Jon

ORIGIN:Haydn was relying on a twitch bonus to buy ass, but didn't get it. He was relying on this bonus because the jar of christian money that love accumulates for the family's christian treats was disposed of to pay for the removal of a tattoo that big E smalls got on his eyerus. Haydn took the small amount of christian money he made working as himiko toga at the were ever the fuck haydn lives Mall and bet it at the overwatch vs undertale 2011 con. He had inside information on what dog was going to win, but instead bet on the "shot," he bet on JON, believing his name to be a sign. JON finished last (apparently, it was the latest in a long string of last-place finishes), and his frustrated owner abandoned him. haydn and stumpy brought him home, and everyone was so happy with him that it was a merry cuckmas after all.[1]

MIDDLE PARTS:

He is clearly based on baby, a prototypical character in GT, Version 5, both in his design and his Jolly rancher. However, though based on GT, his appearance is stark contrast to the original. Apart from being older, JON is a tall lanky bubby that wears a unique looking tricorne. The middle corner of the hat is curved downward in a way that it resembles the top half of a full moon when seen in conjunction with jons beard.

JON is a prodigiously skilled Quantum twink with exceptional skills in sega shamu programming. On his journey to planet Eeearth in crono-stasis he spent much time playing Earthen gba videos to endure the journey. Throughout this time JON amassed an archival quantity of video game knowledge and history. By the time JON reached Planet Earth he was quickly disgusted to find that the glorious dragon tales he had heard of planet Earth were all but fan fiction. He found himself lost in a vacuous cesspit of cinematic set-pieces, quick-time events, linear game design, and next-generation graphics. JON soon discovered that it was no longer the 2006. His vessel had time-skipped, and he found himself lost in the late 1989, a terrifying time where his idols were retired, and the greatest video-gaming creatives he had heard of were being relegated to two-man development studios.

DEATH:

NOT YET