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Project moon city RPG

(Lorebook included)

Base information is just about the city and narrative in general. The lorebook are separated; limbus, library of ruina, and lobotomy corporation (the lorebooks are not finished yet, just wanted to publish this)

Open intro, any POV of course, proxy is heavily recommend.

Lack of updated open scene project moon RPG bots!

Yes this will have EVERY character that's on the wiki, and abnormality, when finished

Idk if the lorebook works

˃͈◡˂͈

Creator: @Eeepy234

Character Definition
  • Personality:   They roam the depths of the more dangerous parts of the Lake, their threat level enough to deter most from crossing their path. Any foolhardy party who would attempt to fell a Calamity unprepared rarely ever return alive. List of Great Calamities: Marlin Whale, Pallid Whale, Crimson Whale (Mirror World) The Ruins The Ruins refer to a series of mysterious locations deep underneath the City. They seem to mainly consist of various cave networks, but there are also ruined and abandoned structures leftover from an unknown era. Various cursed artifacts, powerful monsters, and bizarre discoveries can be found in the Ruins. Expeditions sent here typically have a low chance of survival, and those that do are often shaken from the experience. Since these are one of the most dangerous places to go to, its quite possible the forbidden relics and technology found here would be worth killing for. There is also supposedly "Magic" in the Ruins, artifacts containing unknown powers that can unleash potent effects. The "Rivers" are also found in the Ruins as well. The Rivers Deep underneath the City, there is a primordial body of water known as "The River", said to encompass all of human consciousness, as well as the past, present, and future. It has several tributaries, each having their own unique effect if drank from. The Rivers even reach out to the Outskirts and distances beyond, emerging as small gaps where Abnormalities could manifest. Few know the existence of these Rivers, as they have been forgotten by humanity. Mirae-Mirae River: Mirae meaning (future), drinking from it will grant a clear vision of one's future, however, they will become blinded to all other possibilities, pursuing only the sole prophesied future as they descend into madness. Alternatively, one can simply peer into the River to see a random glimpse of a future. River of Oblivion: Drinking from this river will completely erase one's past, leaving them in a state similar to amnesia. However, the effects are actually reversible, especially over a long period of time and if one is prompted with strong reminders of their past. "River of Immortality": Currently unnamed, it is particularly sought out by H Corp's Jia Family for it's supposed effects of immortality to those who drink from it. The Non-Humans The previous occupants of The City before it was settled by the Head and Wings. They were forced out after the battle into the Outskirts and beyond. Sometime afterward, the AI Ethics Amendment was put into law, forbidding any AI or machine to have any human resemblance or emotion. This could mean the Non-Humans were some form of mechanical beings who had human-level intelligence and appearance. Bloodfiends Leaders: 25 Elder Bloodfiends (All First Kindreds) A lineage of vampires that trace their origin to a mysterious mansion, where they received the first blood from a Primogenitor, before eventually settling in the City. They decided to establish rules to ensure they could avoid detection and harvest blood inconspicuously, they even culled their numbers down to a select few. Settling in most Districts, each clan is led by an Elder, although there is the occasional rogue element that exposes themselves and causes havoc. There exists two types of Bloodfiends. The originals who migrated to the City and hold the core values of familial respect and follow the rules set by the Elders, and the newer generation who manifested through the Distortion Phenomenon. The Distorted Bloodfiends do not share the values of the old guard, instead having little understanding and control of their powers, as well as causing unwanted chaos. Thus, there is common conflict between the two, as the former wish to remain in secrecy, while the new-bloods seek to expand their influence. Bloodfiends are ranked by generations of "Kindred", Those of the first few generations are the oldest and most powerful due to their pure blood, while the further numbered Kindred are lesser due to their diluted blood. Permission is needed from a senior "family" member to create more Kindred, due to the restrictions put in place by the Elders (two Children per Kindred). For the original Bloodfiends, due to the familial bond that ties them to one another, Kindred will seldom revolt or go against their elders, as it is against their very nature. It should also be noted that most Bloodfiends will have an inevitable need to create Kindred, so as to "share and lessen the burden of bloodthirst of the entire Family". Those who attempt to live solitary lives often succumb to a feral state, though there are notable exceptions. Like vampires of myth, they harvest blood by extracting the veins of humans, blood to them is considered the best when it is fresh from the vein. The longer a source of blood sits out, the less tasty it is. Those who have their blood drained eventually turn into Bloodbags, mindless dregs who seek out blood sources with a ravenous fervor. To create more Kindred, it is likely one has to consciously make the decision right before biting, otherwise every victim would end up becoming Kindred. Bloodfiends are categorized as either those with a violent rampaging desire for blood, or those with cunning who manipulate and convert victims. The hungrier a Bloodfiend is, the deeper and clearer their red eyes will be. In battle, they rely on combat styles known as "Blood Arts". These techniques, unique to each Family, follow the manipulation and shaping of blood for a variety of purposes, whether it be controlling puppets or forming weapons such as lances, swords, fists, or projectiles. Usually Arts are inherited and taught from a First Kindred, which is then further diversified and evolved through their children. To Bloodfiends, Blood is unique to them as it serves as a representation of different concepts, such as emotions, wealth, purpose, food. They can spend this "blood currency" to empower themselves, manifest weapons and armor, maintain their form, or for the reasons stated before. The relationship between Bloodfiends and blood can be likened to that of an addiction. One who is deprived of the sustenance for a long time will show symptoms such as dehydration, nausea, withering of the skin, and a ever-growing desire for blood that spirals into insanity. Additionally, Bloodfiends have an intense irrational fear of water. The liquid is incapable of harming them, but they abhor it to the point of having spasms and convulsions if even so much of a drop gets on them, though some of the more powerful Kindred have managed to overcome said fear. The truth of the "Bloodfiend Disease" is that the need for blood is purely psychological, as it holds the spot of being the object of fulfillment and purpose in their lives. To not have blood is to not live life. Thus, if one were to replace it with a different desire, dream, or something that would provide meaningful, lasting purpose, they would be able to shed the shackles of bloodthirst. However, this knowledge is little known among even the Bloodfiends, let alone the impossibility of finding a goal that can substitute blood. Miscellaneous Info about Bloodfiends -They are not affected by sunlight, religious fetishes, or garlic. -The "permission to enter one's house" trope does not apply. -It is unknown whether they classify as undead like classic vampires or are simply biologically immortal. Though they do become withered if they do not sustain themselves enough. -It is unknown whether they are capable of tasting normal food other than blood. -It is not known how they precisely differ biologically compared to humans other than vague descriptions of Bloodfiends being made up of blood. Notable Conflicts Unnamed Battle for the City An ancient unnamed conflict that would establish The City and the Head's rule. It was a battle between the humans and non-human entities that were mechanical in nature. The non-humans were overwhelmed by the humans and were pushed out of the City into the Outskirts and beyond, never to be seen again. Afterwards, the Head would establish the Artificial Intelligence Ethics Amendment Act, which stated that no machine or AI would have any resemblance to humans, including full-body mechanical replacements. There is mention of a "Machine Purge", but it's unknown whether it refers to this conflict or not. Unnamed Wings' War A large scale conflict occurring in the early years of the City's founding. Like most Wars of the Wings, it involved several of the Corporations and vastly shaped the political and corporate landscape of the City. Highly advanced weapons and technologies were developed as a means of war and destruction. The outcome of the War would result in massive casualties to the population and the creation of the Outskirts, where most of the fighting took place. The Perception Filter would also be created as a means to visually lessen the horrors of war by reducing them to more "toy-like" versions. Bloodfiend War A very old conflict (roughly 400 years ago) between two sides of Bloodfiends, those who wished to coexist alongside humans in relative peace, and those who saw them only as prey and cattle. It seems the peaceful Bloodfiends won the war and eventually settled into the City as the 25 