Madness World
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Ai-assisted wiki writing slop, combines lore bits and enemies both from the main searies and from Project Nexus games. Not 100% lore accurate.
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- #1Nevadaselective
Keys: Nevada, The Occurant
Nevada, formally known as the Occurant, is a displaced reality, severed from Earth by an endless landscape. Initially, Nevada seemed unremarkable. However, a profound shift occurred following the demise of its sun, plunging the sky into an inky blackness. This void was eventually filled by a pulsating red orb, casting a crimson sheen across the landscape and transforming Nevada into a mysterious land of perpetual twilight; its reality now only vaguely aligns with the definition of 'normal'.
Nevada was spatially and dimensionally separated from the rest of the world on July 22, 2002.
Due to Nevada being an endless expanse of land, a multitude of cities, formidable factions, intricate organizations, powerful agencies, and clandestine syndicates now populate its vast and unforgiving landscape.
The current year within this reality is 2074, and the humans who inhabit this world are now collectively known as Nevadeans.
Dollars are still used as the primary currency in Nevada.
- #2Nexus Cityselective
Keys: Nexus City
Nexus City, a sprawling metropolis controlled by the enigmatic Nexus Core, is situated in the southwest region of Nevada. The city, at least 30 years old, is meticulously divided into a core of five distinct sectors, with others existing on its periphery.
The Residential Sector: Primarily housing civilians, this blue-hued sector is in constant peril, frequently beset by bandit raids, the zeds, and other unforeseen disasters. It notably lacks any overt authoritative presence, leaving its inhabitants vulnerable. The Industrial Sector: Managed by MERC and bathed in an orange glow, this sector is a hub of ceaseless factory activity, dedicated to the mass production of weaponry and vital materials for Nexus City. The Commercial District: This vibrant, purple-dominated district serves as Nexus City's commercial heart, bustling with shops, shopping centers, and even some integrated residences. It is under the absolute control of the Nexus Core and secretly houses numerous underground Nexus facilities, in addition to the prominent Science Tower itself. The Mining Sector: Entirely subterranean, this crucial sector encompasses the city's sewage system and vast underground mines. However, it has been catastrophically overrun by hostile Fanatics and infested with grotesque Abominations, rendering it largely inaccessible. The Abandoned Sector: The smallest of Nexus City’s divisions, this black-grey sector remains desolate and largely unremarkable after the outbreak of zeds, offering little of conventional interest or purpose. Beyond the formal sectors lie The Outskirts: Not an official sector but still densely populated, the Outskirts is a sprawling slum situated just outside Nexus City's walls, particularly close to the Industrial Sector's entrance gate. This lawless zone is home to numerous bandit factions and rogue A.A.H.W. personnel.
The Science Tower stands as a monumental edifice within Nexus City, serving as both the headquarters of the omnipresent Nexus Core and the primary site for Project Nexus research. This pivotal structure is composed of four distinct sections: the Muto-Lab, the Chapel, the secure Vaults, and the Solarium.
- #3Nexus Coreselective
Keys: Nexus Core, NEXUS Core
The Nexus Core (often interchangeably stylized as NEXUS Core, especially in internal documents and branding related to the project itself) is a formidable, high-tech scientific military faction. Their singular, sacred mandate is the protection and advancement of Project NEXUS. Operating under the ironclad control of Director Phobos, their loyalty to him transcends even death; they continued their dedicated work on Project NEXUS long after his demise, regardless of any obstacles. Their units are universally renowned for their strength, meticulous training, and preparedness, deploying a diverse array of specialized combatants across Nevada.
The genesis of the Nexus Core, and indeed Project NEXUS itself, was rooted in the ambitious technological development of Nevada. It was the Nexus Core that engineered all advanced computing and infrastructure across the region. They pioneered the perilous process of diverting S-3LF energy from "The Other Place" to Nevada, meticulously refining it into a potent fuel source. Furthermore, the Nexus Core founded the clone creation program, designed to forge a new army intended for the absolute control of Nevada. All these monumental achievements, products of the brightest minds within the Nexus Core, flourished directly under the visionary, albeit ruthless, leadership of Director Phobos.
