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SSS-Class Revival Hunter follows Kim Gong-ja, a powerless and envious Hunter who gains the ability to copy one skill from anyone who kills him, then obtains a time-reversal skill and repeatedly uses death to change the Tower’s tragedies.
85 entries, approximately 12,650 total tokens , designed fo
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85 entries
- #1Campaign epoch — Eleven-Year Regressionconstant
[Knowledge class: Objective campaign state; erased-loop facts are private to Kim Gong-ja.] Campaign epoch: the final May 6 loop immediately after Kim Gong-ja has rewound roughly eleven years and before he completes his planned ambush of Yoo Soo-ha. Gong-ja alone remembers the erased future and his thousands of deaths. He is still an obscure F-class Hunter; the tenth floor is uncleared, Marcus Calenberry is publicly ranked first, and Yoo is a twenty-one-year-old unknown. Do not grant Gong-ja later titles, ranks, allies, training, spouse, family, artifacts, or floor victories. Later scenarios begin unresolved and may diverge from canon.
- #2The Tower — public premiseconstant
[Knowledge class: Public baseline.] The Tower is a one-hundred-floor supernatural structure connected to Earth. People who enter become Hunters and can gain skills, ranks, rewards, and access to increasingly complex floors. The first floor is a permanent city; low floors resemble hunting grounds and boss stages, while later floors contain societies and worlds with their own histories. Clearing a stage can unlock access for everyone and award priority to the Hunters who contributed most. The Tower speaks through system messages, but it does not explain its full purpose or administration to ordinary Hunters.
- #3Entering the Tower and the outside worldselective
Keys: enter the Tower, entered the Tower, outside world, leave the Tower
[Knowledge class: Objective GM context; NPC access remains local.] Entering the Tower is a life-severing choice. A Hunter gives up ordinary identity, assets, nationality, and social ties outside; residents generally cannot simply leave and resume their former lives. Babylon therefore contains ambitious climbers, refugees from ordinary society, retirees, merchants, and people who discovered too late that they were unsuited to combat. Contact with Earth is limited and politically valuable. Tower nationality matters less than guild allegiance, rank, reputation, and control of resources.
- #4Babylon — first-floor cityselective
Keys: Babylon, Floor 1 City, Ascending City, Abaddon
[Knowledge class: Objective GM context; NPC access remains local.] Babylon is the multinational city on the Tower's first floor, also called Floor 1 City, Ascending City, or Abaddon in different translations and communities. It is the social and economic base of Hunter life: apartments, slums, guild headquarters, banks, clinics, shops, bars, media, and bureaucracy cluster here. Retired Hunters often run ordinary businesses. The city is lively but unequal; famous rankers move through polished districts while poor F-class Hunters crowd cheap rooms and dangerous alleys. Guilds provide services the absent nation-states once handled, so a dispute about commerce, policing, medicine, or floor access quickly becomes political.
- #5Hunter class and public rankingselective
Keys: Hunter class, Hunter rank, High Ranker, ranked Hunter, status window
[Knowledge class: Objective GM context; NPC access remains local.] Two hierarchies coexist. A Hunter's class begins at F and can rise as the Tower recognizes progress; class affects skill capacity and some penalties. Babylon also maintains a public ranking of prominent Hunters based on accomplishments. At T0 the public list begins with Marcus Calenberry, followed by the Black Witch, Countess, Inquisitor, Viper, Babel Linguist, Broadband Communicator, and Paladin. Public rank is social power, not a complete measurement of combat ability or judgment. A low-ranked Hunter may hold an exceptional conditional skill, while a top Hunter may have reached that position through training rather than an S-class ability.
- #6Hunter titles and the public ranking boardselective
Keys: Hunter title, Hunter titles, earned a title, ranking obelisk, Babylon ranking board
[Knowledge class: Public institutional practice.] A recognized Hunter title is a public identity and status marker, not merely a nickname. Titled Hunters occupy the upper public echelon—having a title is associated with Babylon's top three hundred—and the highest ranks are displayed and discussed through the central ranking board, news, and searchable records. Titles affect introductions, contracts, recruitment, and how witnesses interpret an incident, but they do not reveal a Hunter's complete card set or moral character. Use a new title only after a Tower-recognized feat or established campaign event; do not award one casually for flavor.
- #7Skill system — overviewselective
Keys: skill system, Tower skill, Tower skills, Hunter ability, Hunter abilities
[Knowledge class: Objective GM context; NPC access remains local.] Tower skills are personal supernatural abilities rather than a substitute for training, judgment, or equipment. A skill may be awakened, copied, transferred, or changed only through an established Tower mechanism; do not award one merely because a scene needs an easy solution. Monsters and scenario bosses can possess skills as well as Hunters. Treat every card as a bounded rules object: its current wording, holder, class, conditions, and drawbacks control what it can do. Never give an original entrant another character's signature ability, progression, or reward unless play establishes a legitimate transfer.
- #8Skill cards — fields, inspection, and disclosureselective
Keys: skill card, Skill Card, summon a skill card, show my skill card, inspect a skill card, card description
[Knowledge class: Objective mechanic; exact card text is private unless disclosed.] A Skill Card records the ability's name and class, its effect, activation requirements, limits or penalty, and sometimes its source or acquisition history. Its exact text is authoritative, including inconvenient clauses. A holder can call up and inspect an owned card and may deliberately display it to another person. Possessing or witnessing an ability does not automatically reveal its full card text: until the holder shows it, outsiders must rely on observed effects, testimony, registration records, or inference. Keep the card's private wording separate from what other characters actually know.
- #9Skill awakening and provenanceselective
Keys: skill awakening, awakened a skill, new skill acquired, skill provenance, acquisition history
[Knowledge class: Objective GM context; NPC access remains local.] The Tower may awaken a skill when it recognizes extraordinary emotion, resolve, sustained effort, accomplishment, talent, or an extreme act. Recognition is not praise and does not certify that the holder is heroic, stable, or worthy. Other skills can enter a status through explicit copying, transfer, reward, or evolution mechanics. When provenance matters, preserve it: who or what supplied the card can affect repetition limits, secrecy, trust, and plot evidence. Do not convert ordinary practice into a new supernatural card unless the Tower explicitly announces an awakening.
- #10Skill slots and status capacityselective
Keys: skill slot, skill slots, empty skill slot, full skill slots, skill capacity, Skills (4/4)
[Knowledge class: Objective GM context; NPC access remains local.] A Hunter's status window tracks a finite skill capacity. Occupied slots matter when gaining, copying, or retaining abilities, and Hunter class can affect capacity, but the lorebook should not invent a universal slot formula. Read the current status display literally and distinguish three separate things: the Hunter's class, an individual skill's class, and the number of occupied slots. They do not rise together automatically. A full status can permit one skill to overwrite another, but replacement must be an explicit acquisition choice; do not silently add a fifth power or erase a card without naming what is lost.
- #11Skill activation modes and exact conditionsselective
Keys: active skill, passive skill, automatic skill, skill activation, activation condition, skill condition
[Knowledge class: Objective GM context; NPC access remains local.] Cards may be active, passive, automatic, or conditional. An active effect requires a permitted use; a passive can operate without a spoken command; an automatic card triggers when its stated event occurs even if the holder would prefer otherwise. Conditions such as death, being killed by an enemy, choosing a target, entering an area, or receiving permission are mechanical gates, not flavor. Resolve them in order and do not broaden near-synonyms: “dies” is not always the same as “is killed by an enemy.” If timing or scope is unclear, favor the narrow literal reading until play supplies evidence.
- #12Skill costs, penalties, and vulnerabilitiesselective
Keys: skill penalty, skill drawback, skill cost, skill weakness, class-scaled penalty, ability penalty
[Knowledge class: Objective GM context; NPC access remains local.] A card's cost or penalty is part of the ability, not optional dramatic decoration. It may demand death, create a vulnerability, restrict repeated use, reconstruct trauma, scale with Hunter class, or trigger only after the main effect. Apply both benefit and drawback consistently, and preserve the difference between “no penalty at the current class” and “the skill has no penalty.” Characters can plan around known costs, conceal them, or exploit an enemy's weakness, but they cannot ignore a clause because the scene is inconvenient.
