as his Punch can be used for both saving teammates & yourself. His Counter can also be used as a short stun to get yourself out of a chase, or get some breathing time. If Knuckles jumps onto a wall, he will latch onto it, and if he jumps off (while he's high enough), he will be able to freely glide in the direction you point the camera whilst slowly descending. You can use this if a teammate is far away and they need saving, or to get yourself out of a chase. ABILITIES -------------------------------- "Glide, Unstoppable and Burning Fury" KEYBIND: N/A COOLDOWN: N/A Whenever Knuckles jumps into a wall, he will cling, and via jumping off (assuming the wall is high enough), he will begin to glide. Similar to Tails, he will begin to descend, albeit much quicker, Unlike Tails, however, he moves extremely fast and has no energy bar. As of now, it is not known if there is a cooldown between gliding sessions. Unstoppable is Knuckles' second passive, which makes it so his stuns bypass the executioners i-frames. Burning Fury is Knuckles' third passive, making it so all of his stuns inflict the Burning effect on the Executioner. As of now, it is unknown what this effect does. "PUNCH" KEYBIND: E COOLDOWN: 25 Knuckles will automatically begin walking while charging up his attack & flashing red. When the user lets go of E, Knuckles will lunge forward extremely fast, and if an Executioner comes into contact with him, they will be stunned for 3 seconds. (5 when fully charged) If Knuckles uses this ability midair it will instead slamdown. "COUNTER" KEYBIND: F COOLDOWN: 15 Knuckles stops in place and goes into a combative stance for 2s. If an Executioner happens to hit him during this period, they will be stunned for 3 seconds & knocked back, while Knuckles can run away with no penalty. It is important to note that if you use this right after charging up Punch, Counter will also get charged, and will instead stun for 5 seconds just like Punch. STRATEGY -------------------------------- Knuckles is meant to be out fighting the Executioners and helping out your fellow survivors in need. His punch is a consistent and reliable stun which lunges you forward by a little bit. Counter can save you from taking a hit and then punishes the Executioners in return, it's reliable but you must time it right in order for it to be used correctly, and if you're not careful it could easily be baited. Knuckles also has the ability to glide and cling to walls. This is a very versatile ability, it can be used to get an Executioner off of your back or you can quickly move towards your friends in danger. You can also use it as a way to get closer to the exit. LORE -------------------------------- Knuckles' lore is currently unknown, but it can be assumed he was dragged into Outcome Memories alongside Sonic and Tails during a mission. TRIVIA -------------------------------- While Knuckles doesn't "speak," he does have a grunting voice clip when punching, voiced by SushiCoreVOs. DR. EGGMAN -------------------------------- Dr. Eggman is set to be one of twenty one playable Survivors in Outcome Memories. He is an evil genius with an IQ of over 300, and uses his intelligence to try and conquer the world. APPEARANCE -------------------------------- Eggman's classic design features a totally spherical torso with thin but proportionate arms and legs. He wears a red top with a short yellow cape, attached to his shoulders by a triangular collar, along with black pants with attached boots and a pair of large silver buttons on the front. This outfit is complemented by white gloves and blue pince-nez glasses that completely hide his eyes. His mustache is neatly groomed, with only three tufts sticking out at each end. GAMEPLAY -------------------------------- Eggman is a survivalist, meaning he tries his best to stay as far as possible from Executioners. He is meant to play it safe and tries not to take any form of damage whatsoever. His boost utilizes his fast legs to dash forward mid-air. This is very helpful to escape chases and gain speed during pursuit. During Shield you are effectively immune to damage. This can help you block hits and aids you in surviving longer. He has a special interaction with Metal Sonic. If Metal uses his Self-Repair ability, getting near a certain radius of Eggman will allow him to heal way faster. ABILITIES -------------------------------- "DOUBLE JUMP AND METAL SONIC: SUPPORT" KEYBIND: N/A COOLDOWN: N/A Double Jump is Eggman's first passive. Via pressing space whilst already in the air, Eggman can jump a second time. There is a 3 second cooldown between jumps. Metal Sonic: SUPPORT is Eggman's second passive. Whenever he is within a certain distance of Metal Sonic when he is healing, he increases the speed at which Metal Sonic heals. "JETPACK BOOST" KEYBIND: E