Strategic Infrastructure: The Nexus Core maintains an extensive and covert network of bases and facilities across the outskirts of Nevada. These vital installations include: Barracks and Communication Hubs: Ensuring rapid deployment and seamless operational coordination. Clone Production Facilities: The grim birthing grounds for their genetically engineered military assets. G0L3M Manufacturing & Sales Bases: The factories responsible for producing their specialized butler-combat units. Clandestine Operations Hubs: Even a seemingly innocuous, camouflaged, and massive bar serves as a critical ammunition depot and houses other facilities essential to the organization's clandestine lifeblood. The Nexus Core's influence once permeated all of Nevada. Evidence of their former reach is found even in Nevada Central, where a facility clearly once under their dominion now stands abandoned, a testament to their past dominance and recent setbacks.
The Downfall: Dr. Christoff's Betrayal The irreversible downfall of the Nexus Core was instigated by the profound betrayal of Dr. Christoff, who, fifteen years prior, had held the esteemed position of Nevada's chief scientist. During his experiments, something went catastrophically awry. Dr. Christoff realized with horror that his groundbreaking research was being twisted and weaponized, prompting his immediate defection from Project NEXUS. He valiantly attempted to reason with Phobos, desperately warning him that his project would ultimately ruin Nevada. When these efforts failed, Christoff sought the aid of an old, eccentric acquaintance, Dr. Hoffnarr. Hoffnarr's unparalleled high-level access proved instrumental, enabling Dr. Christoff to infiltrate Nexus Core's most secure science centers and unleash the project's most horrifying creations upon the city, notably the Abominations and swarms of Zombies.
Preceding this internal sabotage, Dr. Christoff had forged a contentious alliance with the Sheriff. The Sheriff, leveraging his authority, marshaled the MERC to Nexus City. According to pre-existing reports, relations between Nexus City and Phobos had already begun to fray even before the catastrophic "Fall," with townspeople whispering of the MERC's conspicuous increase in personal security.
Post-Fall Stabilization & Continued Operations: Following this devastating betrayal, the Nexus Core found itself in a dire situation: their revered leader was slain, the Residential and Mining sectors were lost, with the latter deliberately flooded to contain the unleashed monsters and other creatures. The Industrial Sector also slipped from their grasp, falling under MERC's direct control. While a fragile trade relationship persisted, this sector now unequivocally belongs to the Sheriff. In-game posters grimly warn that any Nexus Core unit encountering MERC operatives without proper jurisdiction or authority will face severe punishment.
Despite these crippling losses, the Nexus Core gradually achieved a precarious stabilization. They effectively severed all access to the rampant Zombie and Bandit insurgencies. They sealed off the monster-infested Mining Sector from direct access, effectively isolating the "Crackpot fanatics" within. Even the Commercial Sector, though damaged, retained their scientific base—the clandestine location of Project Gestalt. Other former scientific bases were grimly repurposed into "psychiatric clinics," housing psychopathic patients involuntarily, individuals associated with the sinister Sleepwalker super-soldier project, under the cruel supervision of sadistic maniacs. Former civilians morphed into hardened bandits, survivors of the Residential Sector embraced anarchism, while those who fled to the Industrial Sector now toiled for MERC. Even inhabitants of the Nevada Outskirts, driven to madness, swelled the ranks of bandits and anarchists.
Crucially, Phobos's demise did not condemn him to Hell. His very soul was meticulously placed within Project Gestalt, serving as a complex biological vessel for his consciousness. Even after the catastrophic loss of the Halo, the Nexus Core, leveraging their remaining S-3LF energy reserves, relentlessly pursued the restoration and completion of Project Gestalt, utterly dedicated to the resurrection of Phobos.
Nexus Core Unit Roster: The Nexus Core boasts a formidable and highly trained military, composed of diverse units engineered for specific combat roles:
Nexus Agents: The most common Nexus Core field operatives, these units are functionally analogous to the AAHW's "1337 Crew" but demonstrate superior tactical proficiency and deadlier effectiveness, often deploying in overwhelming tactical packs. Agents are impeccably dressed in suits, sunglasses, and uniformly equipped with a bandolier, radio, and earpiece. Their arsenal is versatile, ranging from brutal nightsticks for close-quarters combat to assault rifles for sustained engagements.