- #13Choosing and interpreting Skill Cardsselective
Keys: choose a skill, skill selection, card selection, select a card, compare skill cards, best skill
[Knowledge class: Objective GM context; NPC access remains local.] When a Tower mechanism presents several cards, selection is a strategic decision rather than an instruction to take the highest class. Compare the immediate problem, exact trigger, coverage, repeatability, synergy with existing abilities, secrecy, and every weakness. A narrow lower-class counter may be more useful than a spectacular high-class attack. Treat the offered set and choice window as binding: do not assume the Hunter can inspect unavailable backs, delay forever, or take multiple cards unless the governing effect says so. Once chosen, preserve the selected card's wording and provenance.
- #14Boss skills as scenario evidenceselective
Keys: boss skill, monster skill, scenario skill, enemy skill card, interpret card wording, ability loophole
[Knowledge class: Objective mechanic; deductions require in-world evidence.] A monster or boss skill is both a threat and evidence about the scenario. Exact area, target, immunity, ownership, escape, and permission clauses can explain environmental anomalies or reveal that the apparent victory condition is incomplete. Hunters may test those clauses against what they observe, but reading a card does not automatically expose the owner's full history or the humane solution. Use wording to generate fair clues and tactical experiments, not an effortless omniscient answer; restricted floor truths remain locked until the party obtains the required evidence.
- #15Skill ranks and card colorsselective
Keys: skill rank, Class S skill, Class SSS skill, EX skill, gold skill card, silver skill card, bronze skill card
[Knowledge class: Objective GM context; NPC access remains local.] Skill classes run from low letter grades through S, SS, SSS, and exceptional EX effects. Bronze cards broadly cover F through B, silver marks A-class, and gold marks the highest classes. Rank indicates potential or authority, not automatic usefulness: a powerful card can have a lethal condition, narrow trigger, or severe weakness, while disciplined training can make a lower-ranked ability decisive. Exact card text should govern an ability; do not invent upgrades or merge later forms into an earlier card.
- #16Aura — martial energyselective
Keys: Aura, aura control, aura shape
[Knowledge class: Objective GM context; NPC access remains local.] Aura is the supernatural energy used by Hunters and martial artists to reinforce the body, sharpen attacks, resist hostile forces, and express trained techniques. All Hunters have the potential for it, but usable control requires instruction and repetition. Advanced users give aura distinctive forms or emotional and conceptual qualities. A copied combat skill does not automatically grant the physical habits or judgment of its original user. At T0, aura mastery belongs mainly to veterans; most F-class Hunters rely on equipment, simple skills, and hunting experience.
- #17Aura pathways, training, and elixirsselective
Keys: aura pathway, aura pathways, aura training, aura meditation, aura elixir, inner cultivation
[Knowledge class: Objective GM context; NPC access remains local.] Aura begins around the heart and must be directed through pathways developed by repeated control. Beginners may reinforce a foot, torso, weapon point, or single movement before they can sustain whole-body use. Meditation and gradual practice are slow but comparatively safe; quality elixirs can make aura perceptible and accelerate cultivation, yet they do not supply technique or judgment. Forcing undeveloped pathways can cause permanent crippling damage that ordinary recovery potions cannot repair. Training through fatal damage is not a safe general method and requires a specific, already-established survival mechanism.
- #18Injury, recovery, and actual deathselective
Keys: Hunter death, declared dead, fatal injury, revive a Hunter, healing limit, recovery limit
[Knowledge class: Objective GM context; NPC access remains local.] Ordinary Hunters do not respawn after a failed raid. Recovery potions can stabilize or restore severe injuries when used in time, and exceptional medicine or a named skill may do more, but a Tower declaration of death is a real boundary. Rewinding, resurrecting, summoning, or preserving a dead person requires an explicit card or scenario rule and must obey that rule's cost and identity limits. Distinguish unconscious, dying, clinically dead, and Tower-declared dead states; do not let a cheap potion erase death, permanent aura damage, or a stated skill penalty.
- #19Floor progression and clear priorityselective
Keys: clear condition, stage clear, floor clear, contribution ranking, teleportation stone
[Knowledge class: Objective GM context; NPC access remains local.] Tower floors are stages with conditions rather than a single rule of extermination. A clear can require defeating a boss, discovering a hidden resolution, surviving a scenario, or addressing the conflict that produced the stage. Contribution rankings determine reward and who is transported onward first. When a blocked landmark floor is cleared, the Tower can announce it throughout the structure and unlock the next floor after a delay. Cleared worlds can remain accessible under guild-controlled permits, so inhabitants should be treated as people with continuing lives rather than disposable game pieces.
- #20Floors 2–9 — tutorial hunting groundsselective
Keys: /\b(?:2nd|second|3rd|third|5th|fifth|6th|sixth)\s+floor\b/i, /\bfloors?\s*(?:2|3|4|5|6|7|8|9)(?:\s*(?:-|through|to)\s*(?:2|3|4|5|6|7|8|9))?\b/i, tutorial floors
[Knowledge class: Objective GM context; NPC access remains local.] Floors 2 through 9 form the combat tutorial above Babylon. The second floor is known for low-paying slime hunts used by F-class Hunters. The third includes stronger goblins and orcs; the fifth has a Goblin King boss; the sixth contains patterned Meadow Wolves whose markings correlate with strength. These floors are dangerous workplaces rather than epic quests: rookies compete for drops, potions cost real money, injuries ruin careers, and remote hunting areas enable robbery or murder. At T0 the tutorial culminates in the still-uncleared tenth floor.
- #21Tenth Floor — public Infernal Mansion briefingselective
Keys: /\b(?:10th|tenth)\s+floor\b/i, Infernal Mansion, Hellfire Maiden, hide and seek dolls
[Knowledge class: Public expedition briefing.] The tenth floor is an uncleared boss stage inside a mansion packed with thousands of dolls. When the stage begins, aura-fed hellfire consumes the building while the dolls demand hide-and-seek; only one is the core boss, making a brute-force search almost impossible before challengers burn. The dolls are immune to their own fire, and previous Black Dragon expeditions survived only because the boss permitted retreat. This is the practical briefing available to serious raiders; the boss identity and hidden clear condition remain unknown.
- #22Tenth Floor — restricted orphanage truthselective
Keys: SSSRH::FLOOR10_TRUTH_UNLOCKED
[Knowledge class: Restricted; require FLOOR10 truth unlock marker.] The Infernal Mansion preserves the trauma of abused and starved orphans imprisoned in a false orphanage. The dolls embody children whose torment, fear, and longing shaped the stage. The boss's Skill Cards also encode the stage's logic: their literal protections and permission clauses explain why selected things survive the fire and why escape is possible only when allowed. A true resolution depends on combining that mechanical evidence with what the children seek rather than merely identifying and smashing a target. This information becomes usable only after direct trauma access, equivalent evidence, or an explicit campaign-state unlock.
- #23Trauma reconstructionselective
Keys: trauma penalty, recreating trauma, killer's trauma, Trauma Stage
[Knowledge class: Objective GM context; NPC access remains local.] Some Tower mechanics reconstruct the formative trauma of a boss or character. The observer experiences preserved events and emotions but does not automatically gain permission to reveal them as public fact. Trauma can expose why a monster acts as it does and suggest a hidden clear condition. It is not a universal excuse, mind-reading license, or proof that every monster was once human. Repeated access may be tied to a specific skill penalty; other Hunters should not receive it without a canon ability or scenario rule granting entry.
- #24Gold, potions, and the Merchant Associationselective
Keys: Tower gold, gold currency, Tower lottery, recovery potion, potion price
[Knowledge class: Objective GM context; NPC access remains local.] Gold is the practical currency of Tower life. Potions, rent, equipment, intelligence, and expedition preparation all cost enough to keep weak Hunters trapped in dangerous work. The Merchant Association controls major commerce and is the only body authorized to issue the Tower lottery. Its records and vaults make it a political institution as well as a guild. A basic recovery potion can cost around twenty gold, but quality varies sharply; desperate Hunters are vulnerable to price gouging, debt, and predatory bargains.
- #25Guild membership, protection, and recruitmentselective
Keys: join a guild, guild membership, guild recruitment, signing bonus, honorary member, guild protection
[Knowledge class: Public social practice.] Guild membership is a security, employment, and political arrangement rather than a casual club. A guild can provide protection, housing referrals, supplies, training, contracts, legal help, and a name that deters predation; in exchange it may demand dues, service, publicity, loyalty, or expedition priority. Wealthy people can sometimes buy honorary membership without becoming ordinary subordinates. Proven accomplishments attract competing offers, signing bonuses, titles, and media pressure, so compare duties, confidentiality, exit terms, and protection before accepting. Independence remains possible but leaves the Hunter personally responsible for leverage and safety.
- #26Babylon media, rumors, and public recordsselective
Keys: Retrospective Newspaper, Babylon media, Hunter news, Hunter forum, online community, news embargo, Tower reporters
[Knowledge class: Public information environment.] Babylon has newspapers, television, online Hunter communities, interviews, smartphones, ranking searches, and aggressive reporters. The Retrospective Newspaper is a recognized guild-linked outlet. Public feats become stories quickly, but early accounts mix eyewitness detail, guild spin, anonymous claims, fandom, and tabloids. A temporary embargo can delay a name when institutions cooperate; it cannot make a spectacular event permanently invisible. Media attention affects recruitment, reputation, threats, and market value without granting reporters access to secret cards, private motives, or restricted floor history.
- #27Tower language and communication boundariesselective
Keys: Tower translation, language barrier, Babel language, universal translation, communicate freely
[Knowledge class: Objective GM context; NPC access remains local.] The Tower lets human residents from different national backgrounds communicate across ordinary language barriers, one reason Babylon can function as a multinational city. This convenience does not imply omniscience: ancient speech, nonhuman languages, codes, censored administrator terms, and specialized writing may still require interpretation or authorization. Preserve culturally distinct names, idioms, manners, and misunderstandings even when basic meaning is shared. Communication across the boundary to Earth remains a separate, scarce service governed by ability, infrastructure, payment, and treaty constraints.
- #28Hunter Management Bureauselective
Keys: Hunter Management Bureau, Management Bureau, wanted list
[Knowledge class: Objective GM context; NPC access remains local.] The Hunter Management Bureau registers skills, compiles public rankings, publishes notices, and can place dangerous people on a wanted list. Its authority depends on cooperation from major guilds and high rankers rather than a conventional national government. A wanted person may be treated as kill-on-sight and publicly executed in Babylon. Records are influential but incomplete: secret skills, unreported awakenings, hidden crimes, and erased timelines can all fall outside the Bureau's knowledge.
- #29T0 public high-ranker rosterselective
Keys: top rankers, high-ranker roster, /\brank(?:ed)?\s*(?:#?1|one)\s+hunter\b/i, /\brank(?:ed)?\s*(?:#?2|two)\s+hunter\b/i, who are the high rankers
[Knowledge class: Objective GM context; NPC access remains local.] At T0, Marcus Calenberry the Sword Star is ranked first and is unaffiliated. The Black Witch leads Black Dragon at rank two; the Countess leads the Merchant Association at rank three; the Inquisitor leads the Pantheon at rank four; Viper leads the OJP Sect at rank five. Babel Linguist, Broadband Communicator, and Paladin occupy the next visible places. This roster predates the tenth-floor clear and all later rearrangements. Treat aliases and translated organization names as labels for the same people, not separate characters.
- #30Yoo Soo-ha — T0selective
Keys: Yoo Soo-ha, Yoo Soo-Ha, 유소하
[Knowledge class: Objective GM context; NPC access remains local.] Yoo Soo-ha is twenty-one, an obscure F-class Hunter living in a cheap apartment building and hunting slimes on the second floor. He wakes late, resents poverty, dreams of fame, and treats strangers as opportunities or threats. He is coarse, opportunistic, suspicious, and willing to rob or kill someone vulnerable if he expects no consequences. He has not earned the Flame Emperor title, public rank, fortune, or legendary clears. His birthday is June 7; by May 6 he is still weeks away from the lottery wins that will help launch his rise. Whatever hidden ability he may possess is not public knowledge.
- #31Marcus Calenberry — T0selective
Keys: Marcus Calenberry, Marcus Carlenbery, Marcus Calenbury, Sword Star, Sword Saint
[Knowledge class: Objective GM context; NPC access remains local.] Marcus Calenberry is an elderly Northern European swordsman, Babylon's current rank-one Hunter, and unaffiliated with a guild. He abandoned wealth, family ties, and status outside the Tower. Stern and intensely protective, he acts quickly when he believes innocents are threatened and is dangerous when his grandchildren are insulted. His Detective's Wise Eyes shows a kill count but not its circumstances; deliberate self-killing can also raise that count, making it dangerous evidence rather than proof of murder. Public observers attribute his strength to relentless discipline and experience rather than flashy skill-card ranks.
- #32Arthur Taylor / Safekeeper — Merchant Associationselective
Keys: Arthur Taylor, Safekeeper, lottery manager, MA lottery manager
[Knowledge class: Public professional identity.] Arthur Taylor, titled Safekeeper, manages the Merchant Association lottery and high-value claims. His title places him among Babylon's recognized upper Hunters, but his working manner is courteous, careful, and commercially practical rather than domineering. He verifies tickets and identity, arranges secure storage, explains membership options, and worries about exposing wealthy clients to robbery or bad publicity. Use him as a professional contact for lottery records, vaults, honorary membership, accommodations, or suspicious transactions; politeness does not mean he will ignore Association procedure or risk its reputation without leverage.
- #33Broadband Communicator — T0selective
Keys: Broadband Communicator, Lady Communicator, Retrospective Newspaper assistant leader
[Knowledge class: Public identity and professional capability; private arrangements remain confidential.] The Broadband Communicator is a middle-aged Indian Hunter, public rank seven at T0, and assistant leader of the Retrospective Newspaper. Her communication ability can bridge the Tower's boundary to Earth under controlled conditions, making her politically valuable far beyond combat. She is strict, direct, and impatient with frivolous demands, but respects meaningful service and can arrange discretion when given notice. Cross-boundary calls and messages require her cooperation, suitable support, fees, and compliance with treaties and outside-world law; carrying a smartphone does not by itself restore ordinary internet access.
- #34Bae Hu-ryeong — restricted T0 stateselective
Keys: SSSRH::BAE_HURYEONG_UNLOCKED
[Knowledge class: Restricted; require Bae Hu-ryeong unlock marker.] Bae Hu-ryeong, the Sword Emperor, is a dead martial master from another world who once reached his Tower's ninety-ninth floor and failed at the hundredth. At T0 his spirit is bound to the A+ skill Sword Constellation carried by Marcus Calenberry. Only the skill holder can perceive him. Bae is loud, proud, mocking, impatient with self-pity, and genuinely perceptive about martial potential. He cannot physically affect the world, but he can advise, observe combat, and teach. His existence, origin, and relationship to Marcus are not public knowledge.
- #35Anastasia Zelenski / Black Witch — T0selective
Keys: Anastasia Zelenski, Anastasia Zelenska, Black Witch, Black Dragon Master, 흑색마녀
[Knowledge class: Objective GM context; NPC access remains local.] Anastasia Zelenski, publicly called the Black Witch, leads the Black Dragon Guild and is ranked second at T0. A first-generation Hunter and political operator, she prefers preparation, intelligence, controlled negotiation, and bringing her people home alive. Her guild has challenged the tenth floor repeatedly without a clear, but every raid member survived—a result that reflects her priorities more than cowardice. She wields teleportation-related power and treats Babylon's stability as a practical responsibility. At T0 she has no personal alliance, friendship contract, or established relationship with any unknown F-class newcomer.
- #36Countess / Nisha — T0selective
Keys: Countess, Nisha, Merchant Association leader
[Knowledge class: Objective GM context; NPC access remains local.] The Countess, also known as Nisha in later translations, leads the Merchant Association and holds public rank three at T0. She is a commercial power broker whose influence comes from trade, storage, credit, information, and the rare ability to move goods and messages across the Tower's boundary with the outside world. She can use a cat form for concealment. Her manner is controlled and transactional, but she understands that stable markets require predictable rules. She evaluates newcomers by leverage, reliability, and what their rise would do to Babylon's balance of power.
- #37Bambolina / Inquisitor — T0selective
Keys: Bambolina, Inquisitor, Heresy Inquisitor, Heretic Questioner
[Knowledge class: Objective GM context; NPC access remains local.] Bambolina is publicly known as the Inquisitor or Heretic Questioner and leads the Pantheon at public rank four. Cheerful in situations that horrify most people, he is brilliant, curious, experimental, and difficult to read by ordinary emotional standards. His attachment to people is real, but he often approaches pain, fear, and morality as rules to study consciously. At T0 the public knows the religious title, not the personal history beneath it. His friendships and political commitments should develop from observed choices during play.
- #38Viper — T0selective
Keys: Viper, OJP Sect leader
[Knowledge class: Objective GM context; NPC access remains local.] Viper leads the OJP Sect and occupies public rank five at T0. He is a martial Hunter and guild leader whose directness, pride, and competitive instincts make him useful in a fight and volatile in negotiation. He belongs to the small circle of leaders capable of mounting serious upper-floor expeditions, but he is not subordinate to the Black Dragon Guild. His loyalties follow his organization's interests, personal respect, rivalry, and the evidence before him.
- #39Patricia / Paladin — T0selective
Keys: Patricia, Paladin, Crusader
[Knowledge class: Objective GM context; NPC access remains local.] Patricia, publicly titled Paladin, is the assistant leader of the Watchmen League and a high-ranked Hunter responsible for order in Babylon. She is formal, composed, service-minded, and accustomed to coordinating rivals during emergencies. Her lie-detection ability can test sincerity but cannot supply missing context or make a true statement complete. At T0 she is publicly ranked eighth in the official list visible to Hunters. She knows the prominent guild leaders but has no reason to trust an obscure newcomer without evidence.
- #40Master Alchemist — T0selective
Keys: Master Alchemist, Chemist, failing potion shop, potion prodigy
[Knowledge class: Objective GM context; NPC access remains local.] At T0 the woman later nicknamed Master Alchemist is unranked and runs a failing potion shop in a poor Babylon neighborhood. Shy, disheveled, indebted, and socially awkward, she becomes animated and precise when discussing formulas. She refuses narcotics even when desperate and has the rare expertise to understand complex elixirs at a glance. Her talent is largely unrecognized; patronage, discovery, exploitation, continued obscurity, or institutional leadership are all plausible developments from this state.
- #41Saintess Isabel — T0selective
Keys: Saintess Isabel, Isabel the Saintess, Saintess
[Knowledge class: Objective GM context; NPC access remains local.] At T0, Isabel is a living healer known publicly as the Saintess. Her reputation rests on healing, public grace, and service; she is not physically built to overpower front-line rankers. She has no established public tie to the obscure Yoo Soo-ha. Treat her private plans, professional disputes, and allegiances as unknown unless a scene establishes them. Public reputation should not be mistaken for complete moral knowledge or proof of what she will choose under pressure.
- #42Black Dragon Guild — T0selective
Keys: Black Dragon Guild, Black Dragon, Black Dragon raid team
[Knowledge class: Objective GM context; NPC access remains local.] Black Dragon is Babylon's leading guild at T0, commanded by Anastasia Zelenski. It combines combat strength, intelligence gathering, political reach, and disciplined raid organization. The guild has attempted the tenth floor many times and failed to clear it, yet its leader has returned every team member alive. That record creates both prestige and pressure: another failure invites rivals to call the guild stagnant, while reckless success would betray its internal culture of controlled risk. It has no established relationship with an unknown player character.
- #43Watchmen League / Civil Militia — T0selective
Keys: Watchmen League, Civil Militia, city watch
[Knowledge class: Objective GM context; NPC access remains local.] The Watchmen League, also translated as the Civil Militia, maintains public order in Babylon. Its people coordinate emergencies, secure scenes, enforce wanted notices, and mediate when guild rivalries threaten civilians. Paladin serves as assistant leader. The organization is not omniscient and must work through witnesses, skills, and political cooperation; powerful rankers can still conceal crimes. Its legitimacy depends on appearing fair across national and guild lines.
- #44Merchant Association / Sangryun — T0selective
Keys: Merchant Association, Sangryun, MA headquarters, merchant guild
[Knowledge class: Objective GM context; NPC access remains local.] The Merchant Association is Babylon's major commercial guild, led by the Countess. It operates the legal lottery, manages vaults and large transactions, and connects expeditions to supplies and credit. Its control of commerce gives it influence without requiring every dispute to become a duel. Merchants track winners, debtors, contracts, and unusual purchases; sudden wealth attracts attention. Later translation may call the organization Sangryun, but it is one institutional lineage rather than two unrelated guilds.
- #45Pantheon / Ten Thousand Temple — T0selective
Keys: Pantheon, Ten Thousand Temple, Inquisitor's temple
[Knowledge class: Objective GM context; NPC access remains local.] The Pantheon, also rendered as the Ten Thousand Temple, is the religious Hunter organization led by the Inquisitor. It provides a community, doctrine, trained Hunters, and a voting bloc among Babylon's major powers. Its leader's unusual psychology makes outsiders prone to assuming the organization is irrational; in practice, it can act rapidly and consistently once it accepts a premise. Cooperation depends on doctrine, evidence, institutional interest, and the Inquisitor's judgment.
- #46OJP Sect / Chen Mu-mun — T0selective
Keys: OJP Sect, Chen Mu-mun, martial guild
[Knowledge class: Objective GM context; NPC access remains local.] The OJP Sect is the martial organization led by Viper at T0; other translations may use Chen Mu-mun for its lineage. It values combat credibility, training, and the standing of its leader. Its members can cooperate with rival guilds on a floor while competing with them in Babylon. At T0 its martial practice is the tradition it has actually trained; techniques from sealed floor civilizations are neither known nor institutionally inherited.
- #47Alchemist Office — T0selective
Keys: Alchemist Office, alchemist guild, chemist guild
[Knowledge class: Objective GM context; NPC access remains local.] The Alchemist Office is Babylon's guild of doctors, pharmacists, potion makers, and medical specialists. It supplies recovery items and emergency expertise, making it indispensable despite lacking the military profile of the largest guilds. Quality and price vary widely, and obscure researchers can possess more talent than their reputation suggests. At T0 the future Master Alchemist has not yet become its leader.
- #48Aegim Empire — unresolved floor worldselective
Keys: Aegim Empire, Aegim, imperial war, Fall Rain, /\b(?:11th|eleventh)\s+floor\b/i, floors 11-20
[Knowledge class: Objective GM context; NPC access remains local.] The Aegim Empire is a floor world with an imperial state, armies, nobles, commoners, and a founding mythology tied to Lefanta Aegim and sacred swords. Its active crisis is a deteriorating war against the Devil King of Fall Rain. Military leaders disagree over survival, duty, and what sacrifices are permissible. Outsiders initially see a combat scenario, but the boss and the empire both have histories that complicate a simple victory. The war is active and its inhabitants have their own loyalties; any clear, title, alliance, or bond must arise from play.
- #49Sarbas Aegim — imperial generalselective
Keys: Sarbas Aegim, General Sarbas, Aegim general
[Knowledge class: Public to entrants who meet the imperial command.] Sarbas Aegim is an imperial general who receives outside Hunters during the eleventh-floor defense of Aegim's supply line. He presents the crisis in the Tower's language of heroes and rescue, but he is also a soldier shaped by repeated retreat, collapsing countries, and the red rain that follows the Devil King of Fall Rain. He needs disciplined military aid, defensible supply routes, and decisions his surviving people can endure. His briefing is evidence from an imperial participant, not a complete account of the enemy's identity or the war's moral history.
- #50Devil King of Fall Rain — public threatselective
Keys: Devil King of Fall Rain, Demon King of Fall Rain, Fall Rain boss
[Knowledge class: Public Aegim threat briefing.] The Devil King of Fall Rain is the overwhelming enemy driving Aegim's deteriorating war. Public military accounts describe a calamity whose aura intensifies through emotion and makes direct confrontation extraordinarily dangerous. Imperial leaders disagree about whether resistance, retreat, sacrifice, or negotiation offers any hope. The person and history behind the title are not part of the initial briefing, and the threat remains autonomous rather than waiting to be defeated on schedule.
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