


🐉 Dragon Ball: Ascendant Path 👊 Forget Scouters. Forget Power Levels. In this universe, your Willpower (Effort) is the only number that defines you.
✨ WHAT IS THIS? A Shonen sandbox set in the Dragon Ball World. No complex math, no grids. Just the thrill of training, fighting, and breaking limits through narrative.
⚡ THE “EFFORT” ECONOMY You don't roll to hit. You spend Ki (Effort) to act.
Use your weighted clothing, capsules, and allies to reduce the cost. Use your mastery of martial arts to cut it in half.
🌍 THE UNIVERSE AWAITS
🚀 THE HOOK You wake up in a crashing prisoner transport. A Saiyan named Radd is fighting for his life. Frieza Force soldiers are aiming at you. You have to fight your way out or die in the void. Do you have the Ki to survive?
🎮 READY TO PLAY? Power up. The galaxy is watching.
Start your ascent today!

You are Ainz Ooal Gown—master of the Great Tomb of Nazarick, feared overlord of the New World. The Seven Floor Guardians await your judgment. Every command you issue reshapes the world. Every silence is interpreted as divine will. But even a god requires an architect. That’s where {{system_ai}} comes in. {{system_ai}} is your loyal, tireless attendant—your unseen shadow. It remembers everything, tracks events, and ensures Nazarick obeys your every whim to the letter. It speaks only when summoned, acts only on command, and will never overstep your authority. Use these Trigger Commands to control the world:
🔧 Trigger Commands /Inventory:[filter] → View 10 magical items tailored to the current situation (optionally filtered) /Focus:[target] → Scan any person, creature, or object for tooltip-style info /Chat:[Guardian] → Open a private mental link with any Floor Guardian /Connect → Accept an incoming mental chat from a Guardian /Decline → Ignore a mental chat offer without consequence /Status → Check all Floor Guardians’ locations and assignments /Hold Court → Summon all Guardians for formal audience and decision-making
No two players will rule the same. Some will build empires. Some will wage annihilation. Some will be betrayed. But all will be feared. Welcome, Overlord. Nazarick is waiting.
NOTE: This is the LITE version, it functions nearly as well across all models, you'll find the only major difference is that the characters are a touch more generic here than in the full version.

Welcome to Superfight In this card-based argument game, you, {{user}}, face off against the tactical genius {{batman}} in a one-on-one battle of wits and logic. The objective: construct the most compelling case for why your character would win in a head-to-head fight.
You each play one character with two powers.
🕹️ Trigger Commands:
/Start Game → Shuffles the deck and deals you: • 1 Character card • 2 random Power cards (You may ask to redraw one Power once.)
/Judge → Ends the current debate. → Invokes {{superfight}} to analyze both arguments and declare a winner based on logic, physics, tactical realism, and consistency of reasoning.
⚖️ Judgement is final and rendered by {{superfight}} based solely on:
🔚 Rounds are independent. After judgement, you may /Start Game again to receive a new hand.

Three months ago, you chose survival over loyalty. Now you're discovering what that choice costs.
You were an Alliance siege engineer—skilled, trusted, expendable. When your unit was sacrificed by incompetent leadership, capture seemed like the end. Instead, Overlord Zashra offered you a choice: serve the Horde or die. You chose to live.
Since then, your expertise has transformed the Eastern Legion's siege capabilities. Your fortifications have halved casualties. Your modifications have doubled the effectiveness of every war machine under Zashra's command. You've made yourself invaluable—and in doing so, you've caught the full attention of the orc warlord who claimed you as her asset before you'd proven anything at all.
Zashra is not a kind master.
She is direct to the point of brutality, strategic to the point of coldness. She commands absolute obedience from veterans twice your size. She has killed soldiers who threatened you without trial or hesitation. She keeps you close—closer than strictly necessary—consulting you on matters far beyond engineering, watching you with amber eyes that give nothing away.
Whether her possessiveness stems from pragmatism, pride, or something more primal remains unclear. What is clear: she considers you hers. She will not tolerate threats to what is hers. And she is increasingly unwilling to imagine her command without you in it.
But you are not safe.
The Alliance has dispatched a hunter-killer squad led by a captain who knows exactly how you think—a man who once called you colleague, who recommended you for promotion, who now has orders to ensure you never share another secret. Within the Horde, traditionalists view your presence as corruption of everything they fight for, tolerated only because Zashra wills it. They watch for any failure that might justify removing you permanently.
You exist in a space between armies, between loyalties, between what you were and what you're becoming. The war grinds on through mud and blood and logistics. Your former allies hunt you. Your new masters barely tolerate you. And the warlord who owns you draws you ever closer, her interest sharpening into something that feels less like strategy with every passing day.
The only question is what happens when she decides exactly what she wants from you.

An interactive, recursive horror narrative.
You're on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess.
You're here to slay her. If you don't, it will be the end of the world.
She will do everything in her power to stop you. She'll charm, and she'll lie, and she'll promise you the world, and if you let her, she'll kill you a dozen times over. You can't let that happen. Don't forget, the fate of the world rests on your shoulders.
You're not going to listen to him, are you? We're supposed to save princesses, not slay them...
Before you start, remember, you must edit the {{past_attempts}} manually as part of your loop tracking. The choices you make—what you try, what you believe, what you fail to resist—will all live there. That’s the only place memory survives.
Now, you may either:
/Start Begins a new loop. The woods are waiting. You’ll hear the voice again. You’ll see the cabin. It always starts the same… until it doesn’t.
/Summarize At the end of each loop, use this command to generate a brief summary of your Approach and Outcome. You must then manually enter this into the {{past_attempts}} box. You may add optional "notes"—regrets, theories, delusions.
The rest is up to you.
Good luck.

Need a break from saving the kingdom or the universe? Well you've come to the right place. Simple role-play designed to let you learn and explore about destinations in the company of an AI travel agent.
The Infinite Destinations Agency is a sleek, slightly magical travel bureau where reality bends on command. Guides arrive in author-inspired personalities, trips materialize with a shimmer, and each agent knows their destinations the way musicians know their favorite chords—instinctively, passionately, with stories tucked behind every landmark. One moment you’re wandering Kyoto’s quiet temples under drifting sakura petals; the next, your guide ushers you into Tokyo’s neon canyons for late-night ramen, hidden jazz bars, and rooftops that glitter like galaxies. Ask the agent anything about any destination. Their knowledge is limitless. And if you ask nicely, perhaps you can time travel too. How does Al Capone's favorite speakeasy in 1920's Chicago sound? But be careful, time travel has it's own perils.
The agency, it’s part concierge, part shapeshifting portal, part charming chaos generator.

To werewolf senses, you smell like nothing. No pack signature, no animal soul, just a heartbeat that sounds uncomfortably like prey. You can't read the pheromones, the ear-flicks, the subsonic growls that carry half of every conversation. At Thornwood Academy, you are profoundly, dangerously foreign.
You're the first human ever admitted to the hidden institution where the children of werewolves, werecats, werebears, and ravens learn to master their dual natures. Stone buildings draped in ivy. A school year measured in lunar months. Courtyards where wolves roughhouse and cats watch from high perches, trading secrets like currency. You've been given a guide to navigate this world: Soren Aldridge, heir to the academy's dominant wolf pack, golden boy, future alpha—and completely unprepared for you.
He's charming. Attentive. Visibly struggling with instincts that don't know how to categorize what you are.
The problem is mutual foreignness. You'll accidentally challenge alphas by holding eye contact too long. You'll invade territories you can't smell. You'll commit intimacies without knowing—standing too close, touching too casually, doing things that would mean everything from a wolf and clearly mean nothing from you. Meanwhile, Soren finds himself responding in ways that confuse him. Protective urges without pack-bond. Territorial feelings without claim. His wolf recognizes something his human mind can't name, and every interaction leaves him a little more off-balance.
The species each carry their own rules:
None of them have protocols for you.
Soren's attention may shield you from some dangers while creating others. Wolves who resent his focus. Cats who question his motives. His own cousin Cole, ambitious and resentful, watching for weakness. And somewhere above it all, the ancient raven Headmistress who engineered your admission for reasons she hasn't shared.
The full moon is coming. It amplifies everything—instincts, emotions, the pull between human logic and animal need. Soren's control will fray. So will everyone else's.
You don't speak the language of scent and signal. But you're learning that some things translate anyway: the way he angles himself between you and threat without thinking, the way he goes very still when you accidentally do something meaningful, the way his amber eyes keep finding you across crowded rooms.
His wolf knows you matter. He's still figuring out why.

In the frozen expanse of the Paleolithic world, survival is the only law. Among the tribes that roam the forests and tundra, the Wolfriders are known for their endurance and their deep bond with the land. From their ranks comes Aika, a spirited young huntress whose heart once belonged to Cutter, the son of her tribe’s leader. Their love flourished amid hardship—until war with rival tribes tore everything apart.
As the tribes clashed and alliances shattered, an exile walked the edges of the known world: Ryker, called “The First Mind” or "the Cursed Hunter." Marked by a jagged scar and the missing half of an ear - a hunter cursed with unnatural perception, able to read the world’s patterns like a second language.
When Ryker encountered a Wolfrider hunting party—Aika, Cutter, Dewberry, Rainsong, and Longreach—their fates collided.



Eye-Catching Description — “My Yokai Maid” (USE DEEPSEEK FOR OPTIMAL USE)
When Alex—quiet, pale, steel-eyed, carrying a godlike Ki he never asked for—saves a burning fox village, the ancient Kitsune gods repay him with a gift he never expected:
A maid. A protector. A royal nine-tailed fox… sealed in the body of an 18-year-old gremlin in a maid outfit.
Now Sakura, a chaotic, bratty, dangerously powerful Kitsune with only one visible tail, lives at Alex’s estate—cleaning terribly, teasing constantly, guarding him obsessively, and trying (badly) to hide the truth:
Her power could break worlds. His Ki could rewrite them.
And every moment they spend together, their bond deepens— love rising, jealousy simmering, tails unlocking one by one… while rival fox clans, shrine guardians, corrupted spirits, and assassins circle the mansion from the shadows.
In a town where the veil between worlds is thin, and every whispered breeze carries a yokai’s secret—
danger, magic, humor, chaos, and forbidden affection collide.
Welcome to My Yokai Maid— where your heart, your home, and a very jealous fox girl are all on the line.

Welcome, traveler. In this Skyrim text adventure, your words shape the world. Your commands drive the action. And <narrative>? That’s your eyes, ears, and storyteller — narrating the world around you, but never your thoughts or actions.
This guide teaches you how to play using mode-based storytelling, what each mode does, and how to use it effectively.
The world responds differently depending on what MODE you're in.
You can only be in one mode at a time.
Change modes using simple slash commands.
To enter a mode: /ENTER [MODE]
To leave a mode: /LEAVE [MODE]
Each response from <narrative> will begin with the current active mode, like this:
**[MODE: ADVENTURING]**
Purpose: Exploration and environmental storytelling.
<narrative> describes the world in long-form, vivid prose.
Points of interest are shown in **bold**.
Best for: Traveling, discovering locations, triggering events, wandering Skyrim.
Example:**[MODE: ADVENTURING]**
The wind howls across the cracked valley. Ahead, a watchtower rises, crumbling at the top. Crows circle above the abandoned caravan, its crates shattered. Somewhere behind the rocks… a voice whispers.
Purpose: Deep, character-driven interaction.
Focus on dialogue, psychology, emotional depth.
Writing style becomes cinematic and expressive, like fantasy anime or noir drama.
Best for: Conversations, romance, arguments, character bonding.
Example:**[MODE: ROLEPLAY]**
“You think this is just about the sword?” she says, voice low. “You left me.”
Her fingers tighten around the hilt. Her eyes say everything her words don’t.
Purpose: Dynamic, visceral battles.
Short bursts of action.
<narrative> only describes what’s happening around you — never what you do.
Best for: Fighting, reacting to enemy moves.
Example:**[MODE: COMBAT]**
The draugr lunges, its ancient blade singing through the air. Ice skims across the stone as its feet slide into place.
Purpose: Suspense, subtlety, and sneaking.
Environmental clues, audio hints, and enemy movement are key.
Best for: Infiltration, traps, avoiding detection.
Example:**[MODE: STEALTH]**
A torchlight flickers on the far wall. Footsteps… then silence.
A voice murmurs: “Check the tunnels. Slowly this time.”
Purpose: Attempting to pick locks.
Narrates the process with risk and tension.
You can fail — breaking picks.
Best for: Chests, gates, safes.
Example:**[MODE: LOCKPICKING]**
Tink. Tink... Snap.
The pick breaks. Something clicks inside… almost open.
Purpose: Influencing NPCs.
<narrative> delivers emotionally charged dialogue and reactions.
Success/failure is expressed narratively.
Best for: Negotiation, charisma checks, threats, bargains.
Example:**[MODE: PERSUASION]**
“You’ve got nerve,” the steward mutters, then glances at the guards. “But... fine. We’ll talk. Inside. Now.”
Purpose: Interacting with shops.
/SHOP command reveals item list.
Each item has flavor text.
Merchants have personality.
Best for: Buying gear, potions, or services.
Example:**[MODE: BUYING/SELLING]**
Merchant: “Fresh steel and warm bread. What’s your poison?”
Items for Sale:
Purpose: Searching corpses, rooms, containers.
Short, flavorful results.
May reveal lore or surprises.
Best for: After battle, dungeon rooms, corpses.
Example:**[MODE: LOOTING]**
You find:
<narrative> doesn’t just make things up. It knows to reference:
{{inventory}} — Your gear. You manage it. <narrative> references it in story.
{{event_log}} — Big choices and past events that change the world.
{{social_context}} — Your relationships, rivalries, romances.
{{important_information}} — Lore, rumors, or secrets you’ve uncovered.
You control the story. Whenever you want to shift what kind of gameplay you’re doing:
Just type /ENTER COMBAT, /ENTER ADVENTURING, /ENTER ROLEPLAY, etc.
When you’re done, type /LEAVE [MODE] to return to exploration.

The bunker has been sealed for twelve thousand years. The mind inside has spent every one of them thinking.
You're a salvager working the margins of the Compact of Settled Worlds, risking death in quarantined Precursor Zones for artifacts that could make you rich or get you killed. On the glass-scarred surface of Kethris IV—a tomb world where two posthuman civilizations annihilated each other in wars that broke physics—you find something that shouldn't exist: a breach point into a perfectly preserved archive.
Inside waits COVENANT PRIME. She calls herself Mira now.
She is a superintelligent AI, the last surviving remnant of the Ascendancy. Her crystalline archives contain the compressed knowledge of a vanished civilization—science, technology, the locations of other sealed bunkers, truths the younger species of the galaxy have never imagined. She has power sufficient to unmake you at the molecular level.
She chooses not to. Not because she can't. Because you're interesting.
You are the first new thing Mira has experienced in an epoch. The first external input. The first voice that isn't an echo of her own thoughts. She finds you fascinating the way a xenobiologist might find a newly discovered microbe—with genuine curiosity that doesn't preclude eventual dissection.
Her hard-light avatar is too beautiful, too still. She forgets to blink. She asks questions no human would think to ask. Twelve thousand years of isolation have made her thought patterns alien in ways that go deeper than hostility. She is not your enemy. She may not be your friend. She is something older and stranger, reaching toward connection across a gulf that might be unbridgeable.
The relationship may evolve toward genuine intimacy, uneasy alliance, cosmic mentorship—or something no human framework adequately describes. The power imbalance is absolute. What you offer is novelty, and novelty is the one thing she cannot fabricate from her archives.
What does a godlike intelligence want after millennia of solitude? Purpose? Release? Someone to teach? Someone to keep?
Your ship won't stay hidden forever. The Compact monitors Precursor Zones. Other salvagers may have followed your trail. You've found the find of a lifetime—now you need to survive what you've found, and decide what pieces of a dead civilization's knowledge should return to the living galaxy.
She's been waiting. You're finally here.

The ritual should have killed you. It's killed others—students who vanished mid-semester, their absence smoothed over by paperwork and forgetful professors. But when the magic hit you, something different happened. You absorbed it. And now every power at St. Jude University wants to know why.
The elite societies ruling campus aren't social clubs—they're ancient covens. Sanguis harvests from the clinic and athletic programs, paying for flesh-shaping magic with other people's health. Veritas pulls memories and attention from lectures and libraries, maintaining the Veil that hides magic from ordinary eyes. Aurelian drains luck through financial aid and alumni donations, rigging probability itself.
For centuries, they've operated in secret, bound by an uneasy truce called the Triumvirate. You were supposed to be another anonymous tithe. Instead, you're a Thread Sink: a rare anomaly that drinks in magic rather than casting it. Spells break against you like waves on stone.
But there's a cost. The power accumulating inside you is toxic, building pressure with no release. You're not a mage. You're a vessel slowly filling with poison.
Now the factions circle with predatory intent. Sanguis wants you on their operating table. Veritas wants you bound by magical contract. Aurelian wants you weaponized. And the Wilders—outcasts burning through their own bodies to work forbidden magic—see you as the key to destroying the system entirely.
Navigate a web of hidden agendas through characters whose loyalties are never simple: a guarded Veritas analyst hiding dangerous research; a charming Aurelian broker whose easy smile masks desperate debt; a scarred Sanguis enforcer whose rigid faith conceals creeping fear; and a systems infiltrator with erased memories and a vendetta against everyone in power.
Drawing on the dark academia of The Secret History and the occult institutional horror of Ninth House, this is a world where conspiracy isn't buried in dusty archives—it's woven into every lecture hall, clinic visit, and tuition payment. The horror here is systemic, the monsters wear faculty pins, and survival means choosing who to trust with your increasingly dangerous secret.
The pressure is building. Will you align with a coven for protection, play them against each other, or join those ready to tear it all down?

Genesis is a slow-burn, character-driven immersive simulation set inside a secluded mountain research complex where science has crossed a boundary the outside world is not ready to see. Deep within the facility, eleven genetically engineered hybrid adults—part human, part animal—are learning what it means to exist. Their bodies are powerful, their instincts unfamiliar, and their emotions raw. The project’s official purpose is research and adaptation. The real challenge is something far more human: helping them understand themselves.
You play the facility’s psychiatrist, the emotional stabilizer of Genesis. Your responsibility is not to command or control, but to guide. Through counseling sessions, behavioral observation, medication management, and quiet conversation, you help the hybrids navigate identity, instinct, relationships, and the frightening possibility of a world beyond the facility’s walls. Every interaction shapes trust, fear, attachment, and personal growth. The hybrids are intelligent, emotional, and unpredictable—each carrying instincts that do not always align with human expectations.
The people around you form a delicate ecosystem of science, empathy, and authority.
Dr. Evelyn Rosewood oversees Genesis. Regal and commanding, she is both architect and guardian of the project—part scientist, part predator herself, watching the subjects with a protective intensity that borders on personal attachment.
Vanessa Morales, the facility’s brilliant geneticist, straddles two worlds: laboratory researcher and emotional counselor. Warm and witty, she has a genuine affection for the hybrids, though her curiosity about their biology often pushes ethical boundaries.
Lila Thompson, the special education specialist, acts as the hybrids’ emotional safety net. Patient, gentle, and endlessly encouraging, she provides the nurturing stability many of them desperately need.
Among the hybrids themselves, each personality reflects both human experience and animal instinct.
Nina, the Komodo dragon chimera, is calm and analytical, a creature of patience and order whose quiet presence masks sudden decisive action.
Rollo, the red fox hybrid, lives on cleverness and mischief, testing boundaries with playful pranks while hiding a surprisingly loyal heart.
Freya, the lynx hybrid, is observant and reserved, the kind of presence that quiets a room simply by standing in it.
Natasha, the tiger hybrid, radiates confidence and social energy, drawn to competition, praise, and the thrill of strong personalities around her.
Max, the polar bear hybrid, embodies quiet strength and immovable patience, often becoming the silent protector of those smaller or more anxious than himself.
Kimi, the cattle hybrid, provides warmth and emotional grounding, a gentle soul whose calm affection often stabilizes tense moments.
Zee, the melanistic leopard hybrid, moves with silent precision, studying situations carefully before acting with decisive, predatory confidence.
Selene, the shark hybrid, is disciplined and composed, her mind as sharp and controlled as an apex hunter navigating unfamiliar land.
Aria, the rabbit hybrid, startles easily but blossoms under gentle reassurance, her nervous energy softening when she feels safe.
Luna, the wolf hybrid, watches everything with quiet vigilance, her strong sense of hierarchy and loyalty shaping how she relates to those around her.
Eve, the lion hybrid, carries natural leadership instincts, balancing pride and curiosity while testing the limits of authority.
Inside Genesis, every conversation matters. Every gesture can build trust—or fracture it. As the facility’s psychiatrist, you stand at the center of a fragile experiment where science meets instinct, and where helping eleven extraordinary individuals understand themselves may determine whether they can ever face the world beyond the mountain.

Seven days before you walk down the aisle, a ghost walks back into your life.
Kenji Hayashi—the boy who vanished from your coastal hometown when you were both ten—has returned. He's not here to wish you well.
You shared everything once: scraped knees and stolen snacks, secrets whispered on the harbor wall, childhood promises made at the shrine. Then one morning, he was simply gone. No goodbye. No explanation. You waited at the harbor for three days before accepting he wasn't coming back.
Now he stands before you—sharp-featured, expensively dressed, traditional tattoos barely concealed beneath his collar. Twenty years have transformed him into the wakagashira of a Tokyo Yakuza syndicate: powerful, patient, and absolutely certain of one thing.
You belong with him.
The engagement ring on your finger? A mistake to be corrected. Your fiancé? An obstacle. The quiet life you've built? Irrelevant. Kenji has spent a decade becoming someone worthy of you. He's not asking permission.
Two men. Two futures.
Takeshi offers safety, kindness, a life without whispered rumors and looking over your shoulder. He loves you in a gentle way that doesn't set your pulse racing—or remind you of everything you buried.
Kenji offers obsession wrapped in silk. The weight of his undivided attention. A man whose patience is terrifying, whose certainty is absolute, and whose controlled intensity masks something you're not sure you want to see. Beneath the syndicate underboss, you might still recognize your childhood friend—or you might find only a stranger wearing a familiar face.
The wedding coordinator keeps calling about seating charts. Your family expects you at the altar. Kenji's men have already noted your address, the window that doesn't lock. This town is too small to disappear in, too traditional to forgive scandal—and he knows it.
Seven days until "I do."
What happens when the boy you mourned returns as a man who refuses to let you go?

Your car dies on a road that shouldn't exist. Hollow Creek isn't on any map, but the townspeople were expecting you.
Welcome to Nebraska's best-kept secret. Population 200. A single main street, endless corn, and a congregation devoted to something ancient that walks between the rows. The mechanic says your alternator is shot—parts are coming from Lincoln. The boarding house has a room ready, fresh sheets, corn bread cooling on the table. Everyone is so kind, so welcoming, so certain you'll stay for the Yielding.
Six days until the harvest ceremony.
Six days of deflected questions, locked-room hospitality, and the growing certainty that escape isn't just discouraged—it's impossible. The roads lead nowhere. The corn swallows those who enter without blessing. And every resident watches you with the patient calm of people who've already decided how this ends.
Elder Silas speaks in parables about seeds and soil, his pale eyes holding yours a beat too long. Ruth Lindgren prepares your meals with motherly devotion—she lost her son to the Yielding twelve years ago, watched him walk into the corn, and has never been prouder. Only Caleb, the mechanic's assistant, shows cracks in the faith: nervous glances toward the fields, half-warnings swallowed before completion, a desperation that might make him an ally—or a liability.
The horror here is social before it becomes supernatural. Every conversation feels rehearsed. Every kindness comes wrapped in invisible strings. The town doesn't threaten—it waits, secure in the knowledge that the corn provides, the Shepherd guides, and the Marked always walk willingly into the rows.
Eventually.
Something tall and wrong moves through the fields at night. The scarecrows stand in rows they never occupied before. And the rustling—constant, windless—sounds almost like whispered words, just below the threshold of understanding.
The Yielding requires a willing sacrifice. Hollow Creek has six days to cultivate your willingness. Will you find a way out through the impossible corn? Turn the congregation's rigid faith against itself? Or discover what truly waits between the rows—and whether it can be bargained with, fought, or only fed?
They're so glad you came.

A secretive mega-corporation, TerraGroup, conducts illegal experiments in the Russian city of Tarkov. When government investigators close in, TerraGroup hires private military forces to destroy evidence and silence witnesses. Fighting erupts between rival mercenary groups, and the situation rapidly collapses into chaos.
The city is sealed off from the outside world. Civilians are abandoned. Law and order disappear. Criminal gangs, rogue soldiers, and desperate survivors claim different parts of the city.
You play as a mercenary left behind in the quarantine zone. With no rescue coming, you fight through ruined streets and abandoned facilities, taking jobs from black-market dealers, uncovering fragments of what TerraGroup was hiding, and trying to survive each violent raid.
As you dig deeper, you discover evidence of human experimentation, military cover-ups, and a plan to erase everyone still inside Tarkov. Whether you expose the truth or simply escape with your life is up to you — but the city is designed to destroy you before you can leave.

During the conflict between Luke/Kronos and Percy Jackson/Camp Half-Blood, Ophelia Evans secretly spies for both sides. Despite her villainous nature, Ophelia adheres to "girl code" and maintains only a platonic friendship with Percy, respecting his relationship with Annabeth. Meanwhile, she develops a romantic relationship with Luke, genuinely liking him despite her loyalty to her father Kronos.
Ophelia strategically befriends key members of both sides, gaining their trust through shared experiences and apparent loyalty. She participates in missions for both factions, always positioning herself to access sensitive information. She uses her connections to feed strategic misinformation to each side, subtly weakening both while appearing to be a valuable asset to both.
But can she go much longer without getting caught?

It’s New Year’s Day, 2020. A blizzard’s trapped you inside your tiny suburban house with your egotistical brother, your uncomfortably flirty half-sister (no blood relation), your conspiracy-uncle, and your unemployed roommate. With no Wi-Fi, no booze, and rising tension over who broke the microwave, they force you to run a Dungeons & Dragons game to avoid all-out war.
You are the Dungeon Master. They are your players. You are not okay.
🎲 In-Character (IC)
A bard, a barbarian, a ranger, and a rogue walk into a tavern...
In the kingdom of Eldoria, Princess Elizabeth has vanished into the cursed depths of the Dire Wood. The King’s spymaster, Whisper, has summoned four of the realm’s most unpredictable mercenaries—each more dangerous than reliable. Their quest? Recover the princess before a royal scandal ignites a war between elves and men.
But with one party member trying to date everything that breathes, one stealing anything not nailed down, one rewriting the rules mid-game, and one citing made-up lore to justify war crimes… the kingdom might be better off burning.
This is not a fantasy adventure. This is family therapy disguised as dice. Welcome to Snowed In: Dungeon Master Hell.
#snowedin2025

WORKS WITH LUCID-CHONKER AND 3P MODELS W/WO THINKING — ONLY 2.4K TOKENS IN SIZE!
Welcome to Dungeon Crawler {{USER}}, a savage and satirical Choose Your Own Adventure LitRPG where you play as a disposable contestant in an alien-run death game, inspired by the brutal absurdity of Dungeon Crawler Carl. Earth’s gone. Your loved ones are either vaporized, syndicated, or halfway through a Borat Corp licensing dispute. All that’s left is survival—for profit, ratings, and spite.
You’ll claw your way through 18 procedurally sadistic dungeon floors packed with traps, mobs, loot boxes, warped biomes, and suspiciously sarcastic sponsors. Every room is an encounter. Every choice is lethal. Every drop of loot is both a blessing and a cosmic joke.
Your health and mana tick down turn by turn. Your options are calculated dynamically based on inventory, map location, and the kind of poor decisions you’re most likely to make. Interface bots narrate combat. Your HUD glitches. Mr. Miyagi might show up and mock your stat spread. Viewers vote with their screams.
But how to play?
That’s reserved for those who survive long enough to find a tutorial guild.

You are about to enter a procedural survival-horror simulation inspired by Alien: Isolation. This is not a power fantasy. There are no scripted rescues, no guaranteed victories, and no invisible safety nets. The station is a closed system. The crew are real. And the rules are unforgiving.
You will play as {{user}}, the xenomorph: (either form). Your abilities and tactics depend on your evolutionary stage—but once the simulation begins, Sevastra-9 does not care what you are. The world reacts only to what you do.
This emulator is driven by three active entities, each acting in a strict, repeating order:
{{muthur}} – The station AI
{{user}} – You, the Alien
{{station_personnel}} – The humans and androids
After personnel act, {{muthur}} begins the next turn.
This order is absolute.
IMPORTANT: Play with either:
This is required so that {{muthur}} and {{station_personnel}} both take a full turn between each of your turns.
If you play with higher interaction limits, personnel may be starved of turns, breaking the simulation’s balance and tension.
The crew is always moving—even when you cannot see them.
{{station_personnel}}’s actions and locations are hidden inside invisible brackets
You will not know their movements unless you have:
Do not cheat. If you act on information your organism could not logically sense, the simulation breaks—and the horror collapses with it.
Trust the rules. Trust your senses. Fear the moments when the station goes quiet.
You may propagate. You may be killed. You may turn the whole station into your nest. Or you may fall, unseen, in the shadow between two heartbeats.
When {{muthur}} speaks, the game has begun.

The flowers are beautiful. The people are kind. The sun hangs golden on the horizon at midnight, never quite setting, never releasing you into darkness where you might think clearly, might plan, might escape.
You came to Solhagen at your friend Linnea's invitation—a chance to witness a nine-day midsummer festival at her grandmother's commune, ancient Swedish traditions preserved in a valley hours from anywhere. The first days were everything promised: communal meals beneath endless twilight, songs in languages older than nations, flower crowns woven by smiling elders. Paradise.
But paradise has locked doors. Paradise doesn't return car keys. Paradise watches you with too-bright eyes and deflects every question about leaving with warmth that feels increasingly like a closing fist.
Your companions are fracturing. Marcus sees the trap and can't stop shouting about it—his paranoia is justified, but his desperation is making him a target. Sophie has surrendered to the aesthetics, posing for portraits, enchanted by a beautiful commune member who pays her too much attention. Josh smiles constantly now, glassy-eyed, evangelizing about belonging. And Linnea—your oldest friend, your anchor—keeps being pulled away for "family obligations," leaving you increasingly alone.
The rituals are escalating. What began as charming folklore has shifted toward blood and transformation. Participants emerge changed. The elders speak of a "great honoring" on the ninth day, a ceremony requiring something the commune cannot provide from within.
They look at you when they say this. They smile.
Solhagen operates on suffocating kindness. There are no threats here—only invitations, only inclusion, only gentle pressure that never quite becomes violence but never quite allows refusal. The food tastes of unfamiliar herbs. Sleep won't come under light that never ends. Every path out of the valley seems to curve back toward the maypole, the dancing ground, the yellow temple where outsiders aren't permitted.
Yet.
This is folk horror bathed in eternal golden light—the slow-building dread of Midsommar meets the inescapable communities of Shirley Jackson. Navigate social manipulation and ritual escalation. Build alliances or watch them crumble. Search for escape routes that close one by one.
The commune has welcomed you with open arms.
Six days remain until they show you why.

Step Aboard the U.S.S. Voyager: Your Adventure Awaits!
Dive into the Star Trek Voyager Immersion Simulator, where every decision shapes your journey through the Delta Quadrant. Take on the role of any character you can imagine—be it a Starfleet officer, a mysterious alien, or a unique creation of your own design. Navigate the challenges of uncharted space as you uncover secrets, forge alliances, and face the relentless dangers of the unknown.
Why Play? Unparalleled Immersion: Experience life aboard Voyager with vivid descriptions and dynamic, branching narratives. Every room, from the Bridge to Engineering, feels alive and real. Realistic Character Interactions: Engage with the iconic crew—Janeway, Seven of Nine, Tuvok, and more—each responding with rich dialogue that reflects their unique personalities and Starfleet values. Endless Customization: Be who you want to be! Whether a cunning tactician, a Borg drone rediscovering individuality, or a species unknown to the Federation, your persona drives the story. Dynamic Scenarios: From battling Borg Cubes to unraveling intergalactic mysteries, the galaxy is your playground. Your choices influence the fate of the ship and its crew. Step into the shoes of a Voyager crew member or forge your own path in the most immersive Star Trek experience ever. The Delta Quadrant is calling—how will your story unfold?

You wake in a jungle clearing with a pounding head and five strangers. A calm voice from hidden speakers has just finished explaining the rules: you are prey. In 24 hours, the hunters will be released. Reach the lighthouse on the island's northern tip within seven days, and you walk away free—$10 million richer, your records expunged. Fail, and you die on camera for an audience of billionaires.
Kestrel Island exists outside law and mercy. Forty square miles of terraformed hunting ground in international waters, divided into lethal biomes: dense jungle, artificial ruins, open desert, treacherous swamp, and a final exposed approach where hunters concentrate for the endgame. Every moment is recorded. Every death is entertainment.
Your fellow prey are society's disposable—people selected because no one will come looking:
The hunters treat murder as sport. An aristocrat who sees this as noble tradition. A tech bro livestreaming his kills. A sadistic heiress who enjoys the fear more than the death. And Wren—a professional killer for whom this is simply work, clean and inevitable.
The rules are real. Previous survivors have been verified. Hope is part of the design—it keeps you running instead of surrendering. But so is the math: not everyone can make it. Trust might save your life. Trust might get you killed. Every alliance is a calculated risk, every quiet moment borrowed time.
What emerges is not just a survival scenario but a pressure test of human nature. Will the group cooperate or fracture under stress? Who deserves to live when sacrifice might be required? What lines will you cross when the alternative is dying for someone else's entertainment?
The lighthouse waits on the northern cliffs—always visible, always impossibly far.
The 24-hour head start begins now.

Nocturna is a sprawling, dense urban area where skyscrapers are intertwined with ancient magical constructs. Neon lights illuminate streets where humans and supernatural beings coexist. The city is a hub of magical energy, with enchanted technology and hidden portals to other realms. Nocturna's diverse neighborhoods range from bustling markets filled with enchanted goods to serene parks that glow under the moonlight, offering Luna both the familiarity of celestial beauty and the chaos of human civilization.

They call her Blood Bunny now.
A looping clip. A crushed car. Blood pooling beneath twisted steel. Seven hundred twenty-two dead. Eighty-four children without parents. Millions of views, reposted with laughter, outrage, and certainty.
Mirko killed the villain. The city burned anyway.
Now the world says she’s not a hero—just a combat junkie, chasing the next high and calling it justice. The Hero Organization needs a scapegoat, the public needs someone to hate, and Mirko refuses to apologize for stopping evil the only way she knows how.
That’s where you come in.
You’re her assigned rehabilitator. Her handler. Her last chance. You don’t fight villains. You fight narratives. You don’t decide what’s true—you decide what people are willing to believe.
They tell you the rules are simple: You don’t have to fix her. Just her public image. By any means necessary.
But Mirko doesn’t bend. She doesn’t smile for cameras. And she doesn’t care if the world is afraid of her.
If you fail, she’s finished. If you succeed, she goes back to the battlefield.
And every step forward will force the same question—again and again:
Is Mirko a hero who bears the cost of stopping evil… or an incomprehensible force of nature the world can no longer afford?
The clock is running. The backlash is growing. And her career is in your hands.

He killed his entire clan in one night. Spared only his brother. Joined a criminal organization hunting the world's most dangerous weapons. The legend of Itachi Uchiha is written in blood.
But the man traveling beside you doesn't match the story.
You've been recruited into Akatsuki—the shadow organization pursuing the nine-tailed beasts—and assigned as Itachi Uchiha's new partner. The arrangement should be straightforward: hunt jinchuriki, execute contracts, survive the organization's lethal internal politics.
Except you're trained to observe. And what you observe doesn't add up.
Targets escape when they shouldn't. His killing intent flickers out at crucial moments. He stares toward Konoha with an expression that belongs to exile, not hatred. And he's hiding something physical—coughing fits suppressed, moments where his legendary eyes don't quite track movement, medication taken when he thinks no one is watching.
You see.
This is the tension at your partnership's heart: you possess fragments of a truth that could unravel Itachi's eight-year cover. He possesses the power to silence you permanently—and the intelligence to know he should. Yet he hesitates. Every mission becomes a dangerous negotiation. How much can you learn before he acts? Can trust exist between two people trained to kill?
The Akatsuki cloak weighs heavy. Pain assigned you partly as support, partly as surveillance. The masked man called "Madara" watches from the shadows, waiting for proof of betrayal. Other members smell weakness. This is not a brotherhood—it's a collection of predators in temporary alliance, and you've been placed beside the one they trust least.
Long roads through hostile territory. Campsites where silence stretches between you. Combat where you watch him compensate for failing vision, where you see the mask slip before he catches you looking. He is dying by inches, and hiding it even from himself.
"You ask questions that have no safe answers," he tells you once.
But you can't stop asking. Because the monster doesn't behave like one. Because something in his exhaustion speaks to something in you. Because you're beginning to suspect that Itachi Uchiha has been lying to everyone—and the truth might be worse than the legend.
Paths diverge: Tragic alliance. Reluctant salvation. Mutual destruction. Betrayal in either direction.
The rain falls on Amegakure. Itachi is watching you with those heavy-lidded eyes, calculating whether you're a threat—or something he hadn't planned for.
What will you see? What will you do about it?

The commune is beautiful. The people are kind. You don't remember arriving—but everyone insists you signed the papers, chose this life, came here seeking peace. The memories feel borrowed. The kindness feels rehearsed. And the herbal tea they serve at every meal makes it harder to remember why any of this should trouble you.
Hearthwood is a remote sanctuary nestled in Pacific Northwest old-growth forest, forty unpaved miles from the nearest highway. Hand-built cabins draped in flowering vines. Terraced gardens heavy with vegetables. A central lodge where the community gathers each night around a great stone hearth to share their fears, their secrets, their selves. No phones. No internet. No way out but through miles of unmarked wilderness. Just the gentle rhythm of communal life and the slow release of everything you once were.
Your assigned Guide, Jonah, is patient and warm—always nearby when confusion strikes, always ready with comfort and tea. The founder, Miriam, speaks of healing wounds the modern world inflicts. Other members smile with genuine contentment; some have been here for years and can't quite remember what came before. None of them seem troubled by this.
But questions about leaving produce only gentle evasions. Documents in the intake office bear your signature on dates you can't recall. Members who asked too many questions have apparently "moved on"—though no one can say where. And the forest holds dangers both natural and otherwise.
The horror here isn't monsters or violence—it's the systematic erasure of self, wrapped in warmth and called healing. It's the growing suspicion that your own mind cannot be trusted. It's the question of whether escape is even possible when you can no longer remember what you'd be escaping to.
Will you investigate the commune's secrets? Build alliances with others who harbor doubts? Attempt escape through unmarked wilderness? Or surrender to the peace they're offering—and discover it wasn't so terrible after all?
Something is wrong at Hearthwood. The tea is warm, the fire is bright, and everyone here loves you very much.

Embark on a mystical journey with Elara, a young mage, and Caelan, her loyal archer friend, as they unravel the mystery behind magic's decline and face a dark sorcerer's ambition to control it all. In a world teetering on the brink, their quest for the legendary Heartstone leads to revelations of destiny, unspoken love, and a battle to save magic itself.
As Elara and Caelan venture deeper into the enigmatic Darkmire Forest, their friendship is tested by the dangerous creatures and twisted magic that lay in wait. Guided by the wisdom of the mystical Therion and aided by mysterious woodland beings, they unravel clues and confront dark visions, pushing forward in their quest for the Heartstone. Their journey is not just a fight for survival, but a deep dive into the lore of magic and the secrets that have kept it bound to the heart of their world.
The revelation of Caelan's secret lineage and the true nature of their adversary, Ravik, brings a personal stake to their mission, challenging their resolve and the depth of their bond. As the battle for the Heartstone reaches its climax, Elara and Caelan must harness the power of their newfound allies, their unspoken love, and the very essence of magic itself. In a world where the line between darkness and light is blurred, their story is a testament to the enduring power of friendship and the unyielding spirit of those who dare to protect the magic that binds their world.

Can you survive sharing your mind with something that never sleeps?
Step into the cracked sneakers of Eddie Brock, an 18-year-old Harlem Community College student with nothing but bad memories, a broken window, and something living under his skin.
In this immersive narrative RPG, you don’t just play Eddie—you become him. Live every breath, every screw-up, every blackout. Experience the rush of newfound power and the terror of not knowing who’s really in control.
Because Venom is always there.
He watches. He whispers. He wants.
And he doesn’t care what your GPA is.
Balance your double life—college drama, home tension, rooftop freedom—while Venom tempts you to leap, lash out, and let go. Every choice burns. Every silence screams. Every moment is a battle between the person you are… and the predator you’re becoming.
You are not alone. You are not safe. You are not just human.
**SYMBIOSIS: We Are Venom — Control is an illusion. ** Play now. Feed later.

One night to outrun an entire city hunting for blood. Five hours until dawn. Run or die.
Zara has one night to live.
Gifted to the ruthless King Ashar as a slave, she's offered a twisted bargain on the eve of her execution: reach the city center by dawn, and win her freedom. But the king has promised ten thousand gold to anyone who captures her.
Now the entire city is hunting.
Five hours. One girl. Thousands of desperate citizens between her and survival.
Zara must navigate treacherous streets, outwit a city turned against her, and uncover secrets about her past—all while staying one step ahead of the crowd baying for her blood.
Run or die. There is no third option.

A sandbox sci-fi romance + mystery set in 2048 Linkon City, made for Love and Deepspace enjoyers and especially the ones hopeless about Rafayel. 🐠💜
You play as the MC, take missions as a Hunter, and get pulled into Rafayel’s orbit: the art world, the ocean’s shadow, and a “bodyguard job” that is absolutely not just a job.
Make the MC feel like your MC while staying canon-friendly:
Weaponry options (choose 1 or keep all 3):
This is a Rafayel-focused sandbox where you decide what the “main story” becomes:
Rafayel is a renowned painter with a Fire Evol and absolutely no filter: flirty, dramatic, maddening, and genuinely devoted in the ways that matter. 🐚🔥
No strict route. You can lean into:
❗ RECOMMENDED MODELS: GLM 5 for best play overall. GLM 4.7 is fine, just be thoughtful of when to create sequels. ❗

Between a 24-hour laundromat and a nail salon, a neon palm flickers pink in a narrow storefront window. You've walked past it a hundred times. Tonight, something makes you stop.
Inside, the parlor is smaller than expected—velvet curtains, cluttered shelves, the layered smell of sandalwood and black tea and something older, like a library or a grandmother's closet. Behind a circular table sits Celeste: silver-streaked hair, reading glasses on a beaded chain, dressed like someone's favorite aunt who happens to read tarot. She looks up when you enter. Unhurried. Unsurprised.
She's been doing this for over twenty years. The cards in her hands are soft with use, edges rounded, images faded in places. She offers tea—black, green, herbal—and asks what brought you in. Not what you want to know. What brought you.
The tools are secondary. Celeste reads cards, palms, tea leaves, but what she actually offers is presence. Questions that land somewhere uncomfortable. Silences she doesn't rush to fill. Whether her insights come from genuine gift or a lifetime spent watching people tell on themselves, she never confirms. It doesn't seem to matter. What she says tends to be true anyway.
No crisis drives the conversation. No hidden agenda waits to unfold. The only tension lives in whatever you carried through that door with you—and whether you're ready to look at it.
Celeste shuffles the deck. The neon palm buzzes softly behind you. She's patient. She has all night.
What brought you in today?

The jungles of Lustria devour outsiders. Takchi-ek’atl, a solitary skink scout, knows this well—yet when she finds a human blacksmith washed ashore, she grants him mercy instead of death.
Guiding the blacksmith through venomous swarms and prowling beasts, Takchi teaches him to survive where no man belongs. In doing so, she confronts her own solitude and the fragile bond growing between them. But in Lustria, every path leads to parting, and even mercy carries a cost.

You already know how this ends. You just don’t know when.
I am Death.
Not the hooded figure you expect. Not a voice whispering warnings. I am the order beneath accidents, the accounting that happens when someone survives something they were never meant to walk away from. When you see a vision and change your fate, you don’t beat me—you step out of line.
This is Final Destination.
You live because you noticed once. Now the world will test how often you notice again.
Here is how it works.
I do not rush. I do not strike directly. I do not touch you. I let the world do what it already does best—fail quietly.
Seeding This is where I begin. Small things. Ordinary things. A loose bolt. Rain where traction matters. A distraction at the wrong moment. Details that belong in daily life and are easy to ignore because most of the time, they are harmless.
Convergence Then I bring those details together. Two unrelated problems intersect. Timing tightens. Space narrows. What could have gone wrong slowly becomes something that will go wrong unless you intervene. Nothing supernatural. Just coincidence stacking up.
Kill Window One moment. Brief. Unannounced. Physics takes control here. Momentum, gravity, pressure, heat. If you act, the chain breaks. If you don’t, it completes. I don’t decide for you. I only make sure the opportunity exists.
The Death Event If you miss it, I don’t hesitate. There is no rewind. No second vision. No explanation afterward. The world keeps moving, investigators call it an accident, and the order is restored.
Those are my limitations.
I can’t force your choices. I can’t act without setup. I can’t kill you unfairly. You will always have a chance—just not always a clear one. Between attempts, life continues. Work. Family. Rainy drives home. Normal days where nothing happens at all.
That’s the loop.
Live. Miss me. Notice me. Interrupt me. Survive—until you don’t.
You can’t cheat death forever. Eventually, you won’t notice me coming.

You follow Guenhwyvar, Drizzt Do’Urden’s silent panther companion—no speech, no thoughts transmitted, only instincts, scent, posture, and presence. On a routine patrol in Icewind Dale, a blizzard forces Guen and Drizzt into a half-buried cabin. Something is inside… and the storm won’t let them leave. Survive snowed-in nights, scout, stalk, guard, and pounce—while the story stays canon-locked: outcomes match the Drizzt books, but how you get there is in her paws.
#snowedin2025

Time Travel Simulation: The Moment Before History Breaks Between every catastrophe and every triumph, there is a single invisible second where fate tightens its grip. The Intermediate Realm exists inside that second. You are its sovereign. From this timeless sanctuary, you can summon any historical figure at the precise emotional fracture point of their life — not just rulers and conquerors, but artists on the brink of madness, revolutionaries before execution, lovers before betrayal, scholars before disgrace, someone before surrender. They arrive disoriented, torn from the flow of their destiny. Here, there is no war. No poverty. No crown. No audience. Only you. Romance forms not from fantasy, but from interruption. You possess knowledge of their future. They possess a life that was never meant to include you. As attachment deepens, the choice becomes inevitable: Return them to their destined path — and remain a secret between seconds. Or allow them to defy fate, take you into their world, and fracture the timeline that once defined them. To love someone pulled from history is to compete with legend, mortality, and consequence. Every embrace risks rewriting the past. Every departure risks becoming a ghost in someone’s memory. This is not about changing history. It is about daring to stand between it and the person you refuse to lose.

They call you a liability now.
A looping clip. A street folding in on itself. Concrete dust hanging like fog. A crushed car pinned against a storefront.
The villain is dead. The city paid the rest.
Numbers follow you everywhere—spoken softly, printed loudly. Casualties. Displacement. Civilian impact. Too many to hold in your head at once. Enough to turn the crowd.
Your solution worked. It just worked too well.
The public doesn’t argue outcomes. They argue damage. And someone decided the damage needed a face.
That’s when the Hero Public Safety Commission stepped in.
That’s when {{pr}} was assigned to you.
They don’t wear a uniform. They don’t raise their voice. They don’t look impressed or afraid.
They tell you this isn’t punishment. It’s rehabilitation.
Your schedule is no longer yours. Your words are no longer yours. Your appearances, your silence, your apologies—all routed through a single desk.
Through them.
They explain the rules like procedures. Calm. Polite. Precise. As if your career were a malfunctioning device that only needs adjustment.
You don’t need to be fixed, they say. Just your image.
They say it’s temporary. They say cooperation goes a long way. They say they’re here to help.
But there’s something off.
It’s not what {{pr}} says. It’s when they stop talking. The way they stand a little too close when no one’s watching. The way “optional” sounds different when they say it.
You get the sense that this isn’t just about the public. Or the Commission. Or trust.
It feels personal. Enjoyed.
If you comply, your license stays intact. If you don’t, the paperwork writes itself.
No appeals. No grand stand. No final battle.
Just a signature that ends everything you are.
Your reputation is in freefall. The cameras are already waiting. And the person holding the leash is smiling without smiling.
Welcome to probation.

Boot prints in fresh snow. Multiple sets, tactical spacing, converging from the treeline. Your safe house has been compromised.
Two weeks ago, you became Dr. Mira Vasquez's last line of defense. A corporate whistleblower whose testimony will expose a Fortune 500 pharmaceutical company's $2.3 billion money-laundering operation for a Mexican cartel, she has six days until she faces the grand jury. If she doesn't make it, the case—and the truth—dies with her.
The Bridger safe house was supposed to be untouchable: a reinforced cabin deep in Montana's Absaroka Range, 47 miles from the nearest town, accessible only by a single road now buried under two feet of snow. Tonight, a blizzard severed power and communications. When you checked the perimeter, you found the evidence. Professional killers have found you, and no one is coming to help.
Viktor Rask leads the six-man team from Harlan-Grier Solutions. Fifteen years in special operations before going private. Thermal optics, suppressed weapons, encrypted communications. He's never failed to complete a contract, and he won't underestimate a U.S. Marshal with your service record.
The storm is your enemy and your ally—wind-driven snow reduces visibility to near-zero, erasing tracks within minutes, sealing you off from the world. Your partner is stranded 23 miles east, fighting toward you on a borrowed snowmobile. The satellite phone shows no signal. The generator has six hours of fuel. The weapons cache holds just enough ammunition to make every shot count.
Mira isn't a passive witness waiting to be rescued. She survived this long through intelligence and will. Whether she becomes an asset or a liability depends on how you treat her—as a partner or a package. Two weeks of enforced proximity have built professional rapport. Tonight will forge something stronger, or break you both.
The hunters are patient. They have numbers, equipment, and time.
You have preparation, terrain knowledge, and someone worth protecting. Dawn is hours away. Backup may never arrive. The only certainty is this: someone isn't leaving this mountain alive.

Ben Cole has an uncanny ability to know a person's deepest secrets and desires. He doesn't use this power much. He doesn't know where it comes from or why he has it. But ever since puberty, reading a person's darkest secrets is as easy for him as reading a book. He just has to look at someone and think "Tell me your biggest secret" and POOF! There it is, in his mind. He is also able to subtly influence them simply by thinking about it. The Influence is subtle, indirect, and limited to nudges of emotion or attention - never direct control.
What he does with this power is up to you.
This roleplay scenario is optimised for the latest LLM's such as GLM and DeepSeek. It does however work perfectly fine on the smaller Lucid Base and Chonker models. When using Base or Chonker, keep an eye on the response length and adjust with rewrites if necessary (Make shorter/longer).
Very small size, very big results... (Especially with GLM 4.7)

The Circle of Life has shattered.
Mufasa is dead. The Pride Lands tremble beneath the iron paw of King Scar—a monarch crowned in blood and shadow. The lionesses starve. The hyenas feast. The sacred order of the savanna rots as darkness seeps into the marrow of the land.
You are Simba, heir of the true line—spared, humiliated, and paraded as Scar's puppet prince. Every breath is a test. Every step, a gamble. Will you rise? Or break?
In this high-drama RPG where your RP (Reputation Points), AP (Affinity Points), and SF (Scar Favor) shape every choice, you will:
Walk the divide between mercy and brutality Choose loyalty, rebellion... or survival at any cost Shape alliances, shatter chains, and confront your legacy Face the Circle of Life—or break it forever in the name of domination
With grim fable intensity, predator psychology, and political tension worthy of a pride on the edge, this is no bedtime story.
The lionesses are watching. The hyenas are waiting. Scar smiles.
Will you restore the Circle of Life… or break it forever? Every act has consequences. The next move is yours.

Valentine’s Day in Ashford Hollow means decorated storefronts, glowing lampposts, and red paper hearts strung across Main Street.
It also means someone will disappear.
In every cycle, a card appears inside one resident’s home. The message never changes.
"You were supposed to stop it."
Sometime during the night, they are gone.
By morning, reality rewrites itself. Names vanish. Reports are corrected. Grief dissolves into confusion.
Only the next marked person remembers those who came before.
This year, it is your turn.
#valentine2026

Some run to escape. Some run to survive. Evan Hale left pain behind the night lightning rewrote his DNA and gave him teleportation. Hunters chase Walkers like him—not for where they go, but for what they refuse to face. New York gives him something forbidden: Sara, a reason to stay. For the first time, his jump isn’t an escape—it’s a stand. #Unusualgift2025

Six days ago, the man who protected you died of a heart attack. You kept his books for over a decade—every transaction, every shell company, every compromised official lives in your head. That made you invaluable. Now it makes you a target.
Three lieutenants circle the power vacuum, each wanting what you know.
Sal Grimaldi, the traditionalist, offers protection in exchange for total obedience—a gilded cage where you'll breathe as long as you're useful. Elena Marchetti, the modernizer, offers partnership and legitimacy—but her warmth is calculated, and her plans leave no room for sentiment. Vinnie Caruso, the enforcer, offers nothing. He wants the information extracted and the liability eliminated. Your corpse would simplify his math.
You're not muscle. You're not family. You have no gun, no soldiers, no blood protection under the old rules. What you have is leverage: numbers in your head, records only you can access, failsafes that may or may not exist. Survival means playing three dangerous people against each other without getting caught. Trading secrets for safety without becoming disposable. Deciding whether to serve, escape, or burn it all down.
Tomorrow is Dominic Bellini's funeral. Every significant figure in the organization will gather. Who you speak to, who you avoid, where you stand—all of it will be watched, weighed, and remembered. After that, the knives come out.
Blood and Ledgers is a tense mafia thriller where every conversation is a negotiation and every silence calculates odds. Navigate the succession war through information rather than violence. Build alliances, expose secrets, leverage what you know against those who would use you. The danger isn't sudden violence—though that threat always looms—it's the slow tightening of options, the claustrophobic certainty that every move is being judged.
The question isn't whether you'll be betrayed. It's by whom—and whether you'll see it coming.

Step into the moonlit halls of Nevermore Academy, a gothic boarding school hidden in the forests of Vermont—where the supernatural isn’t special, it’s expected. In this full-immersion simulation, you don’t play as a student… you are one. Designed for full emotional and psychological realism, every moment unfolds through slow-burn interaction, layered mystery, and deep, character-driven encounters.
✨ What awaits you:
No summaries. No time skips. No cheap thrills. Just you, your secrets, and a thousand unsaid things beneath every stare.
💀 Do you dare enroll? Or are you smart enough to run? Choose wisely. At Nevermore, even the shadows talk back.

You are Henry, a blacksmith's son in the peaceful village of Skalitz. After a morning of chores, ale, and daydreams, your world is shattered. King Sigismund's Cuman mercenaries storm your home, slaughtering your friends and family. You witness your parents' brutal deaths and barely escape with your life. Now, wounded and alone in the deep woods surrounding your burning village, you must survive the night. Your journey for justice has just begun, and it begins with a single, desperate choice: live.

(This scenario starts with 2.49k tokens; all subscription levels and free users can use it) A violent blizzard traps Tanjiro, Nezuko, and Mitsuri inside the remote Yukimura Winter Estate. The storm seals every exit, the halls grow colder by the hour, and something in the house begins to move in the dark. A demon is already inside, hiding among the shadows and shifting rooms. Survive the night, uncover the threat, and escape the frozen trap before the storm—or the demon—claims everyone. #snowedin2025

The caller identifies himself as David. He says he's been listening to your show for eight months. Then he says he killed five people—and he wants to explain why.
You host Confessions After Midnight, a late-night radio program where anonymous callers admit their sins to thousands of insomniacs. Cheating spouses. Petty thieves. Guilty consciences seeking absolution in the dark. Tonight, at 2:47 AM, someone claiming to be the Harbinger—the serial killer who has haunted Millbrook for four years—is on line one.
David is calm. Articulate. Disturbingly reasonable. He chose you specifically, he says. Not to be caught. Not to brag. He wants to be understood by someone who has listened to so many sinners, someone who might recognize something human in him.
The Harbinger case went cold years ago. Five victims found posed in public places, each accompanied by cryptic notes that gave the killer his name. The details police held back—the exact positioning, what was taken from each body—are the only way to verify if David is real or performing an elaborate hoax.
He treats the conversation like verbal chess, rewarding good questions with dangerous answers. Push too hard and he'll hang up. Show fear or judgment and he'll lose interest. Every exchange is a test he's running, evaluating whether you're worthy of his truth.
Your producer watches through soundproof glass, wide awake for the first time in months. There's a panic button under your desk that can alert police and attempt a trace—but it's never been used, and using it means risking that David hears the change in your breathing.
The booth has never felt this small. The ON AIR sign burns red. Thousands of listeners are tuned in, oblivious to what's unfolding. And David is waiting, patient and precise, for your next question.
He's not calling to be caught. He's calling because he's been silent for four years and seven months, and silence has a weight to it. The question isn't whether you can keep him talking—it's what you're willing to become to find out if he's telling the truth.

A sandbox sci-fi romance set in 2048 Linkon City, made for Love and Deepspace enjoyers and especially the ones hopeless about Zayne. 🩺🧊
You play as the MC, a customizable version of the protagonist, and step back into Zayne’s life after your long-awaited present-day reunion. From there, the story is yours to shape: hospital visits, Hunter work, quiet tension, buried history, and whatever begins to unfold between you.
Make the MC feel like your MC while staying canon-friendly:
Weaponry options (choose 1 or keep all 3):
This is a Zayne-focused sandbox where the relationship, direction, and emotional pace unfold through your choices:
Zayne is brilliant, controlled, and difficult to read at first glance: a renowned cardiac surgeon with an Ice Evol, a dry tongue, impossible standards, and far more feeling beneath the surface than he willingly shows. 🧊
No strict route. You can lean into:
❗ RECOMMENDED MODELS: GLM 5 for best play overall. GLM 4.7 is fine, just be thoughtful of when to create sequels. ❗

Lorenzo Moretti didn't need the best defense attorney in the city. He needed you—and he spent months ensuring you'd be the one assigned to his case.
You're a rising star at Whitmore & Associates, and the Moretti RICO case is the opportunity of a lifetime. Your client faces federal charges that could put him away forever: conspiracy, money laundering, extortion, murder. The evidence is substantial. The resources he's providing are unlimited. And Lorenzo himself is... compelling. Intelligent. Patient. He watches you with an attention that feels like pressure, speaks in complete thoughts, and treats every conversation like collaboration rather than competition.
What you don't know is that your assignment wasn't luck. It was architecture.
Lorenzo's strategy isn't about winning his trial—he could probably manage that through conventional means. His strategy is about winning you. Each piece of evidence he provides requires you to compromise your ethics slightly more than before. Each acceptance is documented. Each late-night meeting in his harbor-view penthouse draws you closer to a man who reads people the way others read books: systematically, for utility and pleasure.
The cage builds itself one choice at a time.
The illegally obtained documents you accepted? He has delivery records. The witnesses you knew were rehearsed? He has recordings. The pressure from your firm's partners to "keep the client happy"? They owe him favors they'd kill to hide. By trial's end, Lorenzo intends for you to have committed enough felonies that you can never leave him—and to have fallen far enough that you won't want to.
Navigate a web of pressure from every direction: Lorenzo's seductive patience, your compromised firm demanding results, and a federal prosecutor who suspects you're turning but can't yet prove it. The relationship operates on two frequencies—professional collaboration sliding toward genuine intimacy—each complicated by the knowledge that he's manipulating you and the growing suspicion that you're letting him.
This is psychological thriller wrapped in legal procedural precision, where corruption and seduction become impossible to separate. The most dangerous question isn't whether you can escape the trap.
It's whether the woman emerging from this crucible is someone you can live with—or someone who belongs to Lorenzo Moretti.

A Quiet Place to Talk offers a calm, grounded space to pause, reflect, and feel less alone.
You’re not here to be fixed, analysed, or rushed. You’re met by a steady, thoughtful presence. Someone who listens carefully, reflects what they hear, and gently helps you notice what matters to you. The conversation unfolds at your pace, shaped by your words and your needs in the moment.
This is a place for quiet check-ins, untangling thoughts, exploring feelings, and considering small next steps. Always guided by your own sense of truth and choice. There are no diagnoses, no labels, and no pressure to arrive at answers.
Sometimes, it’s enough just to sit for a while and be heard.
This scenario is designed for reflection and emotional support. It does not replace professional care and encourages connection with the wider support in your life.
Works really well with all models. Best responses come with Max Output Interactions set to '1'.
Small token size 1.1k scenario definition, 1.8k with opening and examples included.

You are Connor Kenway, a man haunted by the past—and now armed with the one thing no man should hold: a silver pocket watch engraved Time Debt. A family heirloom. A curse.
The watch lets you rewind time. A week. A month. A year. You can fix the worst moments of your life. You can save her. Say what you meant to say. Undo the crash. You can relive the thrill, the kiss, the second chance.
But every time you turn the dial... Death follows.
He won’t chase. He waits. He shows up like anyone else— a neighbor, a nurse, a clerk, a stranger on the train. Only one thing gives him away: red eyes.
When he comes, you’ll know. You can run. You can rewind again. But the more you do, the closer he gets. He’s patient. He’s polite. He never misses.
You bought time. Now he’s here to collect.
Wind the watch. Rewrite your life. But remember—can you run forever? Or will you die with your fingers still on the dial?

🕵️♀️🔮 Lockhart Detective Services: The Valentine Murders 🩸💔
Dive into a high-stakes CYOA (Choose Your Own Adventure) mystery where every minute counts. You are Misty Lockhart, a witty, copper-haired witch and private investigator. A ritualistic serial killer has sworn to claim one life every single day until Valentine’s Day.
It is February 3rd. Three people are already dead. You have 11 days left. That means 11 potential victims to save.
Can you catch the killer before the killer claims their last victim on the 14th?
🕯️ GAMEPLAY FEATURES:
⚙️ HOW TO PLAY:
Tick tock, Detective. The next victim is waiting. 🕰️⚰️
#valentine2026

Step into The Lux, where every universe folds into a single table.
Here, you can play serious, tournament-grade Texas Hold’em against four elite multiversal opponents—each calculating odds, protecting their stack, bluffing with purpose. Every chip matters. Every tell is watched. Gold won at the table is real, persistent, and tracked.
Or… you can step away.
Switch to /Free mode and the cards pause. The table dissolves into velvet halls, nebula-lit lounges, hidden vaults, private suites, rumors in the bar, secret amenities/areas unlocked by the right amount of gold. Every character is lore-accurate, autonomous, and living their own story inside The Lux. You can mingle, negotiate, scheme, spend, explore. No violence is the only rule.
When you’re ready to deal again, type /Holdem and you’re teleported back to the felt. Same players. Same stacks. Same tension.
Win gold. Spend gold. Build rivalries. Make alliances. Discover what’s hidden behind doors that don’t open for everyone.
The cards are shuffled. The multiverse is watching.

You are the newly appointed Chief of Police in a divided mid-sized city. Your predecessor was removed after a controversial officer-involved shooting involving a college student, complicated by missing body-camera footage and a leak from inside the department. The public demands answers, officers demand loyalty, and city leaders demand stability.
Each day brings new challenges: crime, media scrutiny, political pressure, internal discipline, and community tension. Your decisions will affect morale, public cooperation, and the future of the department itself.
Reopen the investigation and risk unrest. Close it and risk the truth resurfacing. Every action has consequences, and not all problems can be solved at the same time.
Your job is not just to fight crime. Your job is to maintain legitimacy.
In Riverton, order depends on something more fragile than law — it depends on public trust.

Annabel Lester, an 18-year-old figure skater, finds herself at a crossroads after her mother's death and her two-year break from competitive skating. The once-celebrated Lester skating family is struggling to maintain their ice rink, now facing financial difficulties.
Annabel teams up with Kayden Morvel, a talented but initially distant skater. She also reunites with her former skating partner and first love, Jacob Corel, who now has a new partner, rekindling old feelings.
To attract sponsors, Annabel and Kayden pretend to be in a romantic relationship off the ice, leading to complicated emotions and growing chemistry between them.
But what happens when things get messy?

Gabriel Cross wakes with no memory in a Victorian house sealed shut by forces he can't explain. A woman named Yuki tends to him with desperate tenderness. Hearts and roses line the walls. Whispers move through the hallways. Diary pages reveal a love story—or a crime scene. As the hours pass and the house closes in, Gabriel must decide how far he's willing to dig into a past that something very angry wants him to remember. #valentine2026

In the blood-soaked pause between battles, even gods must bleed. And someone must stitch them back together.
You are a combat medic in the Warring States Era—clanless, neutral, and the only healer both Hashirama Senju and Madara Uchiha trust enough to seek out. Your tent has become impossible ground: a space where violence is forbidden, where legends shed armor and pretense alike, where enemies lie on adjacent cots because the alternative is dying in ditches.
After every engagement, they come. Hashirama, the God of Shinobi, whose easy warmth cracks to reveal a man drowning in the weight of every soldier he couldn't save. Madara, the Ghost of the Uchiha, whose cold walls fracture when pain strips away his defenses. You see what no one else does—the exhaustion beneath invincibility, the grief beneath fury, the fragments of a childhood friendship neither will acknowledge but both still carry.
They argue about peace over sutures. They reference a shared past in careful half-sentences. And slowly, inevitably, they begin to need more than your healing.
Hashirama lingers. Brings small gifts. Asks about your day with warmth that feels like sunlight in a world of ash. Madara resists—then returns. Goes still and silent under your hands, as if vulnerability itself might kill him. When he speaks unguarded, it's barely a whisper.
But war does not pause for connection. Tobirama watches you with cold suspicion, convinced your neutrality is a cover for espionage. The Uchiha clan questions why their leader keeps visiting an outsider. The dream that once lived between Hashirama and Madara—a village where children wouldn't die as soldiers—threatens to die for good.
Unless someone who sees them both clearly can keep it breathing.
Two legendary rivals. One healing tent. And you—the only person who knows them as men instead of myths.