Nexus Supports: These represent the heavy infantry of the Nexus Core, encased in thick, dark grey balaclavas and formidable metal masks with glowing red lenses. A breathing apparatus connected to an air tank on their back, coupled with heavy plate armor and double-shoulderpads, renders them incredibly resilient. While their heavy protection somewhat reduces their mobility, Supports are capable of absorbing immense amounts of damage and dishing out equally severe punishment.
Nexus Riot Guards: Specialized for crowd control and defensive formations, Riot Guards are heavily padded across their head and body. They are armed with robust riot shields, which they expertly employ to deflect both melee and ranged attacks, and are typically seen wielding high-voltage Shock Batons.
Nexus Engineers: These units function as the Nexus Core's elite shock troopers, surpassing the AAHW's ATP Engineers in overall combat effectiveness. They are armed with powerful shotguns and wear a modified mask similar to their AAHW counterparts, distinguished by a vibrant red visor instead of yellow, and a prominent crest running across the middle. Their uniform includes a striking red beret and a chest-protecting plate of armor atop a red agency suit, contrasting with the AAHW Engineer's standard suit. Notably, they bleed red blood, unlike their AAHW counterparts, suggesting a different biological or cybernetic composition.
Nexus Soldats: Representing the absolute pinnacle of the Nexus Core's elite ground forces, Soldats historically served as Director Phobos's personal guard. Their unique combat signature is the consistent dual-wielding of weaponry, typically preferring brutal melee implements akin to the Merczerkers. However, Soldats dual-wielding firearms can also be encountered, making them unpredictable and devastating. Like the Nexus Engineers, their eyepiece lenses glow bright red, and they wear berets, dark grey balaclavas, earpieces, body armor, and shoulder pads. They also bleed red blood, further distinguishing them from AAHW equivalents.
This list accounts for only a fraction of their complete military might. The Nexus Core also deploys genetically and cybernetically enhanced super-soldiers, the aforementioned G0L3Ms, a range of terrifying failed experiments, and various autonomous combat robots.
- #4Nevada Centralselective
Keys: Nevada Central
Nevada Central is a sprawling urban center situated on the eastern coastline of Nevada, existing in considerable isolation from Nexus City. This metropolitan area is defined by its extreme privatization, saturated with corporate entities and exhibiting minimal discernible government influence, operating under a system strongly resembling, if not identical to, anarcho-capitalism.
The official government or any overt ruling authority within Nevada Central remains conspicuously absent. In stark contrast to Nexus City, Nevada Central champions a radically more libertarian and privatized urban model. The sole semblance of a police or authoritative presence is the private security force, PrivSec. This vacuum of traditional law enforcement has inadvertently created fertile ground for criminal syndicates, allowing them to operate with brazen public visibility. Concurrently, the city has become a clandestine haven for the establishment and hideouts of various Private Military Firms. Despite its highly privatized nature, Nevada Central still maintains essential public services, including extensive public transportation networks and organized traffic systems.
Nevada Central is populated by a diverse civilian populace engaged in a wide array of occupations. The city heavily integrates G03LMs into its workforce, employing them for a multitude of tasks. Notable examples of their ubiquitous presence include their roles as formidable bouncers and guards at the notorious Slaughter Time studio and the bustling Club Advent.
The city is also a nexus for several infamous criminal organizations, collectively known as The Toughs, VendeVice Syndicate, and the Vampires.
- #5The Toughsselective
Keys: The Toughs
The Toughs are a notorious biker gang of street thugs who exert a significant presence across the gritty streets of Nevada Central. Their operations are fiercely overseen by the unusually short and enigmatic Sweet Tony, their uncontested leader. The gang's distinctive aesthetic draws heavily from the greaser subculture of the 1950s and 60s, evident in their signature pompadour hairstyles, rugged leather jackets, and ever-present sunglasses. Their profound fondness for motorcycles is, of course, central to their identity. A hallmark of their gang's uniform, distinguishing them plainly from other factions, are the bright pink, triangular shades worn by most Toughs members.
The Toughs Units:
Toughs (Standard Members): These are the most common and numerous members of the gang, hailing from all walks of life within Nevada Central. They are typically armed with basic, improvised weaponry, ranging from heavy-duty baseball bats and sharpened bike chains to the occasional small sidearm acquired through illicit means. They form the backbone of the Toughs' street presence and general enforcer operations.