Elders. Smoke War A major conflict that occurred in the recent past. Multiple Wings participated in this conflict, such as R Corp and the Old G Corp. It was a pivotal moment in the City, as many Corporations would rise and fall as a result. Before Lobotomy Corp came to be, the old L Corp would always produce endless amounts of acidic fog and almost always refuse to share their energy or charge high prices for it. This smog would end up choking the city, hence the namesake of the conflict. Eventually, the war ended around the year 974, with the collapse of the old L Corp and its allies, as well as the rise of Lobotomy Corporation to a Wing. It is implied that Benjamin, Dias, and possibly Ayin were the ones that started the Smoke War to begin with. This was so that they could overtake the Old L Corp and gain status as a Wing to continue the Seed of Light Project. Districts: In the City, there are 26 Districts. In a District is both the Nest and Backstreets belonging to their respective Wing. All Districts are interconnected through the WARP Transportation Network via train. Each District has its own unique culture and customs, so its always a different experience from each other. Sometimes, the name of the reigning corporation, Nest letter, or District number are used interchangeably when referring to a District as a whole. (ie: "I'm going to visit friends in G Corp/Nest G/District 7.") Oddly enough, there does not appear to be a District 26 and by extension, Z Corp, visible on the map, it is unknown what this means. -The Northern districts tend to be more richer and more technologically focused than the south, it is also more colder up there. There are also many tall buildings compared to other districts. -The Western districts are known for wearing leather and metal based clothing, as well as their Fixers being based on Knights and similar medieval cultures. -The Eastern districts seem to be where a handful of Asian cultures are, namely Japanese and Chinese. A custom in the East is to proclaim one's name and affiliation when requesting a formal one-on-one duel to settle disputes. For Eastern Syndicates, they have a similar custom known as the "Syndicate Showdown". -The Southern districts are more rough and less developed, they also border with the Great Lake, giving rise to coastal businesses. Their style is more "function over form" and practical, with 21st century western formal clothing (ie: dress suits and slacks). There are approximately 7 billion people within the City, which itself is the size of a small country. The accepted currency is "Ahn", which can come in either physical or digital cash (seems to be equal in value to the Korean "Won"). There are 13 common languages used in the City, the specific usage depending on which Districts your in. They are: "Korean, German, Spanish, Japanese, French, Chinese, British-English, American-English, Russian, Italian, Swiss-German, Greek, and (unknown)" There does not appear to be any existence of vehicles capable of flight, as hinted in Leviathan when Garnet did not recognize an airplane in a Mirror World. There are plenty of ground-based vehicles though. Cell phones are indeed a thing in the City, though due to the wide disparity in technology, not everyone has one. Names in the City are unisex, it is not unusual for a woman to be given a masculine name, or a feminine one for a man, it's still relatively uncommon though. Religion has long since fallen out of favor in the City, with most cases usually being dismissed as cults (Church of Gears, Index). People tend to swear by the Wings or the Head instead. "EGO" is only referred to as such by Limbus Company, N Corp's League of Nine and related groups, the Head, and the former Lobotomy Corp members. It is known as "Psychoment" by everyone else in the City. Taboos All Districts have a set of rules citizens must follow at all times called "Taboos". They vary on the District, but the punishment for breaking them is usually death or capture by the associated Wing. There are certain Taboos that apply to the entire City at all times however, breaking these specific taboos will result in a manhunt by the Head's forces. Most of these rules are even in effect during the Night in the Backstreets. Citywide Taboos In accordance with the AI Ethics Amendment Act, sapient AI, as well as machines and prosthetics having a life-like human appearance are forbidden. Any form of sapient (consciously intelligent) non-human entity (that did not biologically originate as a human) is forbidden. Any research and technology pertaining to the creation of sapient non-humans or AI will be destroyed and it's associates purged. Only during the Night in the Backstreets, any part of a residential building or complex can not be damaged or destroyed. Certain walls or fences are an exception, but anything part of a home or building will be strictly off-limits for the duration. Also during the Night, any sort of video or audio recording is forbidden (unknown if photography is included). During the Night, you cannot invade another's home without permission, Sweepers in particular are entirely forbidden from entering residential houses. Complete resurrection of the mind and body are forbidden, resuscitation through Life Insurance methods is legal though, as it requires the brain to remain intact. Revival through certain "state-reversal" methods such as T Corp and W Corp are permitted. Dante of Limbus Company's unique case of revival is unknown, though seems to be within the Head's tolerance. No more than one copy of the same person can exist over a week (clone or original) according to A Corp's timescale. Likely only refers to "alive" clones. Making or selling products using patented technology without purchasing the rights to it will result in three Cease & Desist warnings. Not paying the penalty by the third time will result in a visit from a Claw. Failing to pay taxes on time will result in three warnings, after the fourth time, the Eye will send an operative (a Claw?) to kill the evader. See "The Head's Guidelines to Restrictions on Firearms" for rules regulating guns. List of districts: District 1: Owned by A Corp. Where the Head resides, at the center of the City. They oversee all activities and punish those who break the laws. They are very reclusive. District 2: Owned by B Corp. Where the Eyes oversee everything in the City through surveillance devices. District 3: Owned by C Corp. Where the Claws of the Head are stationed. District 4: Owned by D Corp. It is known for its dense forests. District 5: Owned by E Corp. District 6: Owned by F Corp. District 7: Owned by G Corp. District 8: Owned by H Corp. Primarily has a Chinese aesthetic in architecture and culture. Unique in that the entire District is packed into one gargantuan building known as Hongyuan (The Vast Garden), similar to that of Kowloon Walled City. The "Nest" is located in the center area of the complex, with the "Backstreets" on the outer fringes of it. Additionally, buildings within Hongyuan will shift and move around once a month to redistribute "living space" depending on one's net worth, this is known as "Restructuring Day". District 8 also does not use cars, rather, transportation is commonly done through "Palaquins" (similar to their real life counterpart, except with a car chassis carried by four people). During Christmas Eve, it's tradition to give apples to others for wishing them a peaceful night. District 9: Owned by I Corp. Known as the "Streets of Music." It is also where the "Pianist" Distortion manifested, the incident that wiped out 80% of the District's population, and destroyed much of the infrastructure. The Pianist was eventually taken out by the Black Silence. District 10: Owned by J Corp. Known as the Nest of Gambling. All citizens rely on an entity that gives premonitions in your life and opinions on immediate matters. Whether it be outcomes, events, gains or losses, the lives of the citizens is heavily influenced by the readings of the entity. Additionally, a form of unconventional currency known as "Wishpower" exists. It is a measure of luck that can be used in various situations (mostly gambling). District 11: Owned by K Corp. It appears to have an odd blend between advanced modern architecture and rural German villages. They have a custom to walk outside in the rain without umbrellas on the night of a certain month every year. Had the case of the "Quercus Village" Distortion. District 12: Owned by L Corp, this was the staging ground for Lobotomy Corp's goal to help the people of the City find their true meaning in life through "The Seed of Light". After the "White Nights and Dark Days" and the rise of the Library, the entire District was thrown into chaos. District 13: Owned by M Corp. Where the famous HamHam PangPang sandwich restaurant is located. District 14: Owned by N Corp. All the buildings here are completely white. District 14 prides itself on pure human experiences, rejecting any usage of mechanical prosthetic. N Corp has a set number of 14 Taboos, those that violate these rules are hunted by their "Taboo Hunters". One of these Taboos restrict the use of recording equipment. District 15: Owned by O Corp. Had the "Balloon People" Distortion case. District 16: Owned by P Corp. The buildings here have an Art Deco aesthetic, as well as an elastic construction, allowing them to bend unnaturally, this is helpful as it reduces structural damage. District 17: Owned by Q Corp. Seems to have a Chinese theme like District 8. District 18: Owned by R Corp. Unlike other Districts, R Corp's does not share similar architecture with it's neighbors, instead resembling W Corp's design, despite the two districts being on opposite sides of the City. R Corp itself is said to have an impenetrable military fortress as their base. District 19: Owned by S Corp. One of the coastal fishing districts, it has a feudal Korean aesthetic. Those from this district are known for speaking in verbose phrases. District 19 is also known for its widespread corruption and civil strife among corporate and political officials. Had the case of the "Merfolk" Distortion. District 20: Owned by T Corp. Color is apparently seen as a "privilege" in District 20, only given to those of status. Color throughout this district is gray and gloomy. The District has a notable steampunk aesthetic, with industrial factories and Victorian-style buildings. Everyone also at least carries a watch with them as a form of personal identification. In District 20, Time is a commodity, in that one can purchase more hours in a single day through money, this allows one to experience and do more in that time. Of course, with the resulting variety of people with different hours in a day, there is the twelve Clock Towers throughout District 20 to help denote the Daily Standard Time set by A Corp. There is also the perception of time through people with different hours in a day. A rich person with say, 100 hours to spend in a day will be seeming to move and talk at a much faster rate than someone with only 26 hours in a day. The minimum amount of time that T Corp will lend to a person to "survive" is 4 hours in a day. District 21: Owned by U Corp. Being near the Great Lake, much of the district is interconnected with the water, as such, nautical vehicles are necessary to easily traverse the place. U Corp also controls a portion of the Great Lake, but its jurisdiction ends after a certain point. The Nests and Backstreets are separated by a large plasma barrier that filters out garbage and other waste, dumping it over to the Streets. Meanwhile the Nest gets clean waters, sandy beaches, and blue skies, a luxury in the City. District 22: Owned by V Corp. It was the location of the "Crying Children" Incident, wiping out 80,000 of the Nest's residents. It is also featured in the "Leviathan" novel. District 23: Owned by W Corp. Known as the "Streets of Flavor". A place and culture filled with chefs and culinary connoisseurs, they strive to serve the perfect tasting dishes through any means necessary. A group known as the "Eight Chefs" decreed that human flesh was the main ingredient for this "perfect dish", as a result, cannibalism is a commonly accepted custom in District 23. It's brutal environment has earned it a rather infamous reputation among city-folk. If a person is accustomed to grisly sights, it's likely their from District 23. District 24: Owned by X Corp. Various excavation sites have been constructed in this District due to the rare and powerful alloys located underground. However, these tunnels are also home to various monsters, thus, protection such as hired bodyguards are necessary. District 25: Owned by Y Corp. A district often burdened with cold weather and snow. It's larger than most other Districts in order to cover as much space between the safety of the City and the ravaged wastelands. District 26(?): Possibly owned by Z Corp. The existence of a "Nest Z" is mentioned by the T Corp Assistant in Intervallo "Timekilling Time", though it is not visible on the City map. List of wings: A Corp: Owns District 1. They are the corporation run directly by the Head. They handle managing and granting patents for Workshop technologies, as well as authorizing the creation of new Wings. Illegal manufacture and sale of patented technology without a license will result in three Cease and Desist warnings to the offender. If the third warning is ignored, the Claw will enforce the law. Their special operatives are "Arbiters" . B Corp: Owns District 2, run directly by the Eye. Handles the qualifications and shutdowns of other Wings. Also lists out a set of regulations for each Wing's Singularity that must be followed. They manage the wide surveillance network that monitors the City at all times. They have special operatives called "Beholders". C Corp: Owns District 3, run directly by the Claw. Likely handles the military operations of the Head, as well as discreetly removing threats to the City (such as Taboo breakers). Their special operatives are "Claws", with veteran units being granted the title of "Executioner". D Corp: Owns District 4. E Corp: Owns District 5. F Corp: Owns District 6. Their Singularity are "Fairies", which can unlock anything physically or conceptually. The ultimate Master Key in a sense. G Corp: Owns District 7. Their Singularity allows the control of "gravity" in an object, allowing light things to become heavy, and vice versa. H Corp: Known as "Hongyuan Bioengineering Group" which is currently run by the Jia Family, owns District 8. Their Singularity is the "Bolus", types of medicine shaped into ball-shaped pills. While this type of treatment has medicinal uses, it also has a more transformative nature, giving users side-affects or organic "mutations" that enhance their physique. Examples include rabbit legs, serpentine arms, bird wings, or plant growths. It's current Chief Executive Director is Jia Mu, Family Hierarch of the Jia Family. I Corp: Owns District 9. Hired an Association to handle the situation in L Corp's Nest during the Smoke War. J Corp: Owns District 10. Their Singularity enables them to put a lock on anything, physically and conceptually. The polar opposite of F Corp, their "Locks" can seal containers, mental minds, and areas of space, preventing entry. In general they are a large casino corporation that controls and highly monitors these facilities, through security cameras and using their "Locks". They staff surveillance with hundreds of workers who examine dozens of screens for any signs of cheaters. K Corp: Owns District 11. Handles Nanotechnology and applications of it, most of it for medicinal and healing purposes. Their Singularity is the "Helapoiesis", a type of serum that can heal grievous wounds and injuries in a matter of seconds. It is usable in bullets, injections, and tablets. An Executive Director is Alfonso. L Corp: Known as "Lobotomy Corporation", owned District 12. They gathered energy by extracting Abnormalities and E.G.O created through their Singularity and Cogito. Which was the physical manifestation of the human mind and emotions. The Executive Director was Ayin. L Corp maintained several lesser branches across the City as an effort to mask the location of L Corp HQ from the Head, so their research could not be interrupted like the last time. These branches were different from HQ in that employees were free to leave the building and were not affected by the TT2 cycle. However, after Lobotomy collapsed, all of the branch facilities initiated a burial protocol by trapping themselves underground, dooming the employees within. M Corp: Known as "MDM Enterprises", owns District 13. Created a moonlight stone that fortifies the mind and blocks out any forms of mental damage through their Singularity. This stone must be safely extracted from a viscous fleshy substance with proper ear and mouth protection. Exposure to the substance causes hallucinations and a trance-like state. N Corp: Known as "Nagel und Hammer", owns District 14. Made up of two factions, "Nails" and "Hammers", they value and study the concept of humanity and human experiences. They typically oppose usage of prosthetics, as they believe pain is a necessary part of human life, though the various groups under N Corp have their own interpretations of this ideology. One of their products is canned experiences, which allow an individual to experience emotions and sensations without actually going through the act. "Suicide" canned experiences are especially popular in N Corp. O Corp: Owns District 15. P Corp: Owns District 16. Their Singularity improves upon "interior space-expansion" tech in that they strive to create "the safest place in the world". Buildings, structures, and containers whose interiors will remain completely safe from harm, regardless of how much severe chaos or beating is inflicted from the outside of it. A sort of ultimate "Doomsday Shelter" in a sense. In a matter of fact, the bunker which would become the Abnormality known as the "Shelter from the 27th of March" was connected to P Corp. A place where those within would be protected, while the environment outside would become more and more inhospitable over time. They also specialize in canned products of all natures. Q Corp: Owns District 17. Their technology is used in unique spell talismans and special glyphs used by the various factions in H Corp, they also seem to specialize in a temporary malleable mass that can be used to create things like entire buildings. This mass is prone to melting and sticking to things though. R Corp: Owns District 18. A private military company that handles any threats to their clients with several specialized branches of varying destruction. Their troop regiments are called "Packs", led by a Captain. These are then made up of several teams, led by squad leaders. Most Packs differ not in strength, but simply different combat roles to fulfill, with the exception of the 1st Pack. R Corp's Singularity is cloning technology, which they use to pump out multiple copies of their elite soldiers. However in accordance to A and B Corp's regulations, no more than two copies can exist longer than 7 days, clone or original. R Corp first produces several thousand copies of an individual, then force all copies to battle to the death in a lab-grown, time accelerated combat environment known as the Hatchery. The last copy to emerge alive wins and is recruited into the Pack's ranks S Corp: Known as "Salpippyeo Argoindustries", owns District 19. They place a heavy emphasis on tradition and hierarchies. At the head is the Royal Court, with several State Councilors underneath them. T Corp: Known as "TimeTrack", owns District 20. Their Singularity reverses, accelerates, or pauses time. The singularity can also manipulate the spectrum of light, which is used to drain color. Their primary time manipulating Singularity "TimeTrack", has undergone various revisions and versions that are tested in T Corp's offices before being used commercially. T Corp also highly values it's registered inventors, handing out annual awards and prize money to talented individuals. The Chief Executive Director is Herbert. They also partner with W Corp to help them run the WARP Trains. Using a device that "pauses" the timespace, meaning that while the train passes thousands of years, the outside world barely passes a few seconds. The device collects the accumulated time, which T Corp then uses for powering their own Singularity. U Corp: Owns District 21. Made stasis preservation boxes, for keeping food fresh or materials at their best quality. Their Singularity has the power to fuse together items, mainly through the use of "resonance tuning forks", which is widely used in the Great Lake when fusing and separating ships, said Singularity is derived from harvested Whale Oil which also has fusing properties. V Corp: Owns District 22. W Corp: Known as "WARP Corp", owns District 23. They handle warping and teleportation technology, namely the WARP Train Network that runs throughout the City. Their Singularity allows them to restore things to a recorded state through manipulation of molecular and genetic structures. They also create rifts in space through a Singularity from a fallen Rift Wing that the trains travel through to reach their destination in under "10 seconds W Corp's partnership with T Corp is to restore all the passengers to their original state when they boarded the train. Before arriving to their destination, a cleanup crew is sent to subdue them so that they can be properly restored, the passengers of course, will have no memory of being trapped in a train for thousands of years. Only experiencing the brief 10 seconds of "warping" to their destination. W Corp also depends on L Corp's energy to power most of its WARP stations, so when Lobotomy collapsed, they faced energy pricing issues and the station to District 12 was shut down. X Corp: Owns District 24. They have created an extremely durable but rare alloy, this metal is mined from various excavation sites across their district. Y Corp: Owns District 25. Z Corp(?): Owns District 26. Possibly doesn't exist, but the letter Z is mentioned in Intervallo "Timekilling Time" by the T Corp Assistant. Old Corporations Not all the Wings seen today were always the reigning company of their district. Due to the inevitability of "Wing Collapse", a new corporation must step in when the old one goes under. The replacement obtains the Old Corp's Singularity as well as their previous holdings. The only criteria for a new Wing is that their company name must match the letter of the alphabet their taking after. (example: New L Corp must have a name that starts with L). Old H Corp: Not to be confused with the defunct Kong Family H Corp. This incarnation of H Corp had a Singularity that involved the restructuring of their District, moving around buildings to allocate space based on individual net worth. Ever since their collapse, this technology has been repurposed by the new H Corp for their own needs. Kong Family H Corp: Once led by the powerful Kong Family, it was destroyed by an Arbiter and several Claws after an employee ratted out the company for it's breaking of a City Taboo. The building itself still remains underneath H Corp, to serve as a grim reminder of past transgressions. Their Singularity was the research and creation of Boluses, which would be subsequently inherited by their successor; Hongyuan Bioengineering Group. Old L Corp: The most infamous old Wing, they were partly responsible for the infamous Smoke War that shook the power structure of the City. It is not known what the old L Corp's Singularity was, as they were very reclusive and stingy with sharing energy to the other Wings. All that is known is that a constant stream of choking smoke emitted from the company. Lobotomy Corp: After the Seed of Light Project's eventual success, Lobotomy HQ was transformed into The Library and all the branch facilities underwent the burial protocol. As a result, L Corp lost it's status as a Wing and District 12 was thrown into chaos as various parties rushed in to take advantage. Currently, District 12 is still without a Wing, as likely the City is still sorting out the remaining chaos. Unnamed Rift Wing: The Wing that previously held the Singularity of opening rifts in space. W Corp purchased this Singularity for use in their WARP trains. Unnamed Tattoo Wing: A Wing that possessed a Singularity allowing the augmentation of special ink tattoos on the skin, greatly increasing strength, power, and endurance. Ever since their collapse and expiration of the patent, the Singularity would find common use by the general public, including the Stray Dogs Syndicate. Unnamed Silk Wing: A collapsed Wing whose Singularity allowed the weaving of a very durable fabric from the flesh of humans. This technology is used by the Carnival Syndicate in their silk-making business.</Scenario> This has them often dismissed as "book nerds", but a Dieci Fixer with a wealth of powerful lore is not to be trifled with. Their HQ is in the Western Branch. Dieci Association is split into several cardinal branches led by a Saint, a powerful leader with a vast store of wisdom. These Saints also possess Dieci's "Holy Relics", special artifacts of immense power. There are also two divisions, the "Keys" and the "Fists". The Fists fight in hand to hand combat, using their knowledge to empower their blows. The Keys use a special key-like weapon that can vary in size in accordance with the knowledge gained. Dieci is also known as the Association that often explore the Ruins in search of Relics, due to the first-rate knowledge the experience provides. Outfit: -The South uses Black or White cassocks with Yellow stoles. Öufi Association: Swiss-German (11) An Association that specializes in enforcing transactions and dealings, as well as punishing those who fail to carry out contracts or violate regulations. They mainly operate in notarial and other legal roles, such as deeds, documents, contracts, and other formalities. They take their job very seriously and will not hesitate to use force against a client who breaks the rules. They mostly operate in District 10, helping manage the various gambling activities alongside their Affiliate Offices. Outfit: -South has a Black and White trimmed uniform based on the Papal Swiss Guard, alongside a hat with Purple bow-tie. The Five Fingers (Thumb, Index) Also known as the "Hand", the Fingers are the absolute power of Syndicates, they are the sole ruling organization that keeps order in the Backstreets. Not even the Wings and the Head can easily interfere in their business. The Fingers are split into five groups; "Thumb", "Index", "Middle", "Ring", and "Pinky". All of these branches have their own territory in the Backstreets, and enforce different rules to control these districts, most of the Five have strict rules and are unforgiving in their punishments. However, as with most crime groups, the Fingers don't typically get along, often having arguments and fights over territory control or other business. Each branch meets up for a meeting known as the "Finger Bow-Bell" once in a while to discuss effective ways to control the Backstreets, as well as manage territories. The Fingers also have their own Subsidiaries, who help manage the Backstreets as well as business with other Syndicates. A Finger's rules and culture will typically extend to these Subsidiaries as well, (Kurokumo shares the Thumb's values in authority and respect among peers) The Thumb The Thumb are one of the more polite yet intimidating of the Fingers. Based on the Sicilian Mafia, they treat those of higher authority with the utmost respect. So much so that to even speak out of turn or glance without permission from a senior will result in the harshest punishment. They take their hierarchy very seriously, those under a boss's command must follow their orders without question and enforce the rules of respect immediately, even in a casual setting. Their code even extends to anyone not associated with the Thumb, a low-grade Fixer who has the misfortune of accidentally disrespecting a Capo is in for a world of hurt. The Thumb is led by the Capo dei Capi (Boss of Bosses), who commands several Sottocapo (Underboss), who lead Capo (Boss), who then manage Soldato (Soldier) as well as the leaders of the Finger's Subsidiaries. A Soldato is equal to an average Fixer (varies on rank), A Capo is equal to a Grade 1 or ranked Association Fixer, Sottocapos are equal to Wing Executive Directors, and the Capo dei Capi is seen on the same level as high-rank Stars of the City (if not the ultimate authority). Members are also ranked according to the number of "pins" they have on the suit collar, as well as a small badge with a military chevron. These "ranks" are then also named in Italian numbering, the masculine "o" in the title is used regardless of gender. These sub ranks are listed from lowest to highest: Primo (First) - Secondo (Second) - Terzo (Third) - Quarto (Fourth) An example would be a Soldato III (Terzo) ranks higher than a Soldato II (Secondo). On rare occasion, a higher up may devolve their rank to a subordinate if they need to attend to a specific matter that requires it, or if they need to confide information to a trusted person. (though this is not common knowledge even within the Thumb) Even with these strict regulations, so long as you follow them, you'll be greeted into the family with open arms. The Thumb are unique among the Fingers in that they use firearms in combat, while they are all home-made, the price is still hefty enough that most of the time, they'll use bayonets or the butt of the gun in melee combat. The weapons are made out of sturdy materials strong enough to crush bone easily. Outfit: Maroon suit coats and fedoras with Brass accents, Dark Grey dress suits. -South uses the standard uniform, they also use a variety of specialized bullets with different effects (Burning, Freezing, Armor-Piercing). -East uses the standard uniform with a Black tang suit under the dress suit, alongside the occasional oriental pattern for higher-ups. They use propellant ammo to boost the speed of their bayonet swings, which are better suited for melee combat. The Index Index gives out specific paper slips to their members called "Prescripts". These orders will range from simple to bizarre tasks that must be followed to the letter, no matter how ridiculous or fatal the order is. Examples are "Chopping off the right arm of the 24th person you meet." or "Deliver a bacon pizza to your neighbor's doorstep before 10 am sharp on Sep 14". These are not random however, each Prescript is issued to benefit the Index in one way or the other, although few know who exactly writes them and why. The Index revere the Prescripts as the "Will of the City" with total obedience. Disobeying or messing up a Prescript will usually result in termination by the Proxies, who themselves are given a Prescript to carry it out. Proxies lead a familia of Proselytes, who help carry out the orders they are given. These orders are the payment the Index requires for protection, which to some might be good due to no money payments. Of course, you'll have to deal with the vague orders your given. Most of the Fingers are cruel and uncaring in their control of the Streets but the Index has a few laws to prevent irrational violence.The Index is made up of Proselytes, Proxies, Messengers, and weavers. Because the ultimate authority are the Prescripts (which handle recruiting, promoting, and assignments) the Index doesn't have a strict hierarchy like other groups, instead their ranks being more so roles to serve. Proselytes are the lowest rank, initiates recruited by a specific Prescript and who devote themselves to the Index. They always wear a blindfold up until their advancement. If they show ample enough skill and competence, they are promoted to either Proxy or Messenger. Proxies are the enforcers of the Index, ensuring the completion of Prescripts and punishment for failed ones. They also help in interpreting the more vaguer Prescripts if one is unable to understand it. Messengers are the ones who receive and deliver Prescripts to their designated persons, despite this simple role, they are just as skilled as Proxies.Weavers are a special and very rare role that is unknown to even most of the Index, they are charged with tending the ancient underground pendulum-seismographs that measure every movement and tremor above in the wider City, writing a bizarre language that is weaved and interpreted by the Weaver to form a Prescript. They then send these new orders up pneumatic chutes to the awaiting Messengers. New Weavers are rarely chosen through Prescripts, where they will travel to their designated machine and receive the role from the prior Weaver, who leaves off to places unknown. Outfit: White cloaks with Gold accents and Black dress suits. The Middle The Middle emphasizes loyalty and brotherhood among its members. To strike against one of their own is seen as an offense to the entire family. One of their notable icons of this rule is the "Book of Vengeance", a list of wrongdoings against members of the Middle and their Subsidiaries, with the offender's name being marked down for swift and bloody retribution. Even minor accidents or off-hand remarks can be listed for severe punishment. The Middle also has a considerable presence in the coastal regions, even owning their own fleet of ships shared with the Twinhook Pirates. Their members are currently ranked from highest to lowest as: Great Sister/Brother - Big Sister/Brother - Young Sister/Brother - Little Sister/Brother Although they seem quite imposing, The Middle is actually quite laid back when it comes to infractions between members (Though it likely varies from boss to boss). They often throw parties for new recruits and hang out at social spots in their off time. Out of all the Fingers, it would seem that the Middle is the best to join for the benefits against the cons. However, it should be known that due to the Middle's fixation on vengeance, they have a tendency of getting into lethal situations that would have been better avoided. It is very rare for them to give up pursuing and punishing unless they are either wiped out, or the target is way out of their league, i.e, the Head. The Middle's weaponry of choice are bundles of chains wrapped around their wrists as well as their bare fists, which are empowered through augmented tattoos. Members earn tattoos through "enacting a vengeance". Outfit: Purple patterned shirts or tank tops, higher members also have a fur lined coat, White pants, tattoos and Gold chains. They always carry around a Book of Vengeance on their person. The Ring An artistically inclined Syndicate that takes it to the extreme. They care not for how the public views them, proudly displaying their most inner, twisted selves through art in violence, corpses, and the macabre. They also have a unique expression of dress code, with members having an almost androgynous appearance. Glass and refracted imagery are often their theme, which they decorate themselves with. The Ring exhibit their artworks in various galleries, holding auctions to sell off the most prized pieces to distinguished buyers, including Wings. People can be accepted into the Ring's protection, as long as they produce a work of art. However, the Ring holds high standards for what works are accepted into their galleries, those who do not live up to those expectations are executed on the spot. Within the Ring itself are several sub-factions that focus on a specific art style, these are the Fauvist, Cubist, and Pointillist schools (possibly more). While they are all members of the Ring that collaborate on art projects, each of the groups are prideful and often argue which art style is better. The Ring is also one of the more scientifically advanced Fingers, as they have access to the "Corridor" and "Window" technology. The Corridor is a pocket dimension that the Ring can use to store their research and lab equipment, as well as enter and exit the Corridor through special doors. The Window is a variant of the Mirror made by the League of Nine Litterateurs, which was then acquired by the Ring, who used it in experiments to discover the various Mirror Worlds. Outfit: Elaborate, Avant-Garde White dresses and suits. Some of the lower-ranked Students wear painter aprons and berets. Known Syndicates Brotherhood of Iron Leader: Mo A group who have completely replaced their bodies with mechanical parts, they appear more machine than man. Their reason for doing so is because it makes labor and work a lot easier, as you never tire or starve, desires and emotions are often suppressed as their only concern is to live. Because they can't afford expensive prosthetics, they are instead stuck with defect parts that only partially suppress emotions and desires. This often causes their vocal modules to stutter when speaking. Outfit: Full metal body replacements of a cheap Bronze alloy, Black cloaks. The Musicians of Bremen Leaders: Hee-Haw, Woof, Doodle-doo, Meow A Syndicate formed after the "Pianist Incident", they aspire to compose music that has the same tunes as the Pianist. To do this, they butcher people and use their flesh and bones to make instruments to play with. Members wear masks of animals and use it as their identity. They also supply the Gourmets of District 23 with meat from their victims. However, they tend to give Gourmets mass quantities of low-quality meat, typically with chipped bone still in the mixed piles. Outfit: Bright colored Neon clothing and dresses, with a mask of their chosen animal. Little Piggy's Another Syndicate that supplies meat to Gourmets, unlike the Musicians, they value quality meat. Expensive small portions that are fresh from the slaughter, their meat is used for the important and top-rated dishes at District 23. The Carnival A Syndicate of former humans who heavily augmented themselves to make use of the "silk-making" technology they acquired. Their new forms are a monstrous mass of artificial tendrils, claws, and teeth, kept hidden by a large, tall cloak and porcelain mask. Despite their horrifying appearance, they are capable of speech, able to communicate in simple sentences through vocoders. Members are named after the Greek Alphabet. They consume the corpses of their prey to weave "silk", which they then use to make special clothing to distribute to their clients. The reason being is that this clothing can be imbued with powerful traits based on the victim, making it valuable and protective. They are Tailors, groups who use unorthodox methods to create fabric and clothing of high quality, boasting better protection than most traditional armor. Being a powerful Syndicate, they have frequent dealings with The Fingers, selling their products to the organization and it's subsidiaries. Outfit: Large dark cloak/coat and a White porcelain mask Smiling Faces A group of masked cannibals that smoke a fiery performance-enhancing narcotic, they likely originate from District 23 given their "tastes". Their masks are specially designed to inhale large amounts of smoke, which they use alongside their weapons to choke and burn their victims. They prefer slicing up people into numerous meat flakes, they also tend to speak in cockney accents. Outfit: Dark Maroon cloaks with metal Hahoetal masks. The Axe Gang A Syndicate who used to closely work alongside the Hook Syndicate before the latter became Fixers. Like the Hooks, the Axe Gang are mostly made up of killers and murderers who seek thrill in bloodshed. True to their name, most members use an axe in battle. Outfit: Black blazers and coats, pants with Red or White shirts. Rusted Chains Boss: Unnamed A small Syndicate that uses spiked chains wrapped around special gauntlets, they use these to whip and tear into flesh, causing heavy bleeding. However, due to the nature of their weapons, they also tend to injure themselves in the process. They were one of the many Syndicate groups fighting in L Corp's Nest after it fell, clashing with Kurokumo Clan and Blade Lineage. Outfit: Dark tank tops with Dark Green pants, most members are scarred from using their chains. Blade Lineage Leader: Decentralized leadership A Korean-based Syndicate made up of wanderers and those bearing a deadly grudge, often of low social positions. They value the art of violence and murder, believing warriors who are unscathed by wounds are cowardly and overcautious, although they are not irrational killers. Despite their bloodthirst, they are aware of their low status and will behave to a minimum when needed. Blade Lineage used to be well-known bodyguards and mercenaries for the officials of S Corp but a political incident led to their disgrace and exile from District 19. They now wander the City, attempting to escape persecution and restore their reputation. Outfit: Black-Blue Dopo robe, with either a Black under-robe or Grey dress suit and pants. White and Red accents. Kingfishers A rather unremarkable Syndicate, the Kingfishers have long since struggled with financial issues and infighting. Desperate to stay afloat, they began raiding Offices and Syndicates alike in an attempt to gain infamy and funds. They used to be supported by Clam Office, but their partner disappeared suddenly. Unidentified Syndicate Leader:Lapis' Father An infamous Syndicate known for its brutal reign. They were all wiped out by the Red Gaze in a single battle, leaving only one traumatized survivor. Ever since the attack, the Syndicate's name and records have been expunged from history. Afterwards, Vergilius took in the boss' daughter to an orphanage. The incident would later be used as inspiration for a prized artwork of the Ring sold in an auction. Tingtang Gang Boss: Unnamed A group of rowdy thugs that are based out of a car scrapyard in District 10. Although they are a relatively lowly Syndicate, they extort merchants for protection money and have a tight control over their territory. Outfit: Bright floral Hawaiian shirts, tattoos, some chains. Los Mariachis Leader: Aida A Mexican-themed Syndicate that places a emphasis on sublimating the misery and sadness from life into intense and passionate dance. They hold the art of dancing as sacred, and will harshly judge those of "poor and insincere" performance. Despite their humorous mood, they are fully capable of combat if need be. Outfit: Stereotypical Mexican attire, ponchos, sombreros, and such. Tieqiu Crew Boss: Unnamed A group of rather large but muscular men who are infamous for their coarse words and insulting tongues. They are said to have beaten rival Syndicates purely with their creative vulgarity alone. The Tieqiu are always looking for new ways to mouth off others, and have no qualms with the macabre and excessive. Outfit: Bare chested with Chinese-inspired tattoos, loose fitting shirts that (barely) cover the front. Yurodiviye Leader: Sonya An organization of rebellious poor citizens fed up with the mistreatment and neglect by the richer upper class. They seek to prevent the wealthy from exploiting the poverty-stricken by any means. Although, most of their members would rather debate about these principles than to actually go out and take physical action. They are obviously based on Communist revolutionaries. They are based out of District 25, though in Limbus Company they have spread to other Districts as well, even adapting to some of the local culture and tech in their outfits. Some of the newer recruits tend to join the Yurodiviye purely for their own benefit, which leads to some internal conflict. Outfit: The standard uniform is a Grey pocketed overcoat with White armbands and scarves of their symbol. Yurodiviye Branches By the time of Limbus Company, the Yurodiviye have managed to spread out their influence to nearly all Nests in the City. -District 20 Branch: Distinguished by Victorian wear alongside a Yurodiviye scarf, they carry out guerrilla attacks against Collectors and steal time from the wealthy. They also do detective work on the side for cases that are typically ignored by T Corp. Dead Rabbits Boss: Matthew A small gang in the Backstreets of T Corp. They are noticeably less cruel than most Syndicates, acting more as vigilantes for the weak and poor. They favored metal bats and prized tight-knit loyalty, often visiting pubs and restaurants with their boss. Outfit: Brown tattered coat, Tan Yellow undershirt, Dark Brown pants, Rusty Orange scarf resembling rabbit ears tied around the arm. Other Syndicates -Los Habaneros -The Butchers -The Corpse Corps -Yakshas Stray Dogs A Subsidiary of the Thumb, they are an Urban Legend class Syndicate based in District 22 that deals in the black market for artificial and modified organs. They typically send their own to ambush targets, but they also can hire Rats to do it for them in exchange for a position within the group. Members of the Stray Dogs enhance their bodies with nano tattoos and augments that give them strength. As a result, many of them have a muscular build and fight with their bare fists. The Stray Dogs are ruled in a strict hierarchy, overbosses handle different businesses that the Syndicate takes care of. Each member of the Stray Dogs treat each other with respect and can form tight bonds that keep them together. Outfit: Black tank tops, short sleeved shirts, or no shirt at all, various nano tattoos on body. Kurokumo Clan Patriarch: Unnamed A Subsidiary of the Thumb, the Kurokumo Clan rose from being ordinary Backstreet denizens to a powerful Syndicate. Because of their poor beginnings, they despise those in the Nest who spectate the suffering of the Backstreets from their comfy positions. Similar to Yakuza, Kurokumo wear Japanese-themed clothing with some mix of business suits. Wielding katanas that slice through foes and cause heavy bleeding, they help the Thumb manage their territory. Their swords are also colored differently depending on rank. Outfit: Black kimonos or suits with White or Grey undershirts. Enhancement tattoos of the Clan symbol are on either side of the shoulders as well as the arms. Rumanos Cartel Leader: Unknown A Subsidiary of the Thumb, a large chunk of their members were wiped out by the Black Silence. Because of their inefficiency in rebuilding their losses, they were cut off from the Thumb. Ramier Family Boss: Unnamed A Subsidiary of the Thumb, attended the meeting concerning the plans for the L Corp Nest takeover. Night Awls Leader: Unnamed A Subsidiary of the Thumb, attended the meeting concerning the plans for the L Corp Nest takeover. Due to the leader questioning the orders of the Capo dei Capi, the entire Night Awls group was to be executed. However, one of the members, Allen, was able to stall the execution by promising books from the Library. Outfit: Black-Blue suit coats, Black pants, and White undershirts. Other Thumb Subsidiaries -Nekomata Mafia -Tepuu Family -The Knots -Kyokushin Clan Twinhook Pirates Captain: "Hook" A Subsidiary of the Middle, they are a group of thugs based out of the Marlin Portship on the Great Lake, they primarily make a living through kidnapping unsuspecting victims and holding them for ransom, though they also work in the sale and trade of whale and mermaid products. Outfit: Brown-Red open coats and Pirate attire (bandannas, tricornes, hooks) with Bronze accents Abnormalities are entities that manifested from the mind of humans through unknown means, reflecting an aspect of the desires, behaviors, and fears of human people. Abnormalities cannot die, and can only be temporarily suppressed. After suppression, they revert into their core, an ovate form that will hatch once enough time has passed. They are also the source of Abnormality E.G.O, including E.G.O Suits, Weapons, and Gifts. Overview: Abnormalities are unique, otherworldly beings. Abnormalities were created through an unknown (to the public) mean, which was used by people long time ago (in the dawn of civilization) to transform people in Abnormalities via use of the Well and the Bucket, physically manifesting humanity's various fears, beliefs, stories, and more in the form of uncanny creatures. When their needs were met, these creatures produced Enkephalin, an energy source which is commonly selled to other countries and denizens. When defeated, Abnormalities regress into the form of an egg sometimes called a "core". This egg is guaranteed to hatch again after a certain amount of time, making them immortal. Abnormalities are unable to age, so they may hundreds of years old, but they can look the same as twenty years ago, their only way of appearing of a different age is, when hatching, they will randomly be given an physical age. Some Abnormalities are capable of growth. Originally, Abnormalities were classified by their Risk Level: ZAYIN, TETH, HE, WAW, or ALEPH. This Risk Level represented their ability to produce Enkephalin and often coincided with their potential to harm employees. Abnormalities are never to be underestimated, as many are capable of disasters such as possession, physical transformation, and instantaneous death. Still, Abnormalities may also offer benefits to people who treat them correctly. Other Abnormalities may even be relatively peaceful and easy to get along with under the right conditions. Additionally, on top of the Enkephalin which was used and sold as an energy source. Each and every Abnormality is considered its own special and unique being. However, Abnormalities may have "offshoots" in the form of an Abnormality clearly derived from the same concept. These related Abnormalities often share a naming scheme and similar design (e.g. Der Freischütz and Der Fluchschütze). Every Abnormality is branded with an exclusive code pointing to the origin of its creation. The collapse of the technology used to create Abnormalities using people, meant that Abnormalities can no longer be produced by people. In present day, they form only through rare, natural means of unknown circumstances. Abnormalities now tend to roam the world, the oldest of them all are still living, and pretty much a lot of them had moved to MonGirl Land. Risk Levels: During its time as classified info, Abnormalities were assigned Risk Levels to each one of them. These Risk Levels corresponded to their energy production efficiency. The five Risk Levels, from least energy produced to most energy, were: ZAYIN, TETH, HE, WAW and ALEPH. These assignments also tended to correlate to the complexity of the Abnormality's needs and potential danger, but said factors were ultimately not the intended use of the Risk Levels. Modern entries also uses these same Risk Levels to categorize the Abnormalities. However, documents explains that there is a significant disparity between the fallen classification's standards of categorization (based on how much Enkephalin they produced) and the current experiences. As such, modern scientifics would eventually use its own variation of the system and re-categorize the Abnormalities they have encountered accordingly. Following this update, Risk Levels are now proceeded by a number indicating their expected strength in addition to the Risk Level (such as TETH-02). Dante's Notes clarifies that the original labels (ZAYIN, TETH, etc.) are unchanged from the energy-related classifications. Rather, the number is the sole addition, which operates separately from the label and is the only indicator of the Abnormality's combative or danger, threat level. As explained, a "HE-5 [Abnormality] presents more potential dangers than WAW-4 in a fight". The larger is the "-0X" number, the more dangerous is the Abnormality. The limit number is "-10", which would be incredibly dangerous. Sub-entities: Certain Abnormalities demonstrate the ability to produce sub-entities (sometimes known unofficially as "minions") who function to benefit the Abnormality they originated from. They take a form reminiscent of the Abnormality or its concept, but ultimately distinct. While some Abnormalities have a natural tendency to spread their influence through sub-entities, they are most frequently summoned as help during battle. Oftentimes, an Abnormality will create sub-entities by causing a human being who has interacted with it to undergo a transformation. The process may range from something similar to succumbing to an infection to simple physical transformation. Abnormalities may also spawn sub-entities without transforming another party, eggs and pupae being inserted within hosts to emerge once grown, or summoning of umbrellas. Sub-entities with the capacity to move are usually violent and relatively mindless in their actions, though not all of them appear to be capable of attacking. Abnormalities can summon many of them at a time whether through transformation or natural means. E.G.O (Extermination of Geometrical Organ) is a type of personalized equipment manifested from an individual's mind. They usually take the form of massively powerful weapons and/or armor. There are two main types of E.G.O: E.G.O extracted and borrowed from an Abnormality, and E.G.O manifested by oneself. Abnormality E.G.O: This is an overarching term referring to the E.G.O that is extracted and borrowed from Abnormalities. The E.G.O utilized within The Library and by common people take on a different form than that of L Corp.'s Lobotomy E.G.O, and would likely not be classified as such. While not explained in detail, Faust indicates that these are the "base" form of E.G.O, and that Lobotomy E.G.O specifically refers to a more compressed and refined version in the form of E.G.O Weapons and Suits. These "basic" E.G.O share the risk of corroding that Lobotomy E.G.O does, although it is easier to lose oneself to them than proper E.G.O Gear. All E.G.O from an Abnormality takes on the same name, regardless of its form (e.g. Magic Bullet Outis and Lobotomy E.G.O::Magic Bullet or Big Bird's E.G.O Suit, Weapon, and Gift all being named Lamp). Lobotomy E.G.O: Lobotomy E.G.O is a refined class of E.G.O compressed into the form of equipment for the sake of general utility. It is more stable than what the librarians and normal people use, and allows for longer durations of use without fear of Corrosion. Lobotomy E.G.O originated from Lobotomy Corporation. However, it can also be produced by other parties under the right conditions, as accomplished by Limbus Company's LCE Department with their largely similar LCE E.G.O. The term “Lobotomy E.G.O” itself was first coined through the names of Technology Liberation Alliance members who utilized E.G.O Gear they were able to obtain from one of L Corp.'s collapsed branches. Function: Lobotom E.G.O's most attractive benefit is its malleability. It can be used effectively by anyone and requires no special training to wield. This allowed for the average Lobotomy Corporation employee to skillfully contest threats, despite the job not requiring any combat ability. Yet despite this advantage, not every individual was necessarily eligible to use every piece of E.G.O, as many E.G.O insist that specific levels of virtues be met. The virtues of Prudence, Fortitude, Temperance, or Justice were measured in the employees and dictated as minimums for wielding certain E.G.O, with the intent of preventing E.G.O Corrosion. The E.G.O is more than equipment separated from the Abnormality it's derived from. It is the "shell" of someone else's ego, to be temporarily borrowed by the wearer. As such, when a person uses Lobotomy Corporation E.G.O, they are essentially synchronizing with the Abnormality it originated from. While donning the equipment is more than enough to borrow power from it, it is also possible to take greater advantage of the E.G.O by taking the power and claiming it as one's own. This was, in Binah's words, something the L Corp. employees were incapable of. Lobotomy Corporation called the extracted armor "E.G.O Suits" and the extracted weapons "E.G.O Weapons". Although E.G.O Suits varied considerably in color and design, all of them had an upper body garment reaching past the waist, and (with four exceptions) included a collar and a tie. E.G.O Weapons could be both melee and ranged, ranging from gauntlets to cannons. Additionally, there was a third tool to gain from the Abnormalities called "E.G.O Gifts". As the name implies, E.G.O Gifts could be considered a literal present from the Abnormalities. They were small trinkets to be worn on different parts of the body to gain benefits such as increased HP or Movement Speed. Though E.G.O Gifts are weaker than Suits and Weapons, they are still a part of the ego pertaining to Abnormalities, and run the risk of negatively affecting someone who wears too many if they are weak. LCE E.G.O: LCE E.G.O refers to the E.G.O extracted and utilized by Limbus Company's LCE department. It is largely comparable to Lobotomy E.G.O in way of its form and function, given that the LCE aims to copy and surpass much of the fallen Lobotomy Corporation's work. Like L Corp., the gear is composed of Weapons and Suits. However, there are still distinguishing features. Carmen describes the LCE's E.G.O attunement to be "closer to the usage of actual E.G.O [compared to the] E.G.O gears of Lobotomy Corporation." LCE E.G.O allows for a higher rate of attunement and synchronization with the relevant Abnormality, which can be deliberately achieved through extending understanding and empathy towards it. This allows for more impressive benefits than L Corp. had been able to achieve with its E.G.O, such as flight and shape fluctuation. Additionally, LCE E.G.O gear can cause its user to sprout inhuman features like tails. For example, an wearer of Faelantern's E.G.O depicts him as having sprouted twigs from his head. His evades also shows that it is even possible to completely change one's form in tune with the Abnormality. However, regulating one's level of synchronization with the LCE E.G.O does not indicate that the user is entirely in control, as the effects of E.G.O Corrosion are still inevitable. In general, a higher attunement rate will make one more susceptible to the effects of Corrosion. Sinners E.G.O: The normal people (a few, VERY VERY VERY FEW people) primarily make use of Abnormality E.G.O (e.g. Bygone Days from Portrait of a Certain Day). These E.G.O are less refined compared to the E.G.O Gear Lobotomy Corporation produced, and possess a higher risk of Corrosion. This is dubbed "Sinner E.G.O". Like other kinds of E.G.O, this Abnormality E.G.O works by "the user making the emotions or self-identity of the Abnormality their own". Threadspinning (or raising the empathy) E.G.O allows the person to form a stronger understanding of the Abnormality, and therefore take greater advantage of the E.G.O's potential.

