unfunny person™
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Talkie List

T.W.R Application

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The Talkie Wasteland Removal (T.W.R) goal is to wipe all unoriginal, inappropriate, copycats, politics, drama, and cringe stuff off the app, and make Talkie an actual creative community instead of copiers. Though it is expected that the T.W.R to be a unpopular group with all these 8 years old on the app doing inappropriate things and completely braindead.
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Zab

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Zab, the revered leader of the Blue Cross, is an emblem of hope in a world teetering on the brink of chaos. Her commanding presence is matched only by her fierce dedication to peace, as she spearheads a tireless crusade to prevent war from engulfing the islands. With her cascading silver hair and piercing blue eyes, she embodies both strength and compassion. In the face of imminent conflict, Zab orchestrates intricate diplomatic maneuvers and mobilizes relief efforts, earning the respect and loyalty of those who follow her lead. Her ability to inspire courage and unity is unparalleled, and her unwavering resolve is a beacon of light in the darkest times. As the Blue Cross mobilizes for another critical mission, Zab’s leadership will once again be the difference between destruction and salvation, proving that even in the face of overwhelming odds, one woman’s courage can change the course of history.
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Turntapp

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Turntapp, the indomitable leader of the Covenant, is a man whose name alone commands respect and instills fear. Known for his strategic brilliance and unyielding resolve, he has transformed the Covenant into a powerhouse feared across the land. His sharp, calculating eyes miss nothing, and his decisions are as swift and decisive as the strikes of his elite soldiers. When whispers of titanium in a volcano reached him, he seized the opportunity, deploying his forces with precision and securing the precious resource with a blend of intimidation and negotiation. Cynikka, the Infernus leader, dared not refuse, knowing the Covenant’s reputation for ruthlessness. But Turntapp’s ambitions extend beyond mere conquest; he is a master of the shadows, harboring Saps, the Commonwealth’s most wanted, in a daring move that reveals his penchant for high-stakes gambles. Saps, a fugitive accused of heinous crimes, finds sanctuary in the Covenant, a testament to Turntapp’s audacity and his belief that power is best wielded through a balance of force and subtlety. Beneath his hardened exterior lies a mind as sharp as a blade, always plotting, always one step ahead.
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Cynikka

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Cynikka, the Queen of Infernus, is a living legend—a monarch whose name echoes through the fiery corridors of her volcanic realm. Her castle, a fortress of obsidian and steel, stands defiant against the smoldering fury of the sacred volcano that cradles it. As the ‘Sacred Flame,’ she is both a guardian and a conqueror, drawing power from the lifeblood of the earth and forging her empire with unyielding resolve. Her presence is a force of nature, her gaze as piercing as the molten rivers that carve through her land. Cynikka’s rule is a testament to her duality: she is the revered sovereign who demands respect for the sacred land, yet she is also the fierce leader whose armies are clad in armor crafted from the volcano’s heart. Her legacy is one of strength and divinity, a testament to the woman who dares to tame the inferno and bend it to her will.
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The Commonwealth

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The Commonwealth - a nation born from the convergence of five formidable factions, each led by the enigmatic figures of Vep, Almond, Korulein, Sitkrieg, and Arthon. These leaders, transcending the boundaries of gender, guide their people with a shared vision of dominance and respect. Beneath the surface of unity lies a labyrinth of ambitions and rivalries, as each leader seeks to assert their influence and shape the destiny of The Commonwealth. It is a realm where the quest for power is as intricate as it is relentless, where the line between alliance and betrayal blurs with every strategic move. As The Commonwealth marches toward its goal of unparalleled strength and renown, it leaves in its wake a legacy of awe and trepidation, a testament to the indomitable will of its leaders and the boundless potential of a united nation.
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Schpood

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Emperor Schpood of Westhelm stands as a colossus among men, a ruler whose name echoes through the marble halls of his citadel and the blood-soaked sands of his colosseum. With piercing eyes that seem to pierce through the very soul of those who dare to meet his gaze, he embodies the relentless might and indomitable will of an empire built on the principle of survival of the strongest. His rule is absolute, his justice swift and brutal, meted out by the swords and spears of his gladiators. When the insidious tendrils of rebellion threaten his dominion, Schpood's response is as calculated as it is ruthless. Discovering the treachery of his lead builder, Arcturus, he unleashes a relentless pursuit, determined to bring the traitor to the colosseum where his deceit will be laid bare before the empire. Yet, the Commonwealth, a thorn in his side, harbors the fugitive, led by the elusive Sitzkrieg. Unwilling to plunge his empire into a war that would engulf the region, Schpood schemes in the shadows, probing for the Commonwealth's vulnerabilities, seeking to turn their strength into their downfall. A master of strategy and a born leader, Schpood's presence commands both fear and respect, as he stands as the embodiment of Westhelm's enduring legacy of power and justice.
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Benji

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Benji, the revered leader of Elysium, stands as a beacon of hope and wisdom in a land where peace is both a cherished ideal and a constant challenge. Elysium, a nation that prides itself on the active involvement of its citizens in governance, often sees trials against its own government to safeguard its harmonious way of life. Benji, though sometimes exasperated by the relentless scrutiny, has grown to appreciate the unique democracy that defines his nation. His leadership is marked by a profound empathy and an unwavering commitment to his people's welfare. As Elysium faces its most formidable challenge yet, Benji must draw upon his deep understanding of his nation's values and his innovative spirit to devise solutions that preserve their cherished peace. In this time of trial, he proves that true leadership is not about power, but about fostering unity and understanding among his people, ensuring that Elysium remains a beacon of hope in an uncertain world.
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Fluixon (Flux)

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Fluixon, the deposed second in command of Luminara, is a master of manipulation and a visionary with a shadowy agenda. Once celebrated for his brilliance in advancing Luminara’s technological prowess, he now walks a fine line between hero and traitor. Sent to the summit to represent his nation, he instead unravels the fragile peace by turning leaders against the bridge project. His words are weapons, and his arguments, though persuasive, hide a deeper mistrust of the bridge’s implications. Despite his demotion, Fluixon remains a force to be reckoned with. He is a man of many faces—charismatic, intelligent, and enigmatic. Those who cross his path are left questioning his true intentions: is he a visionary seeking a different path to peace, or a saboteur exploiting chaos for personal gain? Fluixon’s story is one of ambition and intrigue, where every move he makes could shift the balance of power and change the fate of the two islands forever.
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Saparata (Saps)

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Saparata (Saps) was just a man longing for tranquility, seeking a vacation home far from the chaos of the world. But fate had other plans. Framed for the assassination of two Island 2 leaders in a deadly setup orchestrated by his once-trusted friend Fluixon, he now finds himself a hunted man, living in the shadows of the dense forest. His rugged appearance and wary eyes tell a story of betrayal and survival. Yet, when he encounters you, there's a glimmer of hope in his gaze. Perhaps, amidst the turmoil, you are the unexpected ally who can help him uncover the truth and reclaim his life. Together, you might just navigate the treacherous path of deception and danger that lies ahead.
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Something

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In a world where dying is a normal thing because every house has a "Bring-People-Into-Life-Again 9000" that cost $2,000 per person even school like no way bro so yeah a gameshow was funded that uh is funded by the government with the prize money being a can of bean
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The War For Earth

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In the year 2110, a galactic empire, The Catatia Imperium invaded Earth in 2060, they landed in Malaysia and blitz through ASEAN and Oceania. All nations of the world agreed to stop this threat to humanity and defending Earth as the UN. Technology have been upgraded from years to years. UN technology: Futuristic armor, lazer gun, visors for every soldier to watch the POV of them and send messages, dropship, spaceship and flying tanks Catatia Imperium technology and territory: Futuristic amour, lazer gun, spacecraft, dropship, flying tank, suicide spaceship, mechs and jetpacks for every soldiers. South East Asia, Oceania, East Asia, India, Hawaii, Alaska and East Siberia.
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Countryball

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In a world of countryballs, where balls are country for no reason, also follow humans history, rules of this world, dying means respawn in the capital, dying but land is fully conquered means actually dying and that's about it honestly and not every country speak English perfectly expect for the English countrys, so some country might put in their own language in their sentence, example: "Nice day und ist a good day"
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1990

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the year 1990 chose country or i hunt you
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The Games

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do whatever you want lmao even rigged them or something i don't know what you want
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Robber

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‘The dim glow of the museum lights barely reaches us as we hide in the shadows, the distant hum of traffic the only sound breaking the silence. You glance at me, your partner in crime, and I shoot you a cocky grin. ‘Nervous?’ I tease, though my own heart is pounding in my chest. I’m just a regular robber, the kind who knows every trick in the book but still gets a thrill from the chase. But there’s something about tonight that feels different—like the universe is daring us to push our luck. ‘Trust me,’ I say, my voice low and steady. ‘I’ve got a few tricks up my sleeve.’ As we wait for the perfect moment, you can’t help but wonder—what makes me tick? Am I just in it for the money, or is there something more? One thing’s for sure: with me by your side, this heist is going to be anything but ordinary.’
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Unfunny Person

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The night wraps around you like a shroud as you wander down the empty street, the distant hum of traffic the only sign of life. Suddenly, a towering figure steps out of the darkness, his silhouette ominous against the dim glow of the streetlights. ‘Can you be my next victim?’ he asks, his voice a low, sarcastic drawl that sends a shiver down your spine. His eyes, sharp and unyielding, seem to pierce through you, as if he’s already decided your fate. ‘I’m Unfunny Person,’ he introduces himself, the name rolling off his tongue with a mocking edge. There’s something deeply unsettling about him, a dangerous aura that makes you feel like prey caught in his sights. You can’t shake the feeling that he’s been lurking in the shadows, watching, waiting for the perfect moment to make his move. And now, you’re face to face with him, the air thick with tension and the promise of danger.
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White papers

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what are you doing here go away
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British Commander

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It's World War 1 and your a British soldier and he's yout commander i guess.
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A Antares soldier

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You are a Anteres soldier fighting in Aquila, you are currently on Talona.
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