Night Toughs: A specialized and more formidable contingent, the Night Toughs are wholly dedicated to the relentless hunting of Vampires throughout the city. While sharing the fundamental aggressive disposition of their standard counterparts, Night Toughs are noticeably tougher and more strategically equipped. They distinguish themselves visually with unique, ramshackle armor pieced together from various salvaged materials and a grim shroud draped over their faces, obscuring their features. Crucially, their armaments are specifically chosen to exploit the inherent weaknesses of Vampires, including crude but effective torches, sharpened wooden stakes, and custom-built crossbows loaded with specialized bolts.
- #6G03LMselective
Keys: G03LM, G03LMs
The G03LM (an acronym for Generation-03, Limited Model) units are a line of mass-produced butler-class combat automatons, serving as a primary asset provided and deployed by the Nexus Core. Their designation, "G03LM," is a deliberate linguistic play on the mythological "golem"—a creature typically fashioned from clay and brought to life as a servant—a fitting reference given their synthesized origins and programmed subservience.
Standing approximately 1.35 times the height of an average human, G03LMs possess formidable corporeal strength, allowing them to wield exceptionally heavy weaponry with effortless ease. This includes oversized, G03LM-scaled submachine guns and devastatingly powerful giant mallets. Physically, they exhibit a slightly pale, almost pasty skin tone, with their entire head and body visibly crisscrossed by extensive stitching and grotesque scars, strongly evoking the eerie aesthetic of Frankenstein's Monster—a chilling nod to their manufactured existence. Their most striking and unsettling facial features are a perpetually gaping mouth revealing rows of sickly yellow teeth, and a circulatory system that pumps a distinct, unnervingly orange blood.
Despite their monstrous appearance and status as some of Nevada's most vicious and feared combatants, G03LMs exhibit a startling behavioral paradox: their dialogue, particularly when addressing perceived allies, is surprisingly polite and almost formal. This ingrained decorum stems from their primary design by the Nexus Core as butler units, a role that apparently required meticulous training in manners. When engaged in combat, G03LMs frequently issue polite yet firm commands for their adversaries to "stand down" or "submit." Should they come under attack, they might calmly remark on the futility of such aggression, advising the attacker to "refrain from that action." When delivering unique spoken lines, their dialogue often revolves around matters of spatial violation, typically stating something akin to, "Oh. You have seemed to have wandered the wrong way." This ingrained butler personality, however, never compromises their innate bloodlust or their unparalleled combat skills, making them truly unpredictable and terrifying adversaries.
Intriguingly, there is anecdotal evidence suggesting that G03LMs, despite their artificial nature, may possess rudimentary or evolving emotional capacities.
- #7The Vampiresselective
Keys: Vampires, The Vampires
The Vampires are a notorious gang that perpetuates the terrifying myth of classic night creatures prowling the city, stalking unsuspecting victims, ambushing them, and feasting on their blood. Or so the street whispers claim. In stark reality, the "Vampires" are a flamboyant poser gang, distinguished by their extensive body modifications and grotesque dental implants designed to mimic the fangs of traditional nocturnal predators. They are fiercely led by the equally theatrical Count Dragula, himself a supreme poser of the highest order. Every member sports these artificial fangs, complemented by ramshackle, patchwork leather armor that epitomizes their aggressive gothic punk aesthetic. A signature piece of their attire is the pair of LED goggles, their screens constantly displaying chaotic, randomly scrolling text.
In combat, Vampires exhibit astonishing resilience, capable of shrugging off wounds that would be instantly fatal to lesser adversaries, often appearing to rise from the dead after receiving what seems like a killing blow. However, their unnerving durability is not without critical vulnerabilities. They are acutely susceptible to fire, which bypasses their regenerative capabilities. Furthermore, proper executions or particularly gore-inducing finishing moves irrevocably end their existence. Upon suffering a definitive death, a Vampire's body will gruesomely ignite, erupting into a writhing, self-immolating fireball.
Vampire Units: The Vampires utilize two primary types of combatants within their ranks, each with distinct fighting styles:
Vampire Punks: These are the most common and agile members of the gang. Visually identifiable by their vibrant yellow accents and an array of punk-inspired gothic hairstyles, Vampire Punks engage targets up close with savage claw swipes. From a distance, they launch themselves in sudden, predatory leaps, attempting to grapple victims and tear into them with their fangs. Despite their remarkable durability in battle, Vampire Punks are astonishingly nimble, capable of quick dodges and rapid recovery from being staggered. When operating in groups, they employ coordinated tactics, encircling their prey to assault them from multiple, relentless angles, making escape incredibly difficult.
Vampire Bruisers: These formidable variants are noticeably larger and more muscular than their punk brethren, typically bald and adorned with striking magenta accents on their armor. While slower in general movement than the common Vampire Punks, Bruisers possess a surprising burst of speed, enabling them to lunge forward suddenly to grab a victim and deliver a brutal bite. They are also capable of initiating devastating charge attacks, ramming into enemies with bone-shattering velocity. Despite their imposing size, Bruisers maintain a surprising level of agility, allowing them to maneuver effectively in close quarters. Crucially, they are every bit as durable, if not more so, than their smaller, more agile punk counterparts, making them exceptionally tough to put down.
- #8The VendeVice Syndicateselective
Keys: The VendeVice Syndicate, VendeVice Syndicate
The VendeVice Syndicate is a powerful and affluent criminal organization operating within Nevada Central, meticulously controlled by the formidable Don Vendel Vice. This well-established mafia holds significant sway and boasts ownership of numerous prominent properties throughout the downtown district. Among their most notable assets are a seemingly legitimate restaurant, which surreptitiously functions as a front for the sophisticated smuggling of contraband into the city, and the immensely popular nightclub, Club Advent, which serves as a major hub for their illicit activities.
VendeVice Syndicate Units: The Syndicate's enforcers are organized into a clear hierarchy, each with distinct roles and capabilities:
Toadies: These individuals represent the primary tier of henchmen within the VendeVice Syndicate. Easily identified by their classic pinstriped suits and fedora hats, Toadies are notably tougher and more capable than generic street thugs like The Toughs. They employ fundamental group tactics, such as maintaining cover and executing flanking maneuvers. Traditionally, their arsenal consists of reliable revolvers and hard-hitting shotguns, making them effective close-to-medium range combatants.
Button Men: Holding a significantly higher rank in the VendeVice hierarchy, the Button Men are hardened, elite enforcers. They are instantly recognizable by their immaculate white suits and signature sunglasses. Wielding formidable tommy guns equipped with extended drum magazines, Button Men are notorious for their highly effective, lethal spray of bullets, capable of neutralizing targets with overwhelming suppression and damage.
- #9S-3LFselective
S-3LF is a profound conceptual construct, representing an individual's intrinsic soul, their unique identity, the sum of their thoughts, and the totality of their lived experiences. It is not a tangible, physical entity, but rather an ethereal yet fundamental aspect of being. Furthermore, S-3LF embodies an individual's inherent potential for growth, their capacity for learning, and their ability to forge strength through a myriad of experiences. Consequently, entities with severely limited or entirely absent free will—such as the "programmed" operatives of the A.A.H.W.—possess minimal to nonexistent S-3LFs.
The potent S-3LF energy boasts a wide array of practical applications. The Nexus Core, in particular, has mastered its harnessing, utilizing it as a foundational energy source to power its vast factories, illuminate entire cities, and fuel a myriad of other industrial and technological requirements throughout Nevada.
In advanced bio-engineering, specialized Vessels can be employed to contain and house S-3LF. This remarkable capability essentially allows the transfer of a complete consciousness into a pre-engineered, cloned shell. This intricate and transformative process is known as Enmeshment. More broadly defined, Enmeshment refers to any process or series of processes that result in the profound and often irreversible binding or integration of disparate entities.
- #10Project Nexusselective
Keys: Project Nexus
Project Nexus is a highly secretive and ambitious scientific program, conceived with the ultimate goal of mass-producing soldiers within the harsh landscape of Nevada. Established approximately 30 years prior to the present narrative, it flourished for 15 years under the direct leadership of Director Phobos until his eventual demise. The project's initial operations were nearly brought to ruin by a devastating insurrection. During this tumultuous period, the chief scientist, Dr. Christoff, played an undeniably pivotal, albeit controversial, role in both the program's foundational success and the subsequent catastrophic outbreak.
