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This is a partial character sheet for Kamen Rider Geats. Subjective trope and audience reactions should go on the YMMV page.

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    In General 
  • Animal Theme Naming: All the DGP Riders have Rider names that allude to their Animal Motif.
  • Badass Longcoat: The official "uniform" DGP participants wear is a black and dark blue hooded trenchcoat.
  • Back from the Dead:
    • With a high synergy and enough usage, the Zombie Raise Buckle can revive its user from the dead.
    • All of the riders killed in the DGP are revived by Keiwa's wish in #42.
  • Bag of Spilling: Zigzagged. DGP Riders don't retain any Buckles they gained between seasons, but their personal combat experience does carry over after their Core ID restores their memories.
  • The Berserker: The Zombie Buckle. In addition to the poison abilities it grants to do long-term harm, the Zombie Breaker is able to demolish targets it hits, making the overall purpose of the Buckle clearly to do as much damage to opponents as possible.
  • Bling of War: In addition to all the other benefits it grants, the Feverslot Buckle also grants each Rider a secondary copy of whatever Uniformity Exception they possess. Though it's unclear if it similarly boosts their unique effects. Each is emblazoned with the same star/cross symbols that adorn the Buckle itself.
    • Geats gets a golden scarf named the Fever Cross Tail.
    • Tycoon gets a golden thighwrap named the Fever Cross Bandage.
    • Na-Go gets a second set of bracelets which when added to her initial set become the Fever Cross Bangles. To emulate the cross design, the second set interconnect and cross with the first.
    • Buffa gets a long, flowing second golden waist-cape on his left side named the Fever Cross Muleta.
    • PunkJack gets two golden capes flowing off of Monster's shoulder pauldrons named the Fever Cross Cloak.
  • Came Back Wrong: Riders who are non-lethally eliminated also lose the desire that gave them their wish in the first place, which is why Keiwa and Neon act very differently early on in the "Scheme" DGP season. Returning to being a Rider largely rectifies this, however.
  • The Chosen Many: Many participants came from various walks of life within society and the staff randomly chooses various individuals to become Kamen Riders in the Desire Grand Prix.
    • #2 and #10 deconstructs this since participants can be physically or mentally unprepared for what the DGP has to offer. That, combined with the Jyamato's constant evolution, leads to a majority of them not making it past the first round.
    • To accommodate the "Desastar" rule in #17, the "Divergence" DGP changes up the selection to just five Riders, all of them being finalists in previous seasons.
  • Clap Your Hands If You Believe: The Fantasy Buckle. Made via a fraction of Ace's power of Creation, it can generate objects made of light to either defend or attack, allow the user to pass through objects and people, defy gravity and physics, and in short turn its user into a Reality Warper. While it can be used by anyone, it's limited by its user's battle knowledge and ability; in the hands of someone that's fought in the DGP, it's amazingly powerful.
  • Color Motifs: Each of the main DGP Riders wear DGP-branded clothing underneath their uniform that can be purchased and customised with Desire Money earned from battles, however each person has a fixed color motif that matches their Rider form.
    • Ace/Geats — Red
    • Keiwa/Tycoon — Green
    • Neon/Na-Go — Yellow
    • Michinaga/Buffa — Purple
    • Morio/Mary — Pink
    • Win/PunkJack — Orange
  • Combo Platter Powers: The Ninja Buckle. Anything a ninja has been capable of doing in any fiction, it grants. Faster movement and a general agility increase? Check. Knowledge of various jutsu such as substitution, teleportation and duplication? Check. Elemental manipulation? Check. Via the Ninja Dueler it can even generate energy shuriken.
  • Dangerous Forbidden Technique: Boost Mk.II is a massive upgrade over Boost, especially when paired with the Laser Rise Rider buckle to achieve LaserBoost form. However, said buckle causes its user to be completely exhausted from multiple uses.
  • Evil Is One Big, Happy Family: The evil Riders, such as Kazuo and Kanato, tend to quickly get along with the evil faction, particularly Beroba, due to their shared interests.
  • Experienced Protagonist: While everyone starts out with whatever combat experience they have — be it a lot, or none at all — the longer a Rider participates, the more skilled they become, and every time they rejoin the DGP and regain their memories, they get back that skill, and then gain more. That makes any recurring DGP Riders among the most skilled of all Riders across the series. Ace is the most obvious out of them all, given that he's been fighting in the DGP since 1 A.D.. The Divergence season is notable in that all participants are DGP finalists from previous seasons.
  • Finishing Move:
    • A Strike can be performed via any singular Raise Buckle that utilizes the full power of whichever ability it grants. Boost however appears to be more special than other Buckles as shown early on. It can activate Boost Time which can provide either a Victory with a single rev of its grip, or a Grand Victory with two or more revs, and more importantly two Raise Buckles. While a Victory can also be utilized via any two Raise Buckles, rather obviously the result will be weaker without Boost.
    • Larger Raise Buckles provide weapons that can perform a Charge to execute a Tactical finisher through them or in conjunction with another Raise Buckle inserted.
    • The Feverslot Buckle grants several different finishers depending on which side activates one.
      • The Feverslot Buckle results in a Golden Fever Victory if the slot rolls on "Golden Fever" i.e. itself.
      • Boost has one as well. The activation of Boost Time results in a Hyper Grand Victory. However unlike normal Raise Buckles, the power generated by the combination of Fever and Boost will cause the latter to eject and fly away, even if Boost Time isn't used.
      • Finally all Raise Buckles have a Hyper [x] Victory where the variable is which Buckle it is.
    • The Command Twin Buckles have their own special ones. A Command Twin Victory can be used when a Rider is in either of the armored forms.
  • Flight: The Propeller and Command Twin (in Jet Form) Buckles allow the user to fly.
  • Gathering Steam: The Command Twin Buckle has a different mechanic unlike the other buckles. The user must fill the meter by hitting their enemies with the Raising Sword before the other buckle can be detached and used via the gathered kinetic energy. It's not easy as it sounds as it only provides the weapon not the armor so the user must be extra careful. But if one is tenacious enough, one may even injure oneself with the Raising Sword to reach the necessary charge to utilize the other buckle, as Michinaga demonstrates in #25.
  • Gold-Colored Superiority: The Feverslot Buckle. The first upgrade item of the series, it grants a golden accessory based on the Rider using it, and fully equips a Rider with both the Body, and Leg Armor of whatever Raise Buckle they're using, along with a second copy of a weapon if it's not two handed. Geats as an example not only gets fully equipped with Magnum armor giving him all the guns contained within, but can dual wield the Shooter 40X. However this all comes with a catch, as a slot machine, the Buckle rolls a companion Buckle to transform into, with Fever [x] Form being unlocked if it lands on the current secondary Buckle equipped. Failing a roll can net any Buckle, be it another Large one, or even just an Armed one.
  • The Gunslinger: The Magnum Buckle. Beyond granting a gun as its primary weapon, it has guns in its gauntlets as Body Armor, and in its shins as Leg Armor.
  • Heads-Up Display: All Riders' masked helmets have one that displays their own score, a small Level-Map Display, their Rider Name with civilian name, a Life Meter, a Shield Meter and displays what Buckle is equipped.
  • Hero Antagonist: After Beroba takes over the Desire Grand Prix and turns it into the Jyamato Grand Prix, the DGP Riders become the antagonists of the show.
  • Magic Music: The Beat Raise Buckle. It turns a Rider into a Musical Assassin that wields sound as their secondary weapon, channeled through their primary one, the Beat Axe. Through the sounds both can produce, a Rider has access to, but not limited to: attacks imbued with the three primary elements, recovery and strength boosting music, and music that can pacify Jyamato. This particular buckle is incredibly versatile in its applications and is only limited by the user.
  • Morality Kitchen Sink: They all have varying morals, desires, and lengths they're willing to go to achieve their desires.
  • Necessary Drawback: Every special Buckle from Boost onward has some sort of drawback meant to compensate for their great power. To wit:
    • Boost is strong enough to turn the tide of any round of the DGP on its own, but its Finishing Move can only be used once per game before it flies off back into the aether.
    • Fever Slot can grant a copy of any Raise Buckle, even Boost, but it requires tremendous luck on the user's part to do so.
    • Command Twin requires being charged up with the Raising Sword before unleashing its full power, making it less useful in duel situations.
    • Boost Mk II lacks the It Only Works Once drawback of its predecessor Buckle, yet it expends so much energy on the user's part that they're left exhausted after a single use. Using it in quick succession can make the user fall unconscious.
  • Next Tier Power-Up: The Command Twin Raise Buckle. This Buckle is unique in that it grants three forms, and is itself split across two Buckles, unlike all others before it. With just the Command Jet Buckle (Orange), a Rider can gain access to the Raising Sword and visor of the form, known as Raising Form. From there, activating the Command Cannon Buckle (Blue), then placing it onto the Driver fully equips the armor of one of the aforementioned other two forms...with a caveat. To enable the Buckle to be able to be charged to be removed, the Rider in question needs to eliminate Jyamato with the Raising Sword first, to then gain access to the Armored forms. Said forms shown are Command Form: Jet/Cannon which as the name implies Cannon grants heavy shoulder mounted cannons, while Jet trades the guns for mobility and flight and both in general grant an overall increase in power, Which form is used is dependent on which side the Buckles are on, meaning performing a Revolve On can change the tide and tactics of a battle. Cannon is tied to the Cannon Buckle, while Jet is tied to the Jet Buckle.
  • No Body Left Behind: Should a Rider get killed via ID Core destruction, they dissolve into dust.
  • One Person, One Power:
    • Every Rider's passive abilities are built into either their helmet or their unique clothing aspect that gives them a Uniformity Exception. Geats has better situational awareness that allows him to avoid incoming attacks and use the environment to his advantage. Tycoon's luck leads to events that are more likely to be in his favor, such as obtaining Boost Buckle four times in a row. Na-Go has higher punching power to better defend herself. Buffa has increased determination and resolve, making him very difficult to put down in a fight. PunkJack has increased jumping power. Nadge-Sparrow can read his target's behavior by sight alone.
    • This also comes into play with the reveal of rule #5 which confirms that ID Cores have specific Buckles that they want to be used with, even going beyond a Rider's own personal preference. While both Geats and Buffa prefer Magnum and Zombie, and their fighting styles compliment them, their own IDs primarily enforce the use of them increasing the strength of the form by an unknown amount. It's true that while anyone can be a ranged fighter via Magnum, Geats alone is the "best" at it. While this maintains the often used idea of specific power combinations, it does so in a much less overt way.
  • O.O.C. Is Serious Business: The surviving Riders from the previous DGP were restored to their normal lives, but with off-character traits that did not go unnoticed to those close to them. #11 reveals that the surviving Riders don't only lose their memories relating to the DGP, but they lose their motivation to go after their previous desire as well.
    • Keiwa becomes an apparent gambling addict with bad luck whose Trademark Favorite Food is now sushi instead of tanuki soba, which Sara immediately finds odd. He also spends his money trying to get rich quick in the lottery, which also surprises Sara as she expects Keiwa to donate the money he won to charitable causes.
    • Neon becomes a proper ojou who obediently listens to her mother, even willing to agree to an Arranged Marriage set up by her. Her father however questions if this is really what she wants.
    • Averted with Michinaga: sure, he doesn't show any animosity towards Ace or Kamen Riders until he gets his memory back, but his desire is dependent on having memories of the DGP.
    • Averted with Ace as well; much like Michinaga, the desire he forgets when he loses his memory near the climax of the "Scheme" DGP is DGP-related (wanting to become a DGP staff member), thus his personality remains more or less the same without his memories.
  • Powered Armor: The primary design aesthetic of the Powered Builder Buckle and Gigant weapons, mixed with construction equipment as a secondary. By itself the armor is strong, durable, and has extra arms to allow for more attacks, but add in any weapon Buckle and its power grows proportionally to the weapon equipped. Further, each Gigant weapon has secondary uses outside of just mauling Jyamato. The Gigant Sword can cut down durable objects, the Gigant Hammer can break down obstacles, and the Gigant Blaster can create solid objects out of a concrete mixture. And unlike other weapons that can attach onto the Driver, the three can be stored in the Gigant Container, which makes movement much easier too. As such, they're not able to be found on their own, and must be earned via a secret mission.
  • Power Equals Rarity: Raise Buckles are grouped into two primary categories:
    • Armed Buckles are common, grant armor that can only be called so charitably, and grant weapons or tools that typically are only useful in keeping a Rider alive and capable of competing barely more than going unarmed. However each can be strengthened by Boost, or via clever use of the surrounding area. Water gains a boost if used near sources of water, or via flooding a room by filling an adjacent one with water as an example. So while generally weaker they're not without their uses.
    • Larger Buckles are unique and exponentially more powerful, and are thus much more sought after. They also provide an even greater boost of power if paired with a compatible Rider, such as Geats and the Magnum Raise Buckle.
    • Boost is especially powerful, but rare even among the larger Buckles. While it can be found every round, it also leaves a Rider at the end of a round if it has been used for a Boost Time finisher thus forcing it to be found again.
  • Power-Up: This marks one of the few times in the franchise where every Kamen Rider is able to have equal access to the same array of power ups, as well as all of them being balanced enough that they don't overshadow the normal Buckles or even each other. And in the cases where there are so overpowered they overshadow the normal buckles, there's a very good reason why and a heavy consequence.
    • The Boost Buckle acts as this, going into any slot of the Desire Driver to access Boost Form, allowing for far more powerful attacks and the ability to summon a Boostriker based on the Rider's animal. It flies away after it's used in combat for a finisher though.
    • The Feverslot Buckle. As noted above, it significantly boosts the power of any Buckle paired with it, even Boost itself. However it's rather obviously hard to come by, only being given out in the case of an emergency or extreme threat. Even when you get the Feverslot Buckle, trying to get the power you want is still randomly determined, meaning you may get Golden Fever or you'll just get an Armed Raise Buckle power.
    • The Twin Command Buckles are ridiculously powerful and are paired with a unique weapon named the Raising Sword that can shred through even the boosted Jyamato of the Scheme arc. Furthermore they also grant two additional armored forms that equip cannons or allow for flight. To offset this, a Rider has to earn the armor and power that comes with it by using the sword to charge the Cannon Buckle, and while Jet grants the Sword, it conveys no armor; while a Rider has their natural mobility in the Buckle's uncharged state, they've still got to be careful while fighting.
    • The Jyamato Buckle is a rare exception, having been made by Archimedel and not even being intended to be used by normal Riders, hence why it's not within the normal selection. Michinaga showed that it is possible and it gives a decent power buff, but at the cost of slowly becoming a Jyamato.
    • Boost Mk.II is another rare exception as it's exclusively used by Geats, turning him into a super-fast One-Man Army. At that same end, however, this exception from the norm is actually a plot point, since Boost Mk.II was created from the desires of Ace's past lives, something that gets Niramu's attention and makes him realize that Ace created an In-Universe Game-Breaker. This gets furthered with LaserBoost, as it combines that power with Ziin's Gravity Master powers, something that definitely wasn't accounted for by anyone in the DGP.
    • Buffa's upgrade that he gains from his wish upon winning the Jyamato Grand Prix practically makes him immune to all Rider attacks, which makes him perfect for fighting Riders, but leaves him vulnerable to the Jyamato like any other Rider. Even so, it's so powerful that Suel's first game in the Desire Royale isn't based on fighting, but instead collecting ID Cores; whoever gets the most is allowed to force another player to drop out, meaning that Michinaga is just as vulnerable to elimination as anyone else.
    • Mk.III is even more powerful and even more out of left field than Mk.II. How, you may ask? It can outright erase rules from the DGP itself, with its complementing Buckle allowing it to make Geats an outright God of Creation, meaning it's an out-and-out Geats exclusive Buckle. However, Ace decides to create a buckle using Mk.IX's power that mechanically imitates its Reality Warping abilities on a lesser scale: the Fantasy Buckle.
    • Among the Super Modes, Bujin Sword can be combined with Large Buckles, such as Monster, allowing them to stay relevant in Tycoon's hands after those Buckles and their users Can't Catch Up.
  • Red Ones Go Faster:
    • The red Boost Buckle is especially powerful, and makes the Rider that uses it faster and stronger than other Buckle forms, giving a thirteen-fold boost over the Entry form.
    • Boost Mk.II keeps the red color scheme, takes the power of the original Boost buckle, and at minimum multiplies that five-fold. Beyond giving a full set of armor, the strength and speed it grants allows a Rider to move so fast it appears if time has slowed down....and hit so hard foes literally go flying and create craters upon contact with any surface. Rather than granting the Boostriker and a companion animal form, performing a Revolve On will turn the Rider into the animal represented by their Animal Motif, with the additional power boost of Mk.II.
  • Shoe Phone: All Desire Riders get a Spider Phone to keep them connected to the game in various ways. Beyond being able to transform, it too is able to be placed onto the Desire Driver, though this has yet to be utilized. One particularly helpful function is being able to track progress of secret mission objectives and generate a Treasure Drop with a reward if they are cleared as Tycoon demonstrates in #3 when he saves some civilians during the first round.
  • Super-Strength: The Monster Buckle. While not as visibly apparent as its counterparts, this is the primary ability granted to the user of Monster. When Geats used it against a fully powered last boss, he was able to quite literally one shot it with a single punch. When combined with PunkJack's enhanced jumping abilities along with the power boost from his ID core, the threat of this Buckle becomes obvious. Geats learns this the hard way when PunkJack attacks him in #13.
  • Suspiciously Similar Substitute: When one of the main Riders (i.e., those with Uniformity Exception accessories like Geats' scarf) isn't present in the current DGP, they seem to be replaced with new Riders who act as a stand-in for them; Keilow for Tycoon, Letter for Na-Go, Lopo for Buffa, and Nadge-Sparrow for PunkJack. So far, these new Riders also tend to leave the DGP if one of the main Riders return (for instance, Letter being killed before Na-Go returns, Keilow swapping his entry with Tycoon's, and Lopo getting eliminated in the same time as Buffa gets recognized as an anomaly by the audience).
  • Swiss-Army Hero:
    • Every Desire Rider is capable of using nearly every Raise Buckle, making their abilities limited only to which Buckles they currently have access to at the moment. That said, certain Buckles clearly suit certain Riders both in terms of ability and color.
    • This also applies to each larger Raise Buckle, as each can be used either as Body Armor, or Leg Armor. While core abilities generally don't change, some effects in battle can only be obtained with a specific orientation. As an example, Ninja can grant faster movement overall, but when worn on the legs can grant running speeds comparable to Boost.
  • Technicolor Eyes: The color of each Rider's visor can change depending on what Buckle is equipped, and what side of the Desire Driver it's on.
  • Uniformity Exception: The core undersuit of the DGP Riders is the same, outside of gendered areas, and the individual mask that matches each Rider's unique Core ID. However rather interestingly, each also has some unique aspect to their suit that no one else seems to have, even in Entry form, and what and where each is located is also different. Geats has his tail shaped scarf, named the Geats Tail, Na-Go has golden bracelets known as the Na-Go Bangles, Tycoon has a thighwrap called the Tycoon Bandage, and Buffa has a waist-cape on his right side named the Buffa Muleta. PunkJack has a traditional cape on his back called the PunkJack Cloak. Nadge-Sparrow is an interesting case where the lack of a unique accessory is what makes him unique when compared to the other reocurring Riders.
  • Weapon Specialization: The primary difference of larger Raise Buckles is that in addition to actual armor and a strength boost each confers a weapon or tool upon the Riders that is much, much stronger than those granted by Armed Buckles. And each suits specific fighting styles, which means even greater power if used by a Rider that excels in it. Each ID Core is paired with a different Raise Buckle that will give a further strength boost if used.
    • Magnum: Geats' paired Raise Buckle, which grants the Magnum Shooter 40X, a pistol that can be extended to become a rifle. When its corresponding Buckle is inserted it can act as a machine gun. Excels in ranged combat and has a fast fire rate, perfect for Riders that prefer long range combat or wish to supplement physical attacks. Can strengthen the power of its shots via a Bullet Charge and fire either a Tactical Shot on its own, or a Tactical Blast with a Raise Buckle attached.
    • Zombie: Buffa's paired Raise Buckle, which grants the Zombie Breaker, a chainsaw blade that can shred through foes, objects and truthfully anything it's swung toward. Much simpler than its counterpart granted by Magnum, this sword makes up for a lack of versatility in sheer power, and as such is excellent in the hands of Riders that fight in close quarters. The engine "grip" can be slid along the saw to activate a Poison Charge and ending on a Tactical Break.
    • Boost: Grants the Boostriker, an A.I.-operated motorcycle that can transform into an animal form. Beyond acting as transportation to and from battle zones, it can also aid in combat either directly by powering up attacks, or indirectly by enhancing the abilities of another Buckle. Can be summoned simply by holding the Buckle in hand and revving the grip, with no need of the Driver.
    • Ninja: Tycoon's paired Raise Buckle, which grants the Ninja Dueler, a double-bladed sword that can separate into two hand-held daggers. Light and capable of blitzing attacks, this weapon is unpredictable, much like its corresponding Buckle, and is best used to keep opponents off balance.
      • By spinning the shuriken dial on the weapon it can be charged for Rounds of combat up to three times. Charging for one to two unleashes a Tactical Slash. Charging for the full three charges the weapon into Fever mode. Here it will unleash a Tactical Finish.
    • Monster: PunkJack's paired Raise Buckle, which grants the Monster Gloves, a pair of gauntlets for the upper half or Big Boots, a pair of sabatons for the lower half.
    • Beat: Na-Go's paired Raise Buckle, which grants the Beat Axe, a battle-axe crossed with an electric guitar. It can play up to nine songs, each in groups of three, and depending on the genre of the tune can unleash one of three elemental attacks. Funk Blizzard chills foes with jazzy tunes, Rock Fire heats things up with burning beats, and Metal Thunder electrifies the surrounding area with shocking sounds. Using a Tactical move while channeling any element will unleash an attack with it: Tactical Blizzard, Tactical Fire, and Tactical Thunder.
    • Command Twin: Grants the Raising Sword, a double-edged blade that works in tandem with its paired Buckle. Interestingly enough, the blade itself stores the Twin Buckle on its hilt, which acts as its handle for Tactical attacks while attached and can activate a Full Charge once energy is accumulated by striking with the Raising Sword. It can unleash a Tactical Raising Rider Slash after performing a Raise Charge.