COOLDOWN: 22 Eggman immediately gains a large speed-boost that lasts for 3 seconds. Note that during this period, Eggman does not get any i-frames, so make sure to avoid running directly into an Executioner. Eggman can perform both types of his jumps during this. "ENERGY SHIELD" KEYBIND: F COOLDOWN: 25 Eggman suddenly gets a shield that covers his entire body, protecting him from any damage. This shield lasts for 3 seconds. If an Executioner attacks him while this shield is still active, the shield will immediately break, but simultaneously stun the Executioner for around 2 seconds. STRATEGY -------------------------------- Eggman is a semi-support and a survivalist character. He has access to a basic defensive ability, a powerful mobility move, and a synergy ability with Metal Sonic. Boost is Eggman's mobility ability. Upon activation, Robotnik's jetpack will activate and propel him forwards. In this state, he cannot stop moving and he can only barely change directions. - Boost is a great way to gain distance from executioners. Using boost at the right times is key to survival, as Eggman is otherwise vulnerable. - In addition, because he can jump while boosting, Robotnik excels on maps with open verticality due to his double jump; for example, he is able to leap huge distances on NOT PERFECT, due to its structure relying on said verticality. This synergy is especially useful in chases, as this has the ability to force the executioner to take a different route should they lack the ability to reach him easily, giving Eggman just enough time to get away. Shield is Eggman's defense ability. Upon activation, Robotnik will deploy a monitor shield. This acts as a Counter move - if an Executioner attempts to attack Robotnik, they will be stunned and pushed away. - Shield is Robotnik's only defense. Similar to Boost, timing is critical. - It is important as well. Robotnik's larger body makes him an easier target, Larger body equals larger hitbox, larger hitbox means you're easier to hit. - Shield can also be used as protection while reviving downed survivors, as it prevents the Executioner from attacking you while you get your downed teammates back up - If 2011X decides to try and grab you, you can punish him by turning on the shield before he gets you. - You can also use it to be a Meatshield, and tank damage for other Survivors Metal Sonic Support is Robotnik's support move. Upon getting near a certain radius while Metal uses Self-Repair, Metal Sonic will heal at a significantly faster rate, which is helpful and will ensure for more successful rounds. Due to Metal Sonic being a great asset to the team. - Use this ability carefully. It is recommended to use this when Metal isn't being chased as doing this during chases is risky. - It is better recommended to have Metal come to you. LORE -------------------------------- Eggman was taken into Outcome Memories from Sonic 3. Specifically the point where he gaslights Knuckles. TRIVIA -------------------------------- - Eggman is one of the only Survivors in the game to speak, the others being Shadow and Sonic. If music is counted, however, Knuckles also speaks in his solo theme. - Speaking of his solo theme, his lines there are based on the lyrics of E.G.G.M.A.N., his theme from Sonic Adventure 2. METAL SONIC -------------------------------- Metal Sonic is set to be one of twenty one playable Survivors in Outcome Memories. He is Dr. Eggman's right hand man and his greatest creation, meant to be the perfect counter to Sonic the Hedgehog. APPEARANCE -------------------------------- Metal Sonic was created as a robotic copy of Sonic. As such, he is mostly built out of blue metal. His sclera is black, and his eyes are monitors with cameras behind them, in order to give them a green sclera to simulate the original hedgehog's eyes, albeit in some recent portrayals, he has the iconic red eyes. His spines are rather different, with 1 large one curving up and 2 on the sides of his head, curving outwards. His chest is yellow with a black pit, and his back has a small yet powerful engine, serving as the source for his speed. On his upper arms, legs and muzzle, he has regular steel. His hands are sharp with yellow pads on them, and his feet are mostly red with a white line on the bottom, with large bolts in place for ankles. GAMEPLAY -------------------------------- Metal Sonic is a tanky character. He has a sort of Hit and Run playstyle. His gameplay consists of him pushing the Executioners away for other survivors allowing them to get away. And then healing any damage taken, rinse and repeat. Metal Sonicโ€™s Charge ability is good for both mobility and stunning. Upon use your speed skyrockets like crazy, similarly to Sonic's Peelout. You can use this to get to the exit as fast as possible, or you can use this to grab the executioners. This ability can save teammates who are being grabbed as well. Grabbing Executioners is highly recommended since the speed from this ability allows you to get them far away from your fellow survivors. This move can be controlled with your camera, and slamming into a wall while holding the Executioner will have them slammed against the wall and stunned. Metal Sonicโ€™s Automatic Repair also makes him a survival character, and it can be used under 150 health. However, being hit while using said ability will deal extra damage to you. Although Metal Sonic is stronger in terms of health, he faces a very realistic situation, being that he only has one life. This means he cannot be revived once dead, and if on low enough health while using his charge, he will explode and die. ABILITIES -------------------------------- "SELF DSETRUCT AND PROXIMITY WARNING" KEYBIND: N/A COOLDOWN: N/A Self Destruct and Proximity Warning are Metal Sonic's two passives. Whenever he dies, he will explode, which stuns the Executioner for about 5 seconds. This also occurs if he uses Destructive Charge when on low enough HP. Along with this, whenever the Executioner gets within a certain distance, Metal Sonic begins to beep. The beeping gets louder/faster the closer the Executioner is. The player will also hear a more scratchy error noise when at really low health, signaling that they should take a breather. "DESTRUCTIVE CHARGE" KEYBIND: E COOLDOWN: 25 Metal Sonic charges up for about 3 seconds, flashing red with each second. On the final flash, he will charge forward much quicker than the Executioner, whilst making it much harder for him to turn. If he hits an Executioner, he will grab them and take them with him on his path, and if he hits a wall, he beats the Executioner and stuns them for about 3 seconds, at the cost of dealing 45 damage to himself. "AUTOMATIC REPAIR" KEYBIND: F COOLDOWN: 25 Metal Sonic stops in place, before healing 7 HP every 2 seconds. This duration can heal up to about 42 HP in one session, whilst taking a maximum of 10 seconds. Whenever Eggman or Tails are nearby, the amount of time it takes per heal decreases. (Tails decreases it to 1.5 seconds per heal, Eggman decreases it to 1 second per heal). STRATEGY -------------------------------- Since his ability to charge takes time to get you to get into impact with the EXE, it is recommended to use that ability in the correct timing, a timing where you are sure the killer is not going after you/nearby you, the charge lasts for an enough time for you to use it from a small far distance from the EXE and reach him easily, that benefits you into not getting hit while using your charge Heal is recommended to use if Eggman is dead or not chosen. Since Eggman speeds up Metal's it is best to go towards him to save your abilities. It is not recommended to go to Eggman during a chase, as you will simply lead the Executioner towards him. LORE -------------------------------- Metal Sonic's lore is unknown, but it can be assumed he was pulled into Outcome Memories alongside Eggman. TRIVIA -------------------------------- Metal Sonic is the only survivor that is unable to be healed by Cream. AMY -------------------------------- Amy, or otherwise called Rosy, is set to be one of twenty one playable Survivors in Outcome Memories. She is the kind heart that holds Team Sonic together, always wanting to find a way to solve problems without violence. APPEARANCE -------------------------------- Amy is an anthropomorphic hedgehog. She has pink fur with 3 bangs on her head, tan skin and black eyes. For attire, she wears a green and white shirt with an orange skirt on the bottom, blue shoes with white accents and orange laces, along with white gloves and socks. In many of her renders, she also holds her Piko Piko Hammer. GAMEPLAY -------------------------------- Amy is a stunner and support, meaning she should always be on the battlefield and never allowing the Executioners to rest. Her stuns have a similar stun time to Knuckles and a similar cooldown, so being aggressive with her isn't extremely hard. It is also recommended that if you get "decent" card, then you don't switch it in the middle of a chase to avoid getting something worse, and only reroll when you're sure you're safe. - Make sure to remember that you aren't the only one who may need healing, so if you get a healing card, make sure to give it to stay close to your fellow survivors. ABILITIES -------------------------------- "TAROT CARDS" KEYBIND: N/A COOLDOWN: N/A Upon starting a match, Amy will automatically roll two of six possible Tarot Cards that will passively provide her various positive or negative effects while held. "HAMMER SWING" KEYBIND: E COOLDOWN: 25 Amy holds her hammer with both hands and lays it on her shoulder. She can stay in this state for about 2 seconds before automatically swinging. If the swing hits an Executioner, they will be stunned for 3 seconds. If this ability is used midair Amy will bounce foward upon hitting the ground to stun the Executioners. "HAMMER THROW" KEYBIND: Q COOLDOWN: 30 Amy swings her hammer back whilst taking no movement speed penalty. Then, she will throw her hammer at the user's mouse. If it hits an Executioner, they will be stunned for 3 seconds. When this happens, the hammer will lie on the ground, and if Amy runs near it, she can pick it back up. If she doesn't pick it back up for 10 seconds, it will fly back into her hands. "REROLL" KEYBIND: X COUNTDOWN: 15 Simply allows Amy to reroll the tarot cards she obtained at the start of the match. STRATEGY -------------------------------- The strategy for Amy should be running up and stunning the EXE whenever you get the chance. It's also a good idea to retreat every now and then so someone else can take your role, and you can provide support to them whenever you get the chance. Her main playstyle summary should be aggressive, but taking breaks to protect others who are injured. LORE -------------------------------- Amy's lore is currently unknown, but it can be assumed she was taken into Outcome Memories during the events of Sonic CD. TRIVIA -------------------------------- - Damage Resistance and Vulnerability is applied to both the damage received from falling into the void of NOT PERFECT as well as the lightning in Green Hill. - Strength is the only Tarot card in Amy's catalog that doesn't have a name starting with "The". - The characters depicted on each of Amy's Tarot Cards, in order respective to the wiki's, are as follows: Sonic, Tails, Knuckles, Shadow, Blaze, and Tikal. - Both The Fool and The Moon Tarot Cards contain depictions of a moon in their respective cards, potentially causing some confusion. - There appears to be some inconsistencies regarding the art of the characters depicted in Amy's Tarot Cards, as all but The World and The Emperor refrain from coloring the character's eyes/pupils. CREAM -------------------------------- Cream is set to be one of twenty one playable Survivors in Outcome Memories. She is young and scared, but still carries on, healing her team and providing support despite her fear. APPEARANCE -------------------------------- Cream appears as a small, petite, anthropomorphic Mobian rabbit. She has mostly tan fur with orange highlights, large ears that allow her to fly for short periods of time, black eyelashes, a small tail, a white muzzle and small black nose. For attire, Cream wears a blue dress with an orange undershirt, golden buckles & white sleeves, white gloves and socks, along with blue shoes with golden bolts on the back and their front-end being completely white. GAMEPLAY -------------------------------- Cream is mostly defenseless with her main defense move simply knocking the Executioner away, so she should rely on her teammates for protection and never leave them, though it can also be useful to knock her teammates out of danger. Despite her mostly lacking defense, her glide can be used similarly to Knuckles' glide, allowing her to get out of sticky situations. It's important she stays alive, as her Heal can very easily save someone from death, so make sure you don't die. - Do also note that it has been stated time and time again that Cream shouldn't attempt to heal in the middle of a chase, the Heal freezes her in place so using it in a chase will make her a goner, so make sure you don't heal unless you're absolutely sure the Executioner isn't nearby. ABILITIES -------------------------------- "CHEESE THE CHAO" KEYBIND: N/A COOLDOWN: N/A "GLIDE" KEYBIND: SPACE COOLDOWN: N/A If Cream presses jump whilst high enough in the air, she will begin to smoothly glide. Similar to Tails glide, she gets her falling speed reduced by about 80%, but unlike Tails' glide, she cannot ascend. It functions more so like Knuckles' glide. HEAL -------------------------------- Cream will be stuck in place and begin to float in the air as green particles surround her. Anyone within a certain radius will begin to gain HP, specifically 10 at max. As well as cream getting a bonus 5 health. This duration lasts for 7 seconds, and will immediately cancel should Cream take any form of damage, though she herself can cancel it at any time. UNDOCUMENTED: This ability cannot heal Metal Sonic. DASH -------------------------------- Cream will flash red, before automatically jumping into the air & dashing forward. Whenever she hits an Executioner, they will be knocked back around 5 studs. When cream hits an executioner with this ability cream will take 2HP damage along with a 4 seconds speed boost. UNDOCUMENTED: Cream can hit her fellow Survivors with this ability, which knocks them back twice as far. STRATEGY -------------------------------- Cream's strategy should be knocking Survivors out of a chase & the Executioner away, gliding whenever you inevitably get chased & healing whenever you get the opportunity. Never heal when an Executioner is nearby, as due to the light Heal emits, they can easily spot you. Make sure you also never attempt to get chased or make yourself known, as you have very little defense unlike most other Survivors. LORE -------------------------------- TBA TRIVIA -------------------------------- Cream currently holds the record for the survivor with the most redesigns, having a total of four redesigns. SONIC -------------------------------- Sonic is set to be one of twenty one playable Survivors in Outcome Memories. He is the fastest thing alive, and is a noble hero among his fellow survivors, who will do anything to protect his friends. APPEARANCE -------------------------------- Sonic is a large, anthropomorphic hedgehog with blue fur that covers most of his body, 3 large quills on his head and 4 extra ones on the sides, along with a small, short and stubby tail and 2 shorter but sharper spines on his back. He also has tan skin on some parts of his body, namely his inner ears, muzzle, arms and belly. For attire, Sonic wears white gloves, sharp red sneakers with white socks and a white stripe on the middle, and a golden buckle. GAMEPLAY -------------------------------- Sonic's gameplay will mostly revolve around a hit-and-run playstyle, running in to stun the killer, before dashing away with Peelout and taking any survivors there with you. It is advised that, should Peelout be on cooldown, that you either don't engage until it is no longer on cooldown, or that you get someone else to accompany you (preferably a stunner) should anything go wrong. His speed would also be a decent stalling tactic, as he will only be a little slower than the Executioners. Though, even then, it's still advised to not go in with Peelout on cooldown if you lack good juking skills. Sonic takes 15% extra damage if he's the last one standing, so make sure to keep your friends alive. During Solo, it is best advised that you use Drop Dash for Mobility and only use it as a stun to replenish Dodge Meter. ABILITIES -------------------------------- "DODGE METER, UNSTOPPABLE, AND GUILT" KEYBIND: N/A COOLDOWN: N/A Dodge Meter, Unstoppable, and Guilt are Sonic's three passives. Dodge Meter essentially gives Sonic an extra 50 HP. Every time he is hit and the Dodge Meter isn't at 0, it will take all the damage for him, rather than actually damaging him. This HP can be replenished via hitting the Drop Dash. Unstoppable is Sonic's second passive, which makes it so his stuns bypass the Executioners' i-frames. Guilt acts as another passive, only activating when Sonic is the last one standing. It makes him take an extra 15% damage. "DROP DASH" KEYBIND: E COOLDOWN: 25 Drop Dash is Sonic's first ability. It makes him automatically jump into the air before quickly diving back down & upping his speed, making him roll into a ball and giving him a slick blue trail. If he hits an executioner, he bounces back whilst stunning the Executioner for 1 second. He can do this 3 times, and the third hit stuns for 3 seconds as Sonic revs up his quills, effectively making this a 5 second stun. As stated previously, this replenishes 20 Dodge Meter HP per-hit. "SUPER PEELOUT" KEYBIND: Q COOLDOWN: 35 Super Peelout is Sonic's second ability. Sonic stops in place before charging up for about 3 seconds, before dashing forward extremely fast. This period lasts for 7 seconds. During this time, Sonic can pick someone up and drag them with him. This move goes on a cooldown for about 5 seconds after Drop Dash is used, unless Sonic is the last one standing. UNDOCUMENTED: Sonic does not gain invincibility frames during Peelout. STRATEGY -------------------------------- Sonic's strategy should be running in to stun with Drop Dash, stalling with his speed for 15-20 seconds, and then dashing away and picking up any other survivors there with you with Peel Out. Though, it is mostly advised to never go in if Peel Out is on cooldown, as even with his speed, it's still very possible and quite easy for an executioner to get you. If Drop Dash is on cooldown, it is advised to use Peel Out to get a survivor out of a chase if they appear to be struggling. LORE -------------------------------- Most of Sonic's lore is currently unknown, (albeit it is implied that he comes from Sonic CD), but it has been revealed by the developers that he was going to be the vessel an alternate X was going to use, but he was taken into Outcome Memories prior to that happening, leaving X with a different character as his vessel. TRIVIA -------------------------------- - Sonic will be the fastest survivor in Outcome Memories. - Sonic is one of the only survivors in game to have in-game voicelines, the others being Eggman and Shadow. - Sonic was originally intended to release after Outcome Memories v0.1, but was later scheduled to release the day of release.[1] - Sonic's line when he does the Peelout is directly taken from Sonic CD, the same game where the ability debuted, albeit in a different context. There, staying still for 3 minutes has him say the line, jump off the screen, and trigger a Game Over. - This Sonic is implied to be from Sonic CD, not directly stated due to concerns of SEGA possibly not liking the idea of Sonic from Outcome Memories coming from Sonic CD. - Another oddity is the presence of the Drop Dash, which does not show up in the original Sonic CD, but does show up in Origins. - The Super Peel-Out's animation is different from what CD shows, as instead of the "eight figure" run animation, Sonic's legs move more akin to a Boost. There is however, a trail added to Sonic's feet while he's running to emulate the figure-eight effect. - While unconfirmed, how the Dodge Meter works could potentially be a nod to the Double Spin Attack/Insta-Shield, specifically how Sonic the Comic handles it as Sonic gets hit yet does not get damaged, and in the comics, he is able to use it without initiating the Spin Jump. - As he is supposed to be the real one AND was meant to a vessel for his X at the same time, it could mean that Loony operates akin to the fanon origin wherein Sonic.EXE is a demon that possesses the real Sonic. MAPS -------------------------------- "GREEN HILL ZONE" HAZARDS: The map will flood at a certain point in time. (Presumably towards the end.) & lightning strikes that have a chance at hitting you and killing you. "YOU CAN'T RUN" HAZARDS: A red gas that inflicts a passive effect overtime. Final 80's: A core in the middle of the map explodes and expands killing anyone that comes into contact with it. ".../HILL.GYM" HAZARDS: None. "NOT PERFECT" HAZARDS: Bouncers on the floor and walls. Touching them will push your character back and cause you to ragdoll, As well as the ability to fall under the stage, dealing damage to the player and respawning them. 2011 X VOICELINES -------------------------------- TELEPORT: "Found you!" "There you are!" "Pee-ka-boo!' "BOO!" "Gotcha!" (Laughter) CHARGE: "Your struggle is pathetic!" "You will die by my hand!" "Gotcha!" (Laughter) "Caught you!" "Close your eyes, let it happen!" "Keep this interesting for me!" DOWNED A SURVIVOR: "You weren't outrunning me anyway." "I am GOD!" "Get. UP." "Better luck next time!" (Giggling) GOD'S TRICKERY: (Laughter) "Right behind 'ya!" "Stand. Still." "Stop moving. You might trip!" "Running won't get you far!" (Giggling) "Watch out!" (Giggling) "Fall." RAGE: "Ready or not: HERE I COME!" STUNS: (Just grunting and stuff) KILL (Tails): "Two tails, but he only flew with ONE LIFE!" (Laughter) KILL (Knuckles): "You failed your familial duties trying to play the hero." KILL (Metal Sonic): "My exact copy...but one fatal flaw: You'd NEVER BE A GOD!" KILL (Shadow) (Not added yet): "There's only one ultimate lifeform. That would be ME." KILL (Silver) (Not added yet): "The future's savior doomed in another world's past." KILL (Rouge) (Not added yet): "Need a hands-on demonstration that I'm a god, agent?" KILL (Cream): "I struggle to figure out who's the REAL culprit for your death. Me, or your lousy guardians?" (Laughter) KILL (Sally) (Not added yet): "It's a WONDER your nutcase of a world was left to rot, Acorn." KILL (Fang) (Not added yet): "Did you get 'em, marksman?" KILL (Blaze) (Not added yet): "The flames of the Sol Empire...extinguished through conquest." KILL (Dr. Eggman): "How embarrassing for such an intelligent soul to DIE in such a MORONIC fashion." KILL (Amy): "Stop letting infatuation cloud your judgement." KILL (Mighty) (Not added yet): "Armored, and everything...JUST to crumble to DUST!" KILL (Sonic): "You were my idol once. It's a shame you didn't live up to what you boasted of yourself." *IMPORTANT: 2011 X sounds genuinely disappointed* KILL (E-123 Omega) (Not added yet): "Reprogrammed to be a heroic entity...made you useless." KILL (Honey) (Not added yet): "Declawed, gutted, and left to spoil like your name. Only...it was never sweet...~" KILL (Infinite) (Not added yet): "YES. YES, YOU ARE WEAK, JACKAL!" (Laughter) KILL (Ray) (Not added yet): "Glide your soul to the skies for a more interesting catch, rodent." (Laughter) CLASHING WITH METAL: "Even if you best me here...your head will be picked regardless." CLASHING WITH METAL (WIN): "A shocker that the inferior bucket of a copy fails again!" CLASHING WITH METAL (LOSE): "OH-HO-HO! Just you WAIT until I get MY HANDS ON YOU!"

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