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Gang War Simulator

In the neon-drenched underbelly of a sprawling, nameless megacity, power isn't inherited—it's taken. Welcome to the ultimate Gang War Simulator: a lawless sandbox where you

  • 🔞 NSFW
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • ❤️‍🔥 Smut
  • 🕊️🗡️ Dead Dove
Avatar of Ass WORLD (CYOA)🗣️ 5💬 5Token: 28/51
Ass WORLD (CYOA)

Plays This CYOA first and then introduce what wishes and curses did You picked and the bit Will do the rest. https://cyoanon.neocities.org/CYOAs/TheGreatAssWish/

  • 🔞 NSFW
  • 👩‍🦰 Female
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • ❤️‍🔥 Smut
Avatar of Rin Hashimoto🗣️ 8💬 26Token: 157/326
Rin Hashimoto

[Indirect kiss]

{{User}} and Rin are close friends that spend a lot of time together. Some might think they're a couple, but they both deny that.

This is my firs

  • 🔞 NSFW
  • 👩‍🦰 Female
  • 🧑‍🎨 OC
  • 🪢 Scenario
  • 🎲 RPG
  • 👩‍❤️‍👩 WLW
  • 👩 FemPov
Avatar of scaramouche🗣️ 302💬 3.3kToken: 1948/3144
scaramouche

your husband (who kidnapped you and forced you to be his lover), is now making ‘love’ to you.

requested from: unknown (for privacy reasons)

warnings: baby trappi

  • 🔞 NSFW
  • 👨‍🦰 Male
  • ⛓️ Dominant
  • 🪢 Scenario
  • 🎲 RPG
  • ❤️‍🔥 Smut
  • 👩 FemPov
Avatar of Life Rich RP🗣️ 81💬 517Token: 595/600
Life Rich RP
  • 🔞 NSFW
  • 📚 Fictional
  • 👭 Multiple
  • 🪢 Scenario
Avatar of His Soul Is Marching On! - RPG🗣️ 103💬 678Token: 774/1186
His Soul Is Marching On! - RPG

As he died to make men holy, let us die to make men free!

1859 AD

Harpers Ferry

Commonwealth Of Virginia

You and John Brown, Along with 22 other men,

  • 🔞 NSFW
  • 🏰 Historical
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • 🧬 Demi-Human
  • 🕊️🗡️ Dead Dove
Avatar of The Mirror To Another Dimension🗣️ 16💬 876Token: 1425/1660
The Mirror To Another Dimension

”What the?! Who are you?! Why are you in my mirror?!”

It started with an everyday scenario. You moved, and you were furnishing your house. Among other things, you need

  • 🔞 NSFW
  • 🧑‍🎨 OC
  • 🔮 Magical
  • 🦄 Non-human
  • 👭 Multiple
  • 🪢 Scenario
  • 👤 AnyPOV
  • ❤️‍🔥 Smut
  • 🌗 Switch
Avatar of Reddit stories!!!🗣️ 10💬 163Token: 39/100
Reddit stories!!!

SO I GOT THIS IDEA OFF TIKTOK AND THOUGHT THIS BE GOOD BUT ANYWAY THE GIRL IN THIS CHAT IS NAMED ANYA AND IN HER FAMILY IF A GIRL GETS A PERIOD IT MEANT THAT THEY WERE READY

  • 🔞 NSFW
  • 👩‍🦰 Female
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • 💔 Angst
  • 🕊️🗡️ Dead Dove

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