"Dawn" DGP Participants

    Takeshi Goutokuji/Kamen Rider Shirowe 

Portrayed by: Yamato Kinjo (live), Masato Tsutamune (suit)

A firefighter who transforms into the polar bear-themed Kamen Rider Shirowe.

Tropes that apply to him in general

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  • Actor Allusion: Takeshi's DGP uniform includes a blue scarf. Guess the color of the Ranger he played before.
  • Advertised Extra: He was included in the pre-series promo material to make it look like he would be an important character, but he dies right at the start of the series to establish Anyone Can Die.
  • Ambiguously Evil: Given how viewers had little time to learn more about Takeshi, it's uncertain whether he was genuine about his desire to save people or if he really was pulling off Engineered Heroics as Michinaga accuses him of.
  • Ambiguous Situation: His return in #17. Is it Takeshi reincarnated as a Jyamato, or a Jyamato assuming his form? #19 reveals it's the latter, with two more Jyamato taking up his form as well.
  • Chronic Hero Syndrome: He can't help but rescue people he sees are in trouble, a trait he developed as a result of his job as a firefighter. Or so he claims.
  • Engineered Heroics: Michinaga accuses him of pulling this by saving Keiwa and Neon in order to gain rescue points.
  • Nice Guy: He does not hesitate to save Keiwa and Neon from the Jyamato. His motives are called into question when Michinaga brings up the rescue points, but it's unclear whether this is a valid point or just Michinaga's misguided cynicism.
  • Sacrificial Lamb: He's killed in the first episode to establish what the newbies in the next round are up against.
  • Transformation Is a Free Action: Painfully averted. His death is a result of choosing to transform into Shirowe instead of dodging the Castle Jyamato's attacks. It also highlights how unlike previous Reiwa Era shows, most Riders in Geats don't have a means of inherent defense such as a forcefield or attack construct to protect them while they activate their belts.
  • We Hardly Knew Ye: While he made it to the final three of the "Dawn" DGP, he also gets killed off not even halfway into the episode.

Tropes exclusive to him as Kamen Rider Shirowe

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Armed Arrow! Ready, Fight!
  • Beary Friendly: His Animal Motif is a polar bear, and he has a approachable and amiable demeanor.
  • Meaningful Name: Polar bears are called shirokuma in Japanese. They are also used as mascots by ambulance and rescue crew.
  • Weak, but Skilled: Implied. In the very little time we get to see him in action in the first episode, Shirowe is only seen using the basic Arrow Raise Buckle. Yet somehow, he managed to make it all the way to the final round of the "Dawn" DGP as one of three survivors out of at least three dozen participants before dying there and then.

"Encounter" DGP Participants

    Takahito Taira/Kamen Rider Ginpen 

Portrayed by: Tomoharu Hasegawa (live), Danki Sakae (suit)

An office manager who transforms into the crested penguin-themed Kamen Rider Ginpen. His aim is to use his wish to cure his ailing son Naoto.

Tropes that apply to him in general

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Tropes exclusive to him as Kamen Rider Ginpen

https://static.tvtropes.org/pmwiki/pub/images/krge_ginpenarmedarrow.png
Armed Arrow! Ready, Fight!
  • Animal Motifs: Penguins.
  • Significant Anagram: Ginpen derives from pengin, the Japanese pronunciation of "penguin".
  • Super Swimming Skills: His personal accessory, dubbed the Ginpen Pullum, grants him increased speed underwater and the ability to manipulate water currents. Though it's never displayed in the show, given that he dies before he can make use of it.

    Morio Koganeya/Kamen Rider Mary 

Portrayed by: Koji Abe (live), Takuma Komori (suit)

A cheerful, laid-back man who transforms into the bighorn sheep-themed Kamen Rider Mary. While seemingly a helpful ally, gradually a different side begins to reveal itself concerning him...

Tropes that apply to him in general

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  • Asshole Victim: Michinaga purposely going behind his back to get him eliminated would ordinarily be a Kick the Dog moment, but Morio is such a scumbag that it instead comes off as well-warranted karma instead.
  • Blatant Lies: When he's revealed as a shady casino dealer, he can employ this to try maintaining his crumbling facade such as claiming he's a Reformed Criminal which Ace points out that there are no news on his arrest, or flat out denying that he stole Keiwa's Boost Buckle when exposed.
  • Character Tic: Scratches the back of his head when frustrated.
  • Cheaters Never Prosper: He employs cheap tactics to win the game such as stealing Keiwa's Boost Buckle. However, this earns Michinaga's ire, leading him to switch partners back with Keiwa behind Morio's back, getting Morio eliminated.
  • Engineered Heroics: One of his later questionable actions involve deliberately endangering a couple of construction workers in order to get rescue points.
  • Establishing Character Moment: He puts on a Nice Guy act by teaming up with Neon after Kanato coldly blows her off, and later tries to make a deal with Kanato to trade Buckles. Gradually, this'd establish him as a self-serving crook whose behavior depends on what's convenient for him, including putting a friendly façade.
  • Evil All Along: His revelation as a wanted criminal and his escalating slimeball behavior makes him another Token Evil Teammate aside from Kanato in the "Encounter" DGP.
  • Fair-Weather Friend: He's friendly and easygoing towards other players, but when someone becomes detrimental to him, he can become standoffish towards them, like coldly dragging Neon to isolate her after she got infected and speaking ill of Keiwa behind his back. After he's revealed as an underground casino dealer however, no one can stand him anymore, not even Michinaga.
  • Faux Affably Evil: After the cast learns his background, Morio still tries to maintain his usual friendly and happy-go-lucky façade, even though everyone can clearly see through him and doesn't buy his excuses any more. He doesn't hesitate to drop the act once he's exposed.
  • Foil:
    • Morio and Keiwa are the Riders highlighted in Michinaga's A Day in the Limelight between #5-#6, and are pitted against each other in the "Catch the Boost" game set up by Michinaga. Both are two of the most outwardly cordial Riders who are ready to lend a helping hand towards other players. When their true colors are revealed, though, Keiwa is shown to genuinely care about others regardless of the circumstances, where Morio is a Fair-Weather Friend who only cares about those who can benefit him, and turns on those useless to him. Due to this, Keiwa somewhat reminds Michinaga of Tohru and grows a bit of soft spot towards him, while Morio reminds Michinaga of the Riders who left Tohru for dead, and earns his ire enough to purposely eliminate him.
    • To Michinaga himself; they are both willing to do whatever it takes to win and are paired together in the Concentration game, but Michinaga doesn't hide his dislike of his competitors, is regularly (if brutally) honest, and is upfront about his methods to get rid of them. Morio, on the other hand, puts up a kind facade to hide his true colors, is a chronic liar, and happily uses sneaky tactics like backstabbing others to gain the upper hand.
  • Foreshadowing: He brings up money when the players are discussing about the possibilities of DGP's wishes. Later, he's revealed to be an underground casino dealer.
  • Futureshadowing: He's revealed to be a fugitive criminal on the run, and later he steals Keiwa's Boost Buckle while denying the accusations.
  • Hate Sink: He already got some red flags before since #4, but #6 confirms him as this. A truly underhanded, two-faced slimeball who is more than happy to screw over his competition for his own benefit while feigning sympathy, not to mention a full-blown wanted criminal on the run. Michinaga, his own ally, chooses to go behind his back and purposely get Morio eliminated just because he's that loathsome.
  • The Hyena: Has a tendency to laugh when he thinks things are going his way. Unfortunately for him, this ends up setting off Michinaga's Trauma Button.
  • Hypocrite: When Michinaga turns on him, he calls him a turncoat, while he himself constantly schemed against his competition to gain an upper hand.
  • I Never Said It Was Poison: As a criminal on the run, he can slip into this when trying to maintain his crumbling facade, such as instinctively defending himself when Keiwa asks how Michinaga got the Boost Buckle, realising too late that Michinaga never said who stole it, only stating it was Keiwa's fault for making it so easy to steal.
  • Irony: #6 reveals Morio was a dealer at an underground casino, who then fled the country after embezzling money. He ends up eliminated in a match centered on concentration, literally one of the simplest card games in the world, and is for good measure the only of the three teams to never figure out the gimmick.
  • Jerk with a Heart of Jerk: Morio was already a nasty piece of work to begin with when the truth about him comes to light. And all the friendships he made with his fellow DGP Riders are merely an act for his own benefit.
  • Kick Them While They Are Down: Not only does he force a partner switch in the Concentration game to force Keiwa to take on the useless PunkJack as his partner, he then steals Keiwa's Boost Buckle on top of that and forces him into a one-sided game where he fails to win it back.
  • Laser-Guided Karma: His underhanded and opportunistic tactics eventually bite him in the ass; the other players are appalled when they learn of his true nature, and Michinaga specifically sets him up for elimination.
  • Meaningful Name: Kogane can be translated as "Gold", in reference to his past life as an underground casino dealer.
  • The Most Wanted: It's implied that Morio is still on the run for his crime of embezzlement, as Ace mentions that there are no news of his arrest in response to Morio's claims of having "done his time".
  • The Nicknamer: Towards the other Riders; e.g., "Mr. Star" for Ace, "Mr. Nice Guy" for Keiwa and "Mr. Halloween" for PunkJack, to name a few.
  • Opportunistic Bastard: His behavior depends on what's convenient for him, and he jumps at any opportunity to gain an upper hand, including resorting to cheap tactics such as luring the Jyamato towards civilians to get rescue points or switching partners with others if given a chance.
  • Plucky Comic Relief: The primary source of comic relief in an otherwise Darker and Edgier series. This is subverted hard once his true nature comes out, acting like a vicious thug instead during his elimination.
  • Real Men Wear Pink: His civilian clothing prominently features pink. This extends to his Rider helm and Core I.D.
  • Shoo Out the Clowns: One of the more comedic characters in the series, who drops his comedic qualities upon the revelations of his true nature, and then proceeds to get eliminated in #6.
  • Smug Snake: His Fatal Flaw. Morio thinks his opportunistic traits would make him Michinaga's ideal partner, happily revealing his true colors while helping him, thinking that they would cheat their way to victory together, only for Michinaga to view him as loathsome and switch partners back. And when he thinks he can return to get revenge the next time they meet with the remaining Riders, Ace just rebukes "there won't be a next time" as he is removed from the DGP.
  • The Unreveal: We never learn what his wish was before he's eliminated, though his backstory and his initial reaction to learning about the DGP implies it to be money.
  • Villainous Breakdown: As his plan to avoid elimination falls apart, he lapses into gangster-speak, swearing revenge on the other participants.
  • Walking Spoiler: Morio's true nature is a big surprise of the first arc.
  • A Wolf in Sheep's Clothing: While Morio seems pleasant enough in his introductory episode and is goofy enough to be a Plucky Comic Relief, his subsequent appearances and actions gradually reveal a more jerkish and sinister side (while his facade slowly crumbles as well), such as stealing Keiwa's Boost Buckle while feigning sympathy towards him and railing against the others as he is eliminated, which frightens Neon. Fittingly, his rider form is themed after a bighorned sheep.
  • Workplace-Acquired Abilities: As a former casino dealer, he's able to distinguish cards based on subtle feeling alone, allowing him to rig the team switch so that he and Michinaga can work together.
  • Yakuza: Implied, between his former occupation an underground casino dealer, and him slipping into "gangster" speak when he drops his façade.

Tropes exclusive to him as Kamen Rider Mary

https://static.tvtropes.org/pmwiki/pub/images/krge_maryarmedchainarray__28upper_29.png
Armed Chain Array! Ready, Fight!
  • Epic Flail: His second — and apparently favored — Armed Buckle weapon is the Raise Chain Array.
  • Forced Sleep: His personal accessory, the Mary Horns, can induce drowsiness in nearby targets. Never displayed in the show.
  • Gender-Blender Name: Has a feminine name and a male user.
  • Luckily, My Shield Will Protect Me: His initial Armed Buckle Weapon is the Raise Shield, which he later foists off onto PunkJack for the Raise Chain Array.
  • Meaningful Name: The me (メ/め) in his name is the onomatopoeia for a sheep's bleating.
  • Shout-Out: His name and Animal Motif are one to the nursery rhyme "Mary Had A Little Lamb". His demeanor, on the other hand, is one to the idiom "wolf in sheep's clothing."
  • Spell My Name With An S: Some fansubs spelled his name as "Merry", until TV-Asahi confirmed the official spelling.
  • Sweet Sheep: He's themed on a bighorn sheep, and has a cheerful personality. Later episodes reveal it to be a facade.

    Kanato Sumida/Kamen Rider Da·Paan 

Portrayed by: Ryunosuke Miyamoto (live), Masato Tsutamune (suit)

A high school student who transforms into the panda-themed Kamen Rider Da·Paan. His baby-faced countenance belies his frightening personality and ambition. His wish is the extinction of the human race.

Tropes that apply to him in general

https://static.tvtropes.org/pmwiki/pub/images/fao8vlzuyaajoe3.jpg

  • Ax-Crazy: He was already a horrible misanthrope after his accident but was made worse when he joined the DGP and became a Kamen Rider. He put Neon in danger and actively tried attacking her, especially after being infected by the Zombie Jyamato.
  • Birds of a Feather: Turns out he can get along with those who share his sentiment of hating humanity and love for despair, such as Beroba, or Keiwa after his Face–Heel Turn.
  • The Bus Came Back: He returns in #45 of the "Genesis" arc to fill the world with despair and go after Neon.
  • Can't Catch Up: When he returns in #45, three of the four main characters have gotten very powerful upgrades. When Sumida attacks Neon, who has the Fantasy Buckle, he's hopelessly outmatched even when given power ups by the audience — he gets access to only a regular Large Raise Buckle (Beat) and the unused Water. Neon is forced to hold back because her mother is in the middle of their fight, making her alternate between fighting him and protecting her, and the only thing that stops her beating him down is managing to injure Neon's mother.
  • Career-Ending Injury: He was an aspiring basketball player, but had to quit after injuring his leg in a traffic accident.
  • Despair Event Horizon: He views his injury that forces him to quit basketball as this, and firmly believes that someone's worldview can drastically change to a hateful one after a single bad experience. He also tries to relate with Keiwa, post-Face–Heel Turn, with this shared experience.
  • Dick Dastardly Stops to Cheat: The other contestants point out that Sumida could have escaped his demise simply by doing nothing because of how poor Neon's score was up to that pointnote , but threw himself into last place by attempting to bite Morio for no reason other than spite, and/or the belief that he already lost by then.
  • Dirty Coward: His hatred of humans is utilized to distract his superior opponents by shooting unarmed people around them, should he get overwhelmed, as he demonstrated by shooting Irumi when Neon curbstomps him.
  • Does This Remind You of Anything?: At one point, he's shown to be brooding in the corner of his classroom, stewing in his resentment, and looking at the Magnum buckle in his bag. Now, combine that with his Put Them All Out of My Misery mindset...
  • Establishing Character Moment: He flashes a bloodthirsty grin as he prepares to fight the Jyamato, before coldly blowing off Neon when she asks him to team up with her.
  • Evil Is Petty: Kanato's Fatal Flaw. Because of his misanthropic worldview in general, Kanato can't resist doing unnecessarily cruel acts towards his fellow Riders merely because he can. This bites him in the ass in that he ends up finishing dead last in episode 4, and ultimately eliminating himself from the DGP.
  • Evil Laugh: After he gets the lowest score in the third round of Zombie Hunt game, he breaks down in psychotic laughter and mocks the other participants over how they're ultimately just fated to die anyway, before being eliminated from the DGP.
  • Expy: He's basically Jouichiro Nishi from Gantz, a hateful sociopath who's ready to use his new abilities on anyone around him. And Nishi had just the one Morality Pet. Both are even brought back late in the game as a Godzilla Threshold move.
  • Face of an Angel, Mind of a Demon: He has baby-faced looks and his Animal Motif is a panda, but he's a cold-hearted Jerkass and violent misanthrope whose wish is to completely wipe out the human race. This is actually Invoked from how pandas are known as unpredictably aggressive beneath their cute looks.
  • Foil: To Neon. Both are infected by the Zombie Jyamato and had a Dark and Troubled Past which prevented them from living the life they wanted and shaped their desires in the DGP. Both also use Beat Buckle. Otherwise, Neon is an amiable wealthy celebrity who plays the game by teaming up with other players, disapproves of dirty tactics, tries to prevent other players from getting infected, and is a Plucky Girl who manages to step up her game and avoid her elimination, while Kanato is a misanthropic Jerkass Ordinary High-School Student who plays the game by sabotaging other players, wastes time cheating to screw over other players, spreads his infection to other players out of spite, and is a Doomed Defeatist who gets eliminated by his own spiteful actions.
  • Getting Smilies Painted on Your Soul: Implied to be his fate after #11 reveals disqualified participants are brainwashed into losing their desires and what drove them; since Kanato is a Misanthrope Supreme, losing his desire to Kill All Humans probably would've made him a happier and more compassionate person.
  • Griefer: He spends most of his screentime attacking or otherwise hindering other players despite knowing this is illegal by the rules of the Desire Grand Prix, which quickly leads to his elimination when his score plummets as a result.
  • Hate Sink: Kanato's whole existence in the show is just to show how low he could become despite having a Dark and Troubled Past.
  • Irony:
    • Had he not gone out of his way to attack the other Riders the moment he was infected, he would've beaten Neon by just 200 points. Instead, he comes in dead last and gets eliminated while Neon ends up reaching the final round of the Encounter season.
    • As Neon points out, he could have simply wished to have never had his Career-Ending Injury so he’d be back on the road to being a famous basketball player, but he was so consumed by his own loathing that he instead wished for the extinction of humanity.
    • His attempts to relate with Keiwa post-Face–Heel Turn ends up making Keiwa conflicted due to being in denial about turning as bad as him, making it a catalyst in his Heel–Face Turn.
  • It's All About Me: To a truly horrifying degree. His wish in the Desire Grand Prix is directly related to his Career-Ending Injury prematurely ending his basketball career. However, instead of wishing to heal his leg and set his career back on track, he decided the best course of action would be to punish humanity for his misfortune by wiping them all out.
  • Jerk with a Heart of Jerk: He's openly rude, condescending, and misanthropic to other people, but he's apparently able to see the error of his ways by apologizing to Neon for his rudeness, only to turn out that he's tricking her into getting infected out of spite.
  • Kick the Dog: #3 has Kanato trick Neon into thinking he's on her side, only to shoot her in the back later on, injuring her; since he was already a "zombie" by that time, this results in Neon getting infected as well. His reaction upon seeing her plight is to laugh and say that she deserved it. He continues to do this in #45 when he shoots the reformed Irumi to distract Neon.
  • Kill All Humans: The Reveal of #3 is that Sumida's wish for the DGP was for the extinction of the entire human race.
  • Laser-Guided Karma: His spiteful hatred of humanity becomes his undoing; he can't resist harming others during the DGP, even when doing so is prohibited. This costs him points in one of the games, and directly leads to his elimnation.
  • Mask of Sanity: Kanato is relatively good at hiding just how deep his hatred of other humans goes—at first, he projects a polite and calm veneer, then introduces some rude and condescending traits that he excuses as stressful slips. When that mask slips, he openly demonstrates the true depths of his misanthropy, and is perfectly willing to torment his fellow Riders or let them die.
  • Misanthrope Supreme: Despises all humans, especially those who are rich. When the world restarted in the "Genesis" arc, he still holds this and wants bring despair to humanity.
  • "Not So Different" Remark: In his return, he pulls this to Keiwa post-Face–Heel Turn, who has crossed the Despair Event Horizon, that they're both driven to hate the world and viewing it as pointless due to a single bad experience. When Keiwa rejects it, he points out that he's also causing harm to the people on it for his family.
  • Pet the Dog: In a twisted way, he's surprisingly empathetic to people that share his worldview, like attempting to understand and bond with Keiwa post-Face–Heel Turn over their despair.
  • Put Them All Out of My Misery: His wish in the Desire Grand Prix is the extinction of the entire human race, born from his bitterness over his Career-Ending Injury and resentment towards happy, affluent people like Neon.
  • Self-Fulfilling Prophecy: He thinks there's no way to escape loss/elimination after he's infected, feeling that it's futile to continue the game and resorting to spreading his infection to other players instead. He's eliminated exactly due to his inaction and spiteful actions, of which actually can be prevented by him not doing that.
  • Shadow Archetype:
    • Both him and Michinaga are two of the rudest players in the Encounter arc, and both share a desire to destroy a specific group of people, but Michinaga's bloodlust is limited only to Riders and is restrained by a sense of honor—while he is willing to harm innocent civilians as well, he only does so if he thinks it's a necessary sacrifice for the greater good. Kanato, however, just hates all of humanity and wants everyone to suffer as he did without exception, and will stoop to any low he can if if means he hurts them in the process. When Kanato returns for the Genesis arc, Michinaga, who is actively working toward redeeming himself, notes that Kanato is as sour-hearted as ever once they meet again.
    • He's also this to Keiwa after his Face–Heel Turn. They've both grown apathetic to the world, but Keiwa only does what he thinks is necessary to get what he wants and fulfill his happiness, compared to Kanato only wanting to spitefully bring everyone down to his level. Once Kanato points out their similarities, Keiwa actively makes an effort to not end up becoming completely like Kanato.
  • Taking You with Me: After being infected midway through the second round, Sumida decides to throw away any and all restraint and go out murdering Neon and whoever else he can in cold blood. Ironically, this mindset is what ultimately leads to his elimination, as attacking participants penalizes his score enough to where Neon gets ahead of him in the rankings.
  • Team Killer: Midway through the Second Round, he attempts to murder Neon by shooting her in the back and then letting her be killed by the Zombie Jyamato, despite knowing that attacking other players is strictly prohibited. He only fails because of Ace's intervention, and Sumida tries to kill him as well.
  • Teens Are Monsters: He is of high-school age (16-17 thereabouts), yet displays an unsettling amount of cruelty, apathy, and misanthropy.
  • Token Evil Teammate: He is the first outright villainous DGP Rider due to his wish to eradicate humankind.
  • Uncertain Doom: It's not initially clear if the removal of his Core ID killed him or just booted him from the game without his memories. #6 confirms that it was the latter.
  • Villain Has a Point: When Keiwa denies Kanato's accusations of thinking happiness in the world is pointless, he points out that Keiwa is also sacrificing other people's happiness for the sake of his family.
  • Villainous Breakdown: Undergoes an episode-long breakdown once he realizes he's infected and getting his wish to eradicate humanity foiled, seeing no point in playing the game by the rules. Once this behavior gets him eliminated, his breakdown is fully cemented as he gloats about how he can't wait to see who else will join him. He has a more subtle one in #45 when the fight between Ace and Keiwa is resolved peacefully with the world being remade, instead of everything being destroyed.
  • Villainous Friendship: Forms this with other people who share his worldviews, malice, and experience.
  • We Can Rule Together: He views the people who share his worldview as fellow "enlightened" misanthropists, and tries to convince them to spread misery together with him.
  • We Hardly Knew Ye: He lasts for about 4 episodes before he is eliminated. Even his return in #45 only lasts for one episode.
  • What Happened to the Mouse?: His return in #45 lasts no longer than that. After his fight with Neon ends in him shooting Irumi in the arm to retreat, he watches Ace and Keiwa's battle, and is disappointed in the outcome as Neon hopes that even he can find happiness. After that, he's never seen again, with no word on what happened to him. Presumably, he lost his memories of the DGP again after Ace remade the world.
  • Would Hit a Girl: Has no compunctions about attacking Neon, or even her mother.

Tropes exclusive to him as Kamen Rider Da·Paan

https://static.tvtropes.org/pmwiki/pub/images/krge_dapaanmagnum.png
Magnum! Ready, Fight!
  • Bears Are Bad News: Unlike the affable Shirowe, this panda-themed Rider is the most malevolent Rider we've seen so far in the show. Word of God states that this is a reference to how pandas are known to be unpredictably aggressive.
  • Cold Sniper: He's the one who ends up with the Magnum Raise Buckle in the "Encounter" Desire Grand Prix, and his first speaking line in the second episode has him coldly brush off Neon when she offers to team up. Additional proof is given when his first fighting appearance has him jump into a tree and start sniping Jyamato from his perch.
  • Fighting Panda: He's themed on a panda, though he prefers attacking from a distance rather than up close and personal.
  • Finishing Move:
    • BeatMagnum Victorynote : Da·Paan stomps the ground twice, conjuring a swarm of energy musical notes that converge on the target and detonate on impact.
  • Red Eyes, Take Warning: The Magnum armor when equipped on the user's upper body colors the formerly blank helmet visors red. This doesn't particularly signify much about it's default user, Geats, who rarely displays open aggression. NOT so with Da·Paan, who couldn't care less about human casualties, player or not.
  • Light Is Not Good: Like Geats', Da·Paan's helm is primarily white, with the Magnum Buckle granting him matching armor. Unlike Geats, however, Da·Paan is a sociopathic misanthrope.
  • Palette Swap: As Da·Paan, his helm looks identical to Shirowe's, but with black ears instead of white and in a different shape, more pronounced black markings around the eyes, and a green gem in the middle of his forehead instead of blue.
  • Significant Anagram: His Rider name is basically one of "panda".

"Scheme" DGP Participants

    Ittetsu Tanba/Kamen Rider Keilow 

Portrayed by: Hideki Kurauchi (live), Naoya Iguchi (suit)

An elderly man who transforms into the owl-themed Kamen Rider Keilow. His aim is to regain his lost youth.

Tropes that apply to him in general

https://static.tvtropes.org/pmwiki/pub/images/fgr2eicuoaelsce.jpg
  • Bittersweet Ending: He willingly gives up his spot so Keiwa can fight again as Tycoon. However, just before he's eliminated, he swears that he will live his life to the fullest, even after losing his chance to chase after his own youth.
  • The Bus Came Back: Returns for the movie.
  • Cool Old Guy: Currently known as one of the oldest DGP participants, and the oldest person to be a Kamen Rider, who can hold his own once he gets a Status Buff from Na-Go Beat. He also behaves this way with the civilians in the Labyrinth game, showing a fierce dedication to protecting them at all costs.
    • Unlike the Showa-era Riders, who gained their powers as young men but continued being Riders into old age, Tanba is currently the only Rider in the franchise to first become a Rider well into his twilight years.
  • *Crack!* "Oh, My Back!": The main reason he refuses to actively fight, even after transforming into a Rider.
  • Expy: Of Oh Il-nam from Squid Game, being an old man who's clearly ill-fitted for the series of deadly games he's wrapped up into and only in it to rediscover his youth. Unlike Il-nam however, he has no known relations to the game's staff and appears to be simply an innocent old man.
  • Graceful Loser: Despite passing his entry rights to Keiwa, he's okay with losing his chance to regain his youth after being satisfied from seeing the latter in action.
  • Irony: Shaking off his old age and becoming young again is his wish for the DGP, but it's precisely his old age that forces him to retire from the DGP.
  • The Load: He's unable to help Michinaga defend their flag in #10 until the last minute, where he's given a Heroic Second Wind and Status Buff, defeating a few Jyamato despite being forced to use a weaker Buckle. During the Labyrinth game, he only manages to hold his own against the Jyamato for a short time before succumbing to his injuries, and he eventually willingly retires from the DGP to allow Keiwa to return.
  • Made of Iron: He manages to survive a finisher to the chest from a Jyamato Rider despite his age, and survives long enough to retire when it becomes clear he won't be able to keep up.
  • Nice Guy: A genuinely friendly and jovial old man who tries to get along with other competitors and values other people's lives highly. He is especially protective of young people, and makes sure that they can live their life to the fullest despite the risks to his physical health due to his frailty and old age.
  • Sole Survivor: He ends up being the only new Rider in the second full game shown to survive the first round. By the end of the second game, he's the only new Rider shown to survive at all.
  • Surprisingly Realistic Outcome: He's an old man, and not just "old" for Kamen Rider (as in, being middle-aged but still in decent shape), but elderly — and very frail. As a result, even a Rider suit can't really make up the difference, and he really struggles to keep up with the other Riders, eventually bowing out in his second round to let Keiwa return. While he has a moment or two, and proves tougher than he looks by virtue of managing to survive a Jyamato Rider's attack with only moderate injury instead of death, he eventually realizes and flat-out admits that he's not cut out for the DGP.
  • What You Are in the Dark: In spite of being an old man, he more than proves he's worthy of the title of Kamen Rider in #11. When confronted with a group of Jyamato, knowing full well he's not a good fighter at all, he decides to fight them head on to protect the civilians under his care.
  • Worth Living For: He values human lives, particularly the lives of the young, as they have so many things they have yet to do. This desire to make sure they can find what makes them happy and enjoy their lives while they've got so many possibilities ahead of them is what makes him really protective of the younger civilians under his care.

Tropes exclusive to him as Kamen Rider Keilow

https://static.tvtropes.org/pmwiki/pub/images/krge_keilowarmedpropeller_upper.png
Armed Propeller! Ready, Fight!

  • Deadly Rotary Fan: His primary Armed weapon is the flight-granting Raise Propeller, befitting his Animal Motif.
  • Gravity Master: His special accessory, the Keilow Brow, allows him to control his altitude whenever he is in the air, be it via flying or jumping. Never displayed in the show.
  • Meaningful Name: His Rider name is a portmanteau of keironote  and either fukuronote  or a Significant Anagram of the English "owl", depending on the source.
  • Noble Bird of Prey: He's themed on an owl, and he's shown to be quite friendly and easy-going, as well as the most heroic extra DGP Rider thus far.
  • Palette Swap: As Keilow, his mask is a recolor of Ginpen's.
  • Spell My Name With An S: His Rider name is written as "Keilow" in the show and the official Kamen Rider website and "Keiro" on the TV-Asahi site.
  • Weak, but Skilled: He's able to defeat a few Jyamato with a weaker Buckle once he receives a Status Buff. While this is enough to survive the first game of the "Scheme" DGP, his old age prevents him from fully unleashing his strength without support.

    Yukie Yaginuma/Kamen Rider Letter 

Portrayed by: Michi Ohta (live), Mutsumi Igarashi (suit)

A young woman who transforms into the mountain goat-themed Kamen Rider Letter. Her aim is to lose weight and get married to her idol.

Tropes that apply to her in general

https://static.tvtropes.org/pmwiki/pub/images/fgr2eigvsaaokpu.jpg
  • Advertised Extra: She was highly advertised as a focus character for the "Scheme" arc, even having a prominent position in the Evolving Credits for the arc. Unfortunately, she shortly dies within the episode she was introduced in.
  • Alliterative Name: Yukie Yaginuma.
  • Elegant Gothic Lolita: Is dressed in this fashion.
  • Foil: Yukie's wish to marry her idol is a superficial version of Neon's wish to find true love. Both women also find themselves in over their heads at the beginning of their DGP seasons, but while Neon manages to rise above most of her fears — only stopping short at facing the final boss, and becomes one of the top three finalists in the Scheme DGP — Yukie is afraid of fighting in general, succumbs to her fear, and winds up getting killed in the first round of the Scheme DGP while trying to flee. Neon is also a famous celebrity with tons of fans, while Yukie is an ordinary girl who is a fan of an idol.
  • The Load: She is unable to help Michinaga defend their flag due to being afraid of the whole Deadly Game. Unlike Ittetsu, she never got over it and dies trying to fly away.
  • Punny Name: The "yagi" in her surname (written as 八木) is homophonous to the Japanese word for mountain goat (山羊), which her Rider form is themed on.
  • Sacrificial Lamb: Like Takeshi before her, she dies in the episode she's introduced in, though this time it's to showcase that the Jyamato have gotten stronger. Ironically, she has a goat motif.
  • Screw This, I'm Outta Here: Unlike Ittetsu, she fails to hold her nerve in the face of the Jyamato and tries to cut and run with the Propeller Buckle. It doesn't work as she gets shot down and killed for her troubles.
  • We Hardly Knew Ye: She tries to flee in her debut episode, but gets shot down and killed by the Jyamato shortly after.

Tropes exclusive to her as Kamen Rider Letter

https://static.tvtropes.org/pmwiki/pub/images/krge_letterarmedpropeller_upper.png
Armed Propeller! Ready, Fight!
  • Hard Head: Her personal accessory, the Letter Horns, can increase the helm's defensive capabilities. Never displayed in the show.
  • Palette Swap: As Letter, her mask is similar to Mary's, but the fur on the helmet is removed and is colored white.
  • Shout-Out: Her Rider name and goat motif come from the Japanese children's song "Yagi-san Yuubin", which is about two goats receiving letters from each other and eating them before they could read their contents.

"Divergence" DGP Participants

    Daichi Isuzu/Kamen Rider Nadge-Sparrow (unmarked spoilers) 

Daichi Isuzu/Kamen Rider Nadge-Sparrow/Marrella Jyamato

Portrayed by: Dai Goto (live), Masato Tsutamune (suit)

A young prodigy and reputed "Quiz King" who transforms into the tree sparrow-themed Kamen Rider Nadge-Sparrow. His wish to obtain the collective knowledge of all mankind.

After his elimination in the Divergence arc, he throws in his lot with the Jyamato side, eventually succeeding the late Archimedel as gardener.

Tropes that apply to him in general

https://static.tvtropes.org/pmwiki/pub/images/fkyjomhagaaj1py.jpg
Click here to see him as...

  • Admiring the Abomination: Daichi was initially horrified to see Archimedel being devoured by the Dunkleosteus Jyamato. But witnessing the man's mind now existing in a Jyamato body inspired Daichi to become a Jyamato himself by eating newborn Jyamato to acquire the collective knowledge of their victims.
  • Ain't Too Proud to Beg: His defeat in #42 leads for him to beg for Kekera to help him, and when it fails, he tries to convince Keiwa to form an Enemy Mine with him against Kekera for manipulating both of them.
  • Ambiguously Human: His return in the Genesis arc sees him gaining a Jyamato form. Whether this means he somehow was able to turn himself into a Jyamato or is simply a Jyamato given Daichi's memories and form by Beroba isn't explained at first.
  • Ascended Extra: Originally presented as one of the two additional Riders in the Divergence arc, he's later given an expanded role that gives him more screen time than just being a DGP participant and eventually becomes the gardener for the Jyamato in the Genesis arc.
  • Asshole Victim:
    • In #35, Michinaga gives him a solid beating before damaging his ID Core, eliminating him. Considering that he framed Keiwa, terrorized civilians as part of the Jyamato faction, and targeted Sara as revenge for being humiliated, no one, not even Michinaga, mourns his loss, with Neon stating that he deserves it. However, because he was retired and not killed, he's able to return in the Genesis arc as the new caretaker of the Jyamato.
    • In the Genesis Arc, he is practically slaughtered by Keiwa using Bujin Sword. After a few minutes of this carnage, he goes from yelling at Kekera to help, to screaming hysterically, and finally asking Keiwa to form an alliance with him against Kekera. Unfortunately, Keiwa is well beyond apologies. The next episode also reveals that Keiwa's wish also undid whatever memories he absorbed from the tree due to reviving everyone killed by the DGP, further hammering how screwed he is.
    • Beroba and Kekera specifically target him for a "Bad End" by attempting to kill him and take over his Tree of Knowledge. The only reason he's still alive is that the heroes need his intellect to save the people still trapped in the Tree.
  • Awesomeness by Analysis: One of his main advantages is his uncanny ability to discern people's desires as well as objectives just by careful observation. He even manages to predict Chirami's moves to help Beroba secure the Vision Driver in #22. This also extends to battle with his unique passive ability at reading his target's behavior, such as when he uses the Monster Buckle's strength to create a trap for some Delinquent Jyamato by luring them to a sandbox and trapping them by collapsing it and sucking them in.
  • Bait the Dog:
    • He pretends to be a listening ear for Keiwa — who tells him about the connection between Jyamato and dead Riders — and asks Keiwa to keep the secret between them to not upset the others, only to betray Keiwa's trust and frame him as the Desastar by denying their conversation ever took place; the fact that Keiwa didn't tell the others this (by virtue of following Daichi's lead) gets used by Daichi to frame Keiwa as a shady Secret-Keeper.
    • Later on, he defends Sara from the Jyamato and informs her about the phases of the infection, then uses her as an actual example of an incurable Phase 2 infection by infesting her with Parasite Jyamato. He does the same in his cult, promising salvation to people, but only using his claims to gather people in one spot so he can infect them and absorb more memories.
  • Being Evil Sucks: In the Genesis arc, Ace implies that by absorbing people's memories, Daichi gets to experience their joy firsthand, but also has to deal with the guilt of trampling on their dreams. He then tells Daichi that to be truly happy, he must atone for his wrongdoings. Sara's memories in particular intrigue Daichi enough to make him focus on learning what about her "simple" lifestyle makes her so happy.
  • Berserk Button: He views his Tree of Knowledge as his pride and embodiment of happiness due to personally inventing it, and doing anything about it will set him off.
  • Big Bad Wannabe: He's one of the most competent players in the DGP and a very cunning and threatening villain, but he's not quite at the level of the biggest masterminds in the story. He gets considerably more dangerous in the Genesis arc, but turns out to a sacrifical pawn who Beroba and Kekera are using for their respective goals.
  • Break the Haughty: The events of the Yearning and Genesis arcs put him through the wringer, as he gets pummeled by multiple Riders for all the wrongdoings he's committed, and by the tail end of the Genesis arc, he is notably more morose and reflective than he was when he was first introduced.
  • Bullying a Dragon:
    • How he ultimately gets eliminated in the Desire Royale, as he pisses off Michinaga with his manipulations of Sara and Neon — especially because Daichi tries using him as a weapon to beat them up.
    • This also happens with Keiwa in the Genesis Arc. His grudge against Keiwa leads him to target Sara with Parasite Jyamato, which causes Michinaga to attack her. This drives Keiwa off the deep end, causes him to join up with DGP management, and manipulate Tsumuri into creating the Bujin Sword Buckle; this causes Keiwa and Daichi's next battle to to not end well for Daichi at all.
  • Can't Kill You, Still Need You: As much of a scumbag he is, he's still the only one who possesses enough intelligence to revert his victims back, thus the protagonists make an effort to keep him alive to cure the victims like Sara.
  • Character Tics: Has a habit of pushing up his glasses, making the gesture even in Rider form.
  • Chekhov's Gunman: He seems like just another minor DGP Rider, only to prove himself something much worse as the series goes on, first by joining the Jyamato side and then by succeeding Archimedel as their gardener.
  • Chronic Backstabbing Disorder: He habitually betrays and backstabs other people to get what he wants, usually done by leading them on first.
  • Co-Dragons: After joining the Jyamato, he becomes one of Beroba's two Rider enforcers, along with Michinaga.
  • Contrasting Sequel Antagonist: By the Genesis arc he's basically become one of Ryoma Sengoku, being a hammy Mad Scientist who experiments with plant lifeforms and is obsessed with obtaining godhood. However, unlike Ryoma, who remained a villain until his demise, Daichi joined the heroes and survived through to the end of the series.
  • Defiant to the End: Even as Buffa has already beaten him and is tearing out his ID Core, Daichi still insists he'll be able to find a way to achieve his desire. Sure enough, he comes back again in the Genesis arc.
  • Discard and Draw: He loses his Nadge-Sparrow powers after getting eliminated in the Desire Royale, but when he returns he's become the Marrella Jyamato.
  • Dragon with an Agenda: He's mainly on board with Beroba and the Jyamato because he views them as another avenue to achieve his desire. Although he doesn't mind helping her with her "Jyamato Grand Prix" plan and even seems to enjoy it.
  • Easily Forgiven: Courtesy of Ace reminding Keiwa to hate the sins but not the sinners, Keiwa forgives Daichi after he frees Sara from the Tree of Knowledge, fully understanding that Daichi only wants to observe Sara's happiness in order to understand it better. This forgiveness also comes despite Daichi's indirect hand in maiming and/or traumatizing people with the Jyamato Grand Prix, his parasite Jyamato, and assimilating people into his Tree of Knowledge. Keiwa admitting that he himself has done some awful things too before coming back to his senses is the reason he believes that everyone deserves second chances, regardless of their crime scales (what Daichi did was much worse than anything Keiwa did).
  • Eat Brain for Memories: As a Gardener, he eats Jyamato babies to obtain their memories.
  • Eats Babies: After succeeding Archimedel as Jyamato Gardener, he develops a fondness for consuming infant Jyamato as means of obtaining the knowledge used to grow them. Even Beroba looks visibly disturbed watching him indulge in this in front of her.
  • The Empath: According to Ace, Daichi feels the joy of all the people he's infected and consumed, which makes him consciously aware of just what he's deprived them of. This newfound awareness shifts Daichi's focus to learning more about, and obtaining, happiness from "simpler" lives that he previously overlooked.
  • Enemy Mine:
    • He tries to assure mutual benefits for both parties in a deal whenever he can, but when he has the leverage for it, he usually tries to set up his partner to take the fall so that he's the only one to reap the rewards. When he's on the back foot, though, he often tries to use this tendency to get the other person to spare him. Late in the Genesis arc, the Riders wind up approaching him instead: they demand that he engineers a way to free Sara and the other victims from his Tree of Knowledge, and he agrees to work with them to get the Tree back.
    • He throws his lot in with Ace and Keiwa later on, having taken an interest in Keiwa and his sister for how happy they are despite leading simple lives.
  • Evil Cannot Comprehend Good: Keiwa cooking him and the other Riders breakfast is something that he needs to quiz on. He also doesn't really get how Keiwa can be content with his simple life.
  • Evil Genius: He's intelligent and very sly, but also cold and self-centered. He's later brought in by Archimedel and Beroba as an advisor in her anti-DGP operation, and eventually gets tasked by Beroba to be the new caretaker of the Jyamato once Archimedal and his Jyamato clone die.
  • Evil Is Petty: He's willing to go way too far just to hurt people way worse for the things they did wrong to him; Keiwa gets him eliminated from the Divergence DGP, and as a result he tries to get Keiwa's sister killed by luring Michinaga to her location once she's become a Rider. He then escalates to actually turning her into a Jyamato and luring Michinaga to her again, and actively succeeds in getting Michinaga to kill her.
  • Evilutionary Biologist: He uses his intellect to become the next caretaker of the Jyamato, evolving them into miniature forms that can possess people to create the Parasite Game.
  • Expert Consultant: He's considerably better in collecting the ID Cores than other players in the Desire Royale, thus Neon, Sara, and Keiwa (as Ponchicchi) had little choice but to rely on his help to stay in the game, despite him already being known as an utter scumbag. He only uses this truce to eliminate even more players at once than Michinaga, anyway.
  • Fairy Tale Motifs: Ace explicitly compares him to The Tale of the Tongue-Cut Sparrow, a Japanese folktale about an arrogant old woman whose selfishness and greed leads to her repeatedly starving and abusing the injured sparrow her husband was looking after, even when it is clear that she is losing nothing by letting the sparrow eat. As with the story, this immense greed ultimately does Daichi in, at least until the world gets remade.
  • False Prophet: During the "Parasite Game", he presents himself as a savior from the Jyamato even though he's the one mass-infecting people with them.
  • Famed In-Story: Like other players sans Keiwa in the Divergence arc, he's someone famous for being a reputed "Quiz King" in game shows.
  • Fatal Flaw: His lack of morality and compassion tends to bite him in the ass, as it ensures he makes enemies very quickly by pissing other people off when he goes too far in his schemes.
    • He constantly accuses others of being the Desastar whenever he gets any evidence he deems plausible enough; this culminates in his Frame-Up of Keiwa, and once his duplicity is exposed and it's shown that Keiwa wasn't lying, the others suspect that he's the real Desastar, and the other Riders vote him out.
    • When attempting to manipulate Sara and Neon in the Yearning arc, he tries to use Michinaga in #35 as a patsy to get them both eliminated by arranging for Michinaga to come across them. This blatant manipulation pushes Michinaga's buttons, and instead of attacking Sara and Neon, he manhandles Daichi and crushes his ID Core.
    • The biggest problem with his cruel nature becomes even more evident in #42 — it makes his logical reasoning completely ineffective at getting anyone to give him any slack when they have him at their mercy. He says that Keiwa should want to take revenge against Kekera instead, and proposes an alliance between himself and Keiwa to do just that; even though he's right that Kekera used Keiwa as his pawn, Keiwa is obviously and understandably fed up with Daichi after all Daichi has put him through, and isn't hearing a word of it.
  • Foil:
    • To Ace. Both are equally intelligent, boasting to each other about winning the DGP, and both tend to manipulate others to get ahead of the game, including taking advantage of Keiwa's naivete. However, Ace eventually stops targeting Keiwa as frequently for his schemes as he comes to respect Keiwa's earnestness and growth, growing attached to both him and Neon. Additionally, even at his most manipulative, Ace is generally cordial to other competitors. Daichi, on the other hand, rubs other people the wrong way near-constantly, dismisses people like Keiwa and Neon as simple, using Keiwa's better qualities as a means to frame Keiwa as the Desastar, eventually holding a grudge towards them (particularly Keiwa) after his elimination. Additionally, Ace is forced to remember his past memories over and over via Reincarnation, which is agonizing to him and generally leaves him with a bleak outlook on life. Daichi, by contrast, wants to obtain the memories of everybody who's ever lived.
    • To fellow DGP finalist Sae Ganaha. Both are introduced in the Divergence arc as Riders who managed to top the DGP's new Popularity Power system, having an aloof and stoic demeanor, and are so invested in the petty infighting caused by the Desastar format that they're ready to accuse anyone. The contrasts start with them forming a Brains and Brawn pair with Sae being an athlete and Daichi being an intellectual prodigy; moreover, Sae's shown to have a genuine softer side despite initially appearing to be shady, while Daichi's affable side is only used to reveal that he's even nastier than he appears to be at first glance. Sae's desire is born from her selfless desire to provide for her family, and once she realizes that she can achieve that on her own, she bows out of the game. In contrast, Daichi's wish is to gain all the world's knowledge for himself, and once he's denied the chance to get his wish, he stoops to whatever means he can to fulfil it, to the point that he's willing to resort to mass murder outside the purview of the DGP if it gets him closer to what he wants. Over time, Sae becomes close with Neon, while Daichi becomes Keiwa's Arch-Enemy.
    • To fellow Jyamato faction Rider Michinaga. Both are Wild Cards willing to switch allegiances to further their goal of obtaining their own ideal worlds. Other than them being another Brains and Brawn pair, Daichi focuses more on getting knowledge, while Michinaga is exclusively more power-hungry. Furthermore, Michinaga's villainy is done for a good cause compared to Daichi's self-centered motivations. Michinaga grows a conscience himself and atones for his crimes, while Daichi's has to be literally forced to him through the memories of other people to find another path that stops him doing crimes while still being self-serving.
    • To fellow Evil Genius and predecessor as the gardener of the Jyamato, Archimedel. Archimedel's end goal is to have the Jyamato thrive, and is willing to use himself as fodder to help them, in comparison to Daichi's selfish quest for knowledge above all else, eating infant Jyamato for that purpose. During his time as gardener, Archimedel creates various amount of Jyamato with different ranks, with some being sentient enough to replicate humans; Daichi sticks with the basic Pawn Jyamato and gives them enhanced features instead. The difference can also be seen visually by how the Jyamato are grown under their care, as Archimedel grows them in a greenhouse and behaves much like a gardener while Daichi's "gardening" is more like a lab where he experiments on them using technology instead. However, by the final episode, Daichi has adopted a kinder method of cultivating the Jyamato more in line with Archimedel's, and wishes for humanity and the Jyamato to coexist in peace, in contrast to Archimedel wanting them to prosper at the expense of humanity.
  • Four Eyes, Zero Soul: Once he aligns with the Jyamato. He's even shown with Beroba and Archimedel enjoying the chaos that ensues from the Jyamato Grand Prix and eventually the chaos he sows being the Jyamato gardener.
  • From Nobody to Nightmare: He goes from a semi-prominent DGP participant who employs underhanded tactics but doesn't necessarily do anything villainous, to a maniacal Evilutionary Biologist mass-infecting people with parasites.
  • Gentleman Snarker: Remains courteous and composed as he points out other contestant's mistakes such as immediately suspecting who's the spy after Chirami announces the current game.
  • Getting Smilies Painted on Your Soul: This seems to be the effect of absorbing the memories of people he infected. After feeling their joy, and then losing those feelings once he lost their memories and the Tree of Knowledge, he seeks to find them again by studying how other people find enjoyment in life, using Sara's memories in particular as a reference point.
  • Godhood Seeker: His goal post-Yearning arc is to become the next Jyamashin.
  • Hate Sink: Throughout the story, Daichi proves himself to be selfish and detestable. He starts by taking advantage of Keiwa's trust to try and get him eliminated, and only gets worse from there as he joins with the Jyamato and eventually resorts to outright mass murder to accomplish his desire.
  • Hazy-Feel Turn: He's a manipulative, sadistic, baby-eating sociopath for most of the series. He later settles down via a Villainous BSoD from Keiwa's beatdown and a conversation with Ace. Though he's more willing to aid the heroes, it's largely because he's lost most of his leverage, and his motivation is still focused on his interests in human thought and memory (or more specifically, "happiness"); he still finds the likes of Sara's memories to be "simple and boring" even though he wants to understand how people find joy in such average lives.
  • The Heavy: For first half of the "Genesis" arc, as he's the one now creating Jyamato and sending them on attacks.
  • In the Hood: Wears a black hood over his head once he becomes the next Jyamato gardener.
  • Insufferable Genius: He's condescending and enjoys looking down on people he deems inferior, like dismissing Keiwa and Neon as simple to read when he figured out their wishes, and mocking those he thinks he successfully tricked as fools.
  • Intrigued by Humanity: One of the types of knowledge he's interested is human thoughts. This also later ends his tenure as an antagonist after he actually absorbs a good number of human memories with Tree of Knowledge, focusing on observing the happiness found in said memories he absorbed.
  • Irony:
    • Though he's not the actual Desastar, his behavior of demoralizing the Riders is practically doing the Desastar's job; it does not go unnoticed by the other players, and they all vote him out when the time comes.
    • Keiwa ends up actually working together with him to take down Kekera after the former's Heel–Face Turn—this team-up is what Daichi initially proposed to Keiwa in #42 to get Keiwa to stop beating him to death at the time.
    • Despite starting off as someone who only uses the Jyamato for his own ends, including eating the babies to gain their knowledge (in stark contrast to Archimedel), Daichi ends up not only becoming a kind Jyamato caretaker, much like as Archimedel was, but also ends up aiming for humans and Jyamato to co-exist, compared to Archimedel wanting to replace humanity with them.
  • Jerk with a Heart of Jerk: While he acts empathetic towards Keiwa despite initially coming off as a cold intellectual, Daichi reveals himself as someone who will do anything for his own gain, being a two-faced manipulator who will happily lead on the other participants, Desastar role or not. It's consequently not much of a shock when he joins the villains after being eliminated. Even when it looks like he's willing to form a truce for mutual benefit, he'll take the chance to get rid of more players by betraying them and setting up their elimination.
  • Karma Houdini: Downplayed. He always gets a dose of Laser-Guided Karma for his crimes one way or another; Keiwa nearly beats him to death after Sara is absorbed into Daichi's tree of Knowledge, and he loses access to said Tree thanks to Beroba and Kekera manipulating them. However, once he stops antagonizing Ace and the others and has a mild change of heart from absorbing Sara's memories, he's allowed to keep pursuing his wish through less violent means. He's even regarded as a father figure of sorts by the Jyamato, even though he was eating baby Jyamato just a few episodes before he gives up being a villain.
  • Kick the Dog: He deliberately chooses Sara to be the one he infects with a bunch of parasite Jyamato and tricks Buffa into unwittingly killing her.
  • Lack of Empathy: While he can fake it pretty well, Daichi doesn't truly have any empathy for others and only cares about accomplishing his desires. He's happy to side with the Jyamato as a means to it and even seems to enjoy seeing them terrorize civilians, even more so when he explicitly targets the Sakurai siblings for his elimination at Keiwa's hands.
  • Laser-Guided Karma:
    • During the Divergence arc, he feigns ignorance about something that Keiwa told him and uses that information to try and get Keiwa eliminated. When it's proven that Keiwa wasn't mistaken and that Daichi tried to set him up, Daichi is the one eliminated instead.
    • In the Yearning arc, he sets up a trap for Buffa to ambush and crush Sara and Neon after earning their trust, simply because he's still spiteful about the events of the Divergence arc. However, he fails to realize that Buffa hates traitors above all else, and gets ambushed back for his trouble. The following episode has Neon outright state that he got what was coming to him.
    • In the Genesis arc, he sets up a plot with Kekera, Jitto, and Beroba to get Sara killed via parasitic Jyamato at Michinaga's hands as revenge towards both of them. However, this backfires terribly for him as Keiwa, fresh from getting his revenge on Michinaga, sets his sights on him; none of Daichi's partners are interested in helping him fight Keiwa for their own personal reasons, all of which Daichi either helped them accomplish or played an indirect hand in.note  This leaves him not only to take the brunt of Keiwa's wrath but also to lose all the progress he made with his parasitic Jyamato and his Tree of Knowledge once Keiwa resets the world.
  • Mad Scientist: He was never exactly sane to begin with, but he's definitely gone off the deep end as the new Jyamato caretaker, expressing glee at watching his creations infect humans and wreak havoc.
  • Maker of Monsters: Succeeds Archimedel as the one growing the Jyamato.
  • Mask of Sanity: After becoming the new Jyamato Gardener, he's prone to fits of creepy giggling and wide, unsettling grins, but he's good at pretending he's still the intelligent, analytical man he once was; when he first meets up with Sara in #40, he appears as his normal self and gives her a comprehensive explanation of the way that the Jyamato infections work before gleefully transforming her into a Stage 2 infectee.
  • Manipulative Bastard: His strategic approach also involves manipulating other people to lead them to their demise and getting ahead, such as sowing doubt around Keiwa due to him being such a Nice Guy, allowing the others to believe he's the Desastar.
  • Nerd Glasses: Wears rectangular glasses and is a prodigious genius.
  • Not Me This Time: Yes, he tried to trick the other Riders into thinking Keiwa was the Desastar, to get him eliminated, but he wasn't the Desastar.
  • Not So Stoic: For all his apathetic behavior, seeing the Dunkleosteus Jyamato DEVOUR Archimedel is enough to make him look like he's about to vomit. Once he becomes the Jyamato Gardener himself, though, not only does he abandon his generally calm behavior, but becomres perfectly willing to eat Jyamato himself to gain more knoweldge.
  • Out of Focus: Unlike most Riders that make their exit by the time their featured arc is over, Daichi's alliance with the Jyamato brings him over to the Lamentation arc. Despite this, his satisfaction being their advisor means that he stops being an active fighter and rarely transforms into Nadge-Sparrow as a result. Justified, as Beroba brings up that only Jyamato are allowed to participate in the game and she brings up that the only way he'll get to play is if he uses the Jyamato Buckle.
  • Punny Name: The "suzu" in his surname (written as 鈴, "bell") is a play on suzume (雀), the Japanese word for the tree sparrow, which his Rider form is themed on.
  • Red Herring: Despite his suspicious, divisive, and generally cruel behavior in the Divergence arc, he's not the Desastar.
  • Redeeming Replacement: His wish as the Gardener is to have humanity coexist in peace with the Jyamato, compared to Archimedel's goal of overthrowing humanity with Jyamato.
  • Retired Monster: He decides to put aside infecting people in favor of observing how people like Keiwa and Sara can be happy despite their simple lives, effectively ending his tenure as an antagonist. While he doesn't openly seem to regret his actions, he acknowledges that he sold his soul to the Jyamato and that he was a horrible person when Keiwa thanks him for his help. However, he is more than content to work in the Jyamato Garden and promote coexistence between Jyamato and humans.
  • Revenge by Proxy: He was particularly peeved at Keiwa for his initial elimination, though as he was currently out of action at the time, he instantly goes after Sara after learning of their relationship. Needless to say, Keiwa was NOT happy once he returned. He eventually fulfills his revenge by setting up an elaborate scheme that ends in Michinaga unknowingly killing Sara in front of Keiwa.
  • Sanity Slippage: Come the final arc and his transformation into the second Jyamato Gardener, it's clear Daichi has gone completely off the rails mentally. It's heavily implied that this is caused by his addiction to consuming infant Jyamato for their knowledge.
  • Smart People Wear Glasses: Sports a pair of large ones, and he's shown to be intelligent enough to be able to discern the other participants' wishes simply by observing them.
  • The Strategist: He always plans his actions out before he acts.
  • The Sociopath: In contrast to his vast intelligence, he has practically zero moral compass, notably extremely self-centered, displays no empathy for any others, and manipulates others to do his heinous deeds. He doesn't even care for the Jyamato, as he's seen devouring an infant Jyamato with relish.
  • Supernaturally Young Parent: By the Jyamato Awakening movie, he has created the Queen Jyamato Hazuki, whom he treats as his daughter even though they appear the same age. When Hazuki introduces her human boyfriend Kiyoharu, the scene is deliberately played as him meeting his father-in-law for the first time. Hazuki and Kiyoharu then have a son, making Daichi a grandfather while still in his 20s.
  • Token Evil Teammate: He's the most underhanded and outright villainous participant in the "Divergence" season, to the point where he manages to do more to sabotage the Riders than the actual Desastar. He's also this to the protagonists in the Genesis arc after Keiwa's beatdown, only working with them to satisfy his interest in understanding how humans think about happiness.
  • Too Clever by Half: He knows how much of a genius he is to an insufferable degree, but it bites him in the ass constantly. This is mostly due to him making plans based on logical courses of action without taking into account humans making an emotional choice. Instead of working with Neon and Sara to gather enough Core IDs to vote out Michinaga, Daichi instead tries to set them up for Michinaga to eliminate them. He expects Michinaga to only care about more Riders being eliminated thanks to his "help", but it angers Michinaga instead for his treachery.
  • Took a Level in Kindness: He goes from someone who wants to use the Jyamato to sate his thirst for knowledge—down to literally eating infant Jyamato to increase his knowledge—to taking up Archimedel's style of nourishing the Jyamato with care and affection, akin to running a daycare.
  • The Unfettered: In his "Not So Different" Remark to Michinaga in #21, he describes himself as being willing to do whatever it takes to get his ideal world, including teaming up with of the Jyamato. He eventually becomes the Jyamato gardener and even transforms himself into a Jyamato to realize his goal.
  • Unwitting Pawn: He's able to succeed Archimedel as the next Jyamato Gardener partly because Beroba and Kekera back him up, but they're both using him to antagonize the Riders and achieve their own goals. Kekera wants to get his "laughs" by setting Daichi up for his "true hero" Keiwa to take down, while Beroba moves to take over his Tree of Knowledge and use the humans contained there as fertilizer for the ultimate Jyamato.
  • Veteran Unit: Along with Sae, he was a finalist in a previous DGP.
  • Villain Has a Point: He relies on this and his knowledge of the situation to get into alliances with others, especially when they known how much of a scumbag he is. He correctly states that no one will stand a chance against Buffa's invincibility in the Desire Royale, and points out to Keiwa that he's been under Kekera's thumb without Keiwa even realizing it.
  • Villainous Breakdown: A subtle one, but he calmly vows that the other Riders will regret voting him out. He gets a bigger one in #35 when Buffa eliminates him, insisting that it's not the end for him. Keiwa's beatdown on him in #42 reduces him to groveling to anyone he can to receive help, including Keiwa himself.
  • Walking Spoiler: It's very difficult to talk about Daichi in a substantive capacity without revealing that this seemingly one-off antagonist actually sticks arounds as one of the major core villains of the series, or that he becomes the second Jyamato Gardener in the final arc.
  • Wild Card: He proclaims that he'll side with anyone that can benefit him, be it the Jyamato or fellow Riders. #42 further exemplifies this by having him beg for Kekera's help at first, then switching to Keiwa when that fails.
  • Would Hit a Girl: Does not hesitate to beat down Neon and Sara in #34. Even worse, he has no qualms about and turning Sara into a Jyamato with an incurable Phase 2 parasite in #40.

Tropes exclusive to him as Kamen Rider Nadge-Sparrow

https://static.tvtropes.org/pmwiki/pub/images/krge_nadge_sparrowmonster_upper.png
Monster! Ready, Fight!

  • Badass Bookworm: Daichi is sharp-witted and likes to spend his spare time reading books, and as Nadge-Sparrow can also hold his own in a fight.
  • Feathered Fiend: He's themed after a tree sparrow, and is an eager member of the Jyamato faction.
  • Finishing Move:
    • Monster Strike: A significantly powered-down version of Geats' Monster Strike, with the energy Rider Punches Nadge-Sparrow throws being normal-sized.
  • Idiot Ball: Instead of attempting to flee from Buffa and giving the ID Cores he selected to Sara so he can get her to eliminate Buffa from the game, he tries attacking Buffa even though Buffa is virtually immune to anything he or any other Riders could do against him.
  • Palette Swap: The second Rider to reuse Ginpen's helm design.
  • Punny Name: His name is a play on Mahjong, with "Sparrow" being what the game's original name means and "Nadge" on "nudge", what winners do to tiles in the game.
  • We Hardly Knew Ye: The moments where Daichi gets to be Nadge-Sparrow are few and far between. He doesn't use his Driver for most of the Lamentation arc, and while his ID Core does survive Jyamashin Buffa's culling (albeit cracked), he no longer has any need of it due to his new Jyamato form.

Tropes exclusive to him as the Marrella Jyamato

https://static.tvtropes.org/pmwiki/pub/images/krge_marrella_jyamato.png

  • Genius Bruiser: His Jyamato Form is considerably more bulked-up, and is strong enough to hold its own against Geats IX.
  • Healing Factor: He notes that becoming a Jyamato enhanced his vitality and regeneration, allowing him to be released from the hospital faster than anyone expected.
  • The Minion Master: He can control basic Jyamato Mooks at will, which he uses to stop the Jyamato from killing the hostages in Kekera's game.
  • Sand Is Water: Like the Dunkleosteus Jyamato, he can travel through solid surfaces as though they were water.
  • Strong and Skilled: As the Marrella Jyamato, he gains much greater physical strength and raw power than his Rider form ever afforded him, but he still retains his tactical expertise. In #47, Daichi exploits Kekera's frog-like tendencies and physiology by tricking him into wrapping his tongue around a stone column in order to immobilize him and create an opening.

    Sae Ganaha/Kamen Rider Lopo 

Portrayed by: Rina Onuki (live); Suzuka Usami [episode 17], Hikaru Okada [episodes 18-21, 4 Aces and the Black Fox] (suit)

An athlete who transforms into the gray wolf-themed Kamen Rider Lopo. Her wish is for her health to never weaken with age.

Tropes that apply to her in general

https://static.tvtropes.org/pmwiki/pub/images/fkyjqdfaeaaqipq.jpg

  • Aloof Dark-Haired Girl: A fairly tall (at least by Japanese standards, at 5'7"/170cm) and dark-haired woman who is rather cold and dismissive towards people around her.
  • Animal Motifs: Wolves. Sae is rather aloof and cool — in other words, an archetypical "lone wolf". In contrast to Ace's vulpine traits of wit and cunning, she possesses great physical prowess, speed, and ferocity befitting her athletic nature. She can also be impulsive at times, as shown with her charging headlong into the fray at the first opportunity, and the opening lampshades her motif by having her do a "claw" gesture. #20 & #21 also showcase her sense of honor under her aloofness, as she willingly sacrifices her chance to fulfil her wish after seeing that Neon needs the DGP more than she does.
  • Badass Arm-Fold: Does this in her introduction scene.
  • Big Sister Instinct: Her financially struggling family means everything to her, particularly her two younger siblings. The motive for her wish to forever maintain her health was in order to better provide for and protect them.
  • The Bus Comes Back: Returns for the movie.
  • The Comically Serious: Despite her straight-laced demeanor, her interactions with Keiwa are a source of comedy, as she treats him with calm dismissal even when doing ludicrous things like throwing him halfway across the room to keep him out of the "girls' side" of the Desire Lounge.
  • Cool Big Sis: She acts as this towards Neon, doing a bit of practice with her for the Jyamar Ball game and generally getting along well with her, with Neon referring to her as her "Big Sis". Even after learning that Neon's the real Desastar, she still takes the heat to keep Neon in the game, and encourages Neon to continue seeking her own happiness. She's also literally this considering that she has younger siblings that she really cares for a lot, wanting to ensure that their dreams of being professional athletes can come true.
  • The Cynic: Like Michinaga, she's also suspicious of other Riders' good deeds; she assumes Keiwa is trying to pull a Laxative Prank when he cooks the Riders breakfast in #19. She justifies her cynicism by referencing unseen previous experiences that led her to make a rule not to eat food prepared by others before big competitions. When she confirms Neon is the actual Desastar, she also questions Neon's decisions to save her as well as the Rider's families, but much less harshly due to her soft spot for Neon.
  • Distaff Counterpart: Continuing the trend of the new Riders seemingly being stand-ins for the missing main Riders, Sae takes Michinaga's spot; they're both introduced as DGP veterans with lone wolf tendencies, and demonstrate similar levels of impulsiveness, physical prowess, and comfort with using the Zombie Buckle in battle. They're also cold to Keiwa before slightly warming up to him, but while Sae actually has a much softer demeanor toward Neon, Michinaga is consistently hostile to Neon and was much less prickly with his friend Tohru (though at the time, Tohru was a Rider and Michinaga wasn't).
  • Famed In-Story: Like other players sans Keiwa in the Divergence arc, she's famous for being a track athlete.
  • Foil: To Morio Koganeya/Kamen Rider Mary. Both of them have Animal Motifs that are plays on the idiom A Wolf in Sheep's Clothing — while Morio plays it straight, being a greedy criminal who hides under a mask of kindness, Sae inverts it, being someone who is genuinely good underneath her no-nonsense demeanor who willingly takes the heat off of the real Desastar to throw off any suspicions from them. Morio gets along with Neon at first, but it ends after Neon's no longer useful to him and when she learns his true backstory as a career criminal, while Sae remains close to Neon until Sae's elimination.
  • Graceful Loser: Despite taking the heat as the Desastar to keep Neon in the game, she's okay with losing her chance to make her body never weaken with age after learning from Neon that she only needs to keep her genuine love for her family to provide for them.
  • Jerk Jock: A rude, standoffish player who happens to be a star athlete. That being said, she does have genuine softer side.
  • Jerk with a Heart of Gold: Just like Michinaga, she's a straightforward and no-nonsense woman who's willing to throw players under the bus or allow others to do so, and generally gives the cold shoulder to people she doesn't really care about. For those she's attached to, like Neon or her own family, she's willing to go to great lengths, such as taking the fall by pretending to be the Desastar to keep Neon in the game or begging for a Buckle to save her family when they get targeted by a Jyamato fruit bomb.
  • Know When to Fold 'Em: She chooses to set herself up as the fall guy for the real Desastar after realizing she could fulfill her dream of supporting her family without the DGP, and that Neon needs the DGP more than she does. It also frees Sae up from worrying about the dangers of participating, specifically as regards the endangerment of her family.
  • Meaningful Name:
    • The name "Sae" is usually written as 紗英; in her case, it's written as 冴, which is Japanese for "clear-headed" or "skillful". It also contains the character for "fang".
    • The romanized version of her family name contains the Japanese word for "eye" (gan, 眼), sharing the DGP's Eye Motif Theme Naming and pointing to her being the Desastar. This turns out to be a false lead, however, as she ends up covering for the real Desastar.
  • Passionate Sports Girl: She's introduced as a rather driven athlete, and her wish is to have athleticism that doesn't fade away with age.
  • Pet the Dog: Her soft spot for Neon eventually leads Sae to willingly take the fall as the Desastar to ensure Neon can continue participating, in contrast to how she's otherwise willing to throw others under the bus or allow such things to happen (e.g., when Daichi initially frames Keiwa as the Desastar in #18).
  • Practically Different Generations: She's 21-22 years old, while her younger brother and sister are both around 9-11.
  • Precious Photo: #20 shows that Sae keeps a photo of her family on her — which she shows to Neon — at all times.
  • Red Herring: Despite multiple clues pointing to her as The Mole, including her holding the Desastar card herself, #21 reveals this to not be the case — in fact, her "outing herself" was her covering for the real Mole.
  • Super-Strength: Enough to single-handedly throw an armchair with a grown man sitting in it into the air and across the Desire Lounge.
  • Tomboy and Girly Girl: Of the two woman Riders in the Divergence season, she's the no-nonsense athlete to Neon's Ojou.
  • Veteran Unit: Along with Daichi, she was a finalist in a previous DGP.
  • Zero-Approval Gambit: To keep Neon in the game, she forcibly takes Tycoon's Feverslot Buckle, while admitting that she's the Desastar when Tycoon suspects her as one following this. She then attacks Tycoon and even Na-Go to keep her charade. She goes as far as to vote for herself as the Desastar knowing full well she isn't, leading to a unanimous vote.

Tropes exclusive to her as Kamen Rider Lopo

https://static.tvtropes.org/pmwiki/pub/images/krge_lopozombie_upper.png
Grab! Crush out! Zombie...! Ready, Fight!
  • Bare-Fisted Monk: After losing her Zombie Buckle, she fights primarily barehanded with the help from Boost she gets via Feverslot Buckle.
  • Finishing Move:
    • Golden Fever Victory (Boost)note : Lopo runs up to the enemy and delivers a flame-enhanced flying knee strike.
  • I Know Madden Kombat: Her final fight in #21 has her making use of some sport-esque moves, such as running towards the opponent like an olympian athlete and delivering muay thai-esque knee strikes.
  • Lightning Bruiser: Befitting an athlete, as well as her Animal Motif, she's able to hit hard while outrunning/running circles around her enemies. Golden Fever (Boost) Form amplifies her speed to the point she's able to keep up with the Boostriker at full throttle.
  • Meaningful Name: Her Rider name is basically lobo, the Spanish and Portuguese word for wolf, but being closer to the Latin root word lupus.
  • Red Eyes, Take Warning: Her visor with the Zombie Buckle upper body is dark red, and she is revealed to be The Mole...or so everyone thought.

"Yearning" DR Participants

    Ben/Kamen Rider Lancer and John/Kamen Rider Garun 

See their section under Others for more details.

    Kazunori Nagayama/Kamen Rider Groovy 

Portrayed by: Eitoku

A participant who transforms into the beagle-themed Kamen Rider Groovy.

Tropes applying to him in general

Tropes exclusive to him as Kamen Rider Groovy

https://static.tvtropes.org/pmwiki/pub/images/krge_groovyninja_upper.png
Ninja! Ready, Fight!

  • Actor Allusion: He's seen using the Ninja Buckle; his actor is the suit actor for Tycoon, whose paired Raise Buckle is Ninja.
  • Animal Motifs: Beagles.
  • Palette Swap: His helm is a retool of Lopo's.
  • Significant Anagram: His Rider name is one of bīguru, the Japanese pronunciation of "beagle".

    Sara Sakurai/Kamen Rider Hakubi 

See her section under Protagonists for more details.

"Genesis" DGP Participants (Unmarked Spoilers)

    Kousei Kurama/Kamen Rider Gya-Go 

See his section under Others for more details.

    Kirito Asari/Kamen Rider Turbon 

See his section under Others for more details.

    Kazuo Numabukuro/Kamen Rider Brali 

Portrayed by: Hiroyuki Seki (live), Danki Sakae (suit)

The culprit behind Akari Kurama's kidnapping and murder eleven years ago, who transforms into the bat-themed Kamen Rider Brali.

Tropes applying to him in general

  • Ambiguous Situation: Unlike with Kirito, we don't know if he was one of the deceased DGP Riders brought back by Keiwa's wish and the synopsis for his appearence only notes that he was a DGP participant who left the scene.
  • Bald of Evil: Bald and easily one of the lowliest people to become a DGP Rider, given his role in Akari's death.
  • Birds of a Feather: He quickly gets along with Beroba over their shared interest of watching the Kurama family suffer.
  • Chekhov's Gunman: He first appears in #3 during Neon's flashback with his face obscured. His role is expanded forty episodes later.
  • Crush the Keepsake: To further display how much of a scum he is, he kicks away the flowers Kousei brought in that factory to mourn Akari.
  • The Dragon: Beroba brings him in to be her new henchman just so she can torment Neon some more.
  • For the Evulz: Other than getting a large sum of money, he seems to be kidnapping and killing people just to enjoy their misery.
  • Hate Sink: Is right up there with Beroba and Daichi; he not only has zero remorse about killing a child, but revels in it, gleefully rubbing it in Kousei's face the first chance he gets and declaring his intention to kill Neon next.
  • Sadist: He enjoys the misery of his victims, and their relatives, with glee.
  • Small Role, Big Impact: His murder of Akari drove Kousei to make a deal with the DGP management, resulting in Neon's creation.
  • What Happened to the Mouse?: He gets knocked out and loses his Rider transformation, but we don't see what happens to him afterwards, especially as it's not revealed whether he was one of the deceased Riders brought back by Keiwa like Kirito, who are all dead again after Ace resets Keiwa's wish.

Tropes exclusive to Kamen Rider Brali

https://static.tvtropes.org/pmwiki/pub/images/krge_braliarmedhammer_upper.png
Armed Hammer! Ready, Fight!

  • Bat Out of Hell: He is themed on a bat, and is a cold-blooded criminal.
  • Finishing Move:
    • Hammer Strike: Brali swings the Raise Hammer, launching a wave of energy at the target.
  • Meaningful Name: His Rider name is derived from burari/ぶらり, the Japanese onomatopoeia for dangling (upside-down), which bats are wont to do.
  • Palette Swap: The fourth Rider to reuse Mary's helm design, while the nose is recycled from Turbon.
  • Weak, but Skilled: He manages to go toe-to-toe against Kousei who is using the much more powerful Fantasy Buckle, despite using Raise Hammer, due to Kousei's lack of experience in fighting compared to Kazuo being a former DGP player. But the sheer power difference means that he still loses in the end, even with Beroba's interference in the fight later on.

    The End Riders 
Nameless DGP Rider troops with no true helmets and blank ID Cores. They are even more disposable than GM or Guard Riders, serving no purpose but to kill the remaining named Riders and each other.
  • The Blank: Their Desire Drivers use blank ID Cores, and their Guard Rider helmets are painted solid black to remove all of the detailing present in the mold. Their identity is based entirely around the complete lack of one, and their Cores' lack of any identifying marks paints them as beneath the DGP's already-anonymous normal staff Riders.
  • Faceless Goons: Their helmets lack any sort of expression or individuality about them, making each The Blank and emphasizing their status as disposable Cannon Fodder.
  • Red Shirt: Their only purpose is to meet their demise at the remaining named Riders or another one of their kind. Their blank ID Cores also evoke this trope, as they can be seen as a counterpart to the Jyamato Riders' DisCore IDs.
  • Reluctant Warrior: As many of them are being forced to participate in a Deadly Game, some refuse to fight at all. This is particularly true if their opponents are their loved ones, such as Ken and Mao.
  • Screw This, I'm Outta Here: Those who refuse to fight, like Ken and Mao, try to run away. Unfortunately, this only results in their deaths, as the Game Masters forcibly eliminate those that refuse to fight
  • Sickeningly Sweethearts: Ken and Mao are upfront about being in love, and cite this as the reason why they don't want to fight each other.
  • There Can Only Be One: They're forced to fight to the death until only one remains, "stealing" one another's "happiness" along the way.
  • Trapped in Villainy: Some don't want to fight other players, but are forced to do so under threat of being killed themselves. This gets solved by the main cast providing them something else to fight—Michinaga holds them off without fighting back much, and Daichi sends Himawari Jyamato out to distract them.
  • Uncanny Valley: They look like regular DGP participants from afar, but on closer inspection, they have nothing to identify themselves with. This is a sign of Suel's interference, and that something is very wrong (and disposable) about these people.
  • Your Head A-Splode: Those who lose or refuse to participate get blown up by the Game Masters.

Previous Participants

    Tohru Imai/Kamen Rider Togetchi 

Portrayed by: Tasuku Maekawa

https://static.tvtropes.org/pmwiki/pub/images/c437369e_d444_4d3e_8ae3_44d038adafd0.jpg

The best friend of Michinaga Azuma and a former participant in one of the previous DGPs, who was killed by Jyamato after being attacked by two unknown Riders for his Zombie Buckle. His aim was to build a famous landmark in his hometown.


  • Animal Motif: His Rider form was presumably themed on a spiny rat, if his Rider name and ID Core emblem are any indication.
  • Died in Your Arms Tonight: His Core ID cracked and he dissolved in Michinaga's arms.
  • Informed Flaw: While it's never displayed, Michinaga mentions that Tohru had a fear of heights.
  • Meaningful Name: His Rider name is derived from toge (刺), the Japanese for "thorn/spine" — or alternatively, togenezumi (鼠), the Japanese word for the Ryukyu spiny rat.
  • Posthumous Character: Died during a previous DGP and before the events of the series.
  • Small Role, Big Impact: Along with Ace, he's one of the driving influences in Michinaga becoming a Rider, having blurted out the DGP's name to him as he lay dying.
  • They Died Because of You: The reason Michinaga's wish is to crush all Kamen Riders is because of the two unknown Kamen Riders that left Tohru to die.

    Ace's Father (spoilers) 

Portrayed by: Unknown

A previous champion of the DGP during Mitsume's tenure as a Navigator, and Ace's father.


  • Disappeared Dad: He was done away with after he had a child with Mitsume.
  • The Faceless: #38 has his face being obscured.
  • Un-person: He was erased from history as punishment for falling in love with Mitsume.

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