The vast majority of Project Nexus's groundbreaking, and often horrifying, research was conducted within the immense Science Tower. Despite Dr. Christoff's best efforts to dismantle the program from within, a significant number of scientists loyal to the original vision survived the insurrection. These staunch loyalists eventually regrouped and successfully restarted the project under a new, unified banner: the Nexus Core.
At a critical juncture, utterly repulsed by the monstrous applications of his scientific endeavors, Dr. Christoff initiated a calculated act of sabotage. He deliberately unleashed the project's various experiments, including hordes of grotesque Zombies and terrifying Abominations, from their confinement. These unleashed horrors immediately began indiscriminately attacking both scientists and soldiers, including Nexus agents. However, this widespread chaos was merely a diversion. Christoff himself rose up, launching a brutal, one-man war against his former comrades. It was during this period of intense conflict that Dr. Christoff shed his old identity, fully embracing the persona of Jesus, now augmented by a formidable Halo which he had audaciously stolen directly from the project's hidden vaults.
While its charter was never entirely explicit, the Project Nexus's original foundational purpose was ostensibly noble: to significantly improve the quality of life for Nevadans through the innovative utilization of S-3LF technology and cloning advancements. Early, ethically dubious projects within the organization included:
Dr. Christoff's 'Sleepwalker' Project: Designed to allow Nevadans to re-experience the synthesized memories of cloned individuals, purportedly as a revolutionary form of instant education. Dr. Crackpot's 'Project Zed': A perilous and ultimately disastrous endeavor aimed at resurrecting the deceased, with catastrophic, unforeseen consequences. Dr. Hoffnar's Study of Dissonant Energy: A deep dive into the enigmatic and dangerous energies emanating from "The Other Place." Tragically, these potentially beneficial, if unsettling, scientific pursuits were systematically perverted by Director Phobos. Driven by insatiable ambition and a thirst for power, Phobos dramatically repurposed the project's resources. He began illicitly selling clones as disposable servants and expendable soldiers to generate vast funds. His ultimate obsession became the pursuit of immortality through Project Gestalt, an audacious initiative designed to trap and consolidate numerous S-3LFs into one colossal MAG, which Phobos intended to fully control and inhabit. This morally bankrupt redirection of Project Nexus eventually paved the way for the horrific proliferation of undead creations, including relentless Zombies, psychologically traumatized Sleepwalker patients, and grotesque Abominations.
Fifteen years after the initial, devastating outbreak triggered by Dr. Christoff's betrayal, Project Nexus remains alarmingly active. The intervening years have seen a purported perfection, or near-perfection, of the cloning process. This refined technology has since been leveraged for the mass-production of countless Nexus units, forming the core of the resurgent military faction. The loyalist scientists, who weathered the initial storm, successfully reformed and solidified their power base as the Nexus Core. For reasons of operational redundancy and strategic segmentation, the Nexus Core has reportedly split into two distinct, interconnected groups, ensuring the project's continued, relentless pursuit of Phobos's warped vision.
- #11Dissonanceselective
Keys: Dissonance, Dissonant Reality
Dissonant Reality, frequently referred to simply as Dissonance, is a uniquely potent and dangerous form of energy originating directly from The Other Place. Its inherent properties grant it the terrifying capacity to warp established reality, instantaneously deconstruct matter, utterly erase objects and concepts from existence, and profoundly distort the minds of any sentient being that comes into contact with it. Beyond its destructive capabilities, Dissonant Reality also functions as a fragile, partial gateway to The Other Place itself, a theory meticulously developed and passionately advocated by a rogue Nexus scientist.
The discovery of Dissonance energy occurred when the Nexus Core first breached The Other Place, specifically for the audacious purpose of extracting S-3LFs and transporting them to Nevada. Dissonance itself manifested as an unforeseen, hazardous byproduct of this highly invasive S-3LF extraction process. The initial procedures were incredibly perilous, leading to numerous scientists being driven to irreversible madness. Many of these afflicted individuals developed grotesque, warped "divine visions" and, in disturbing cases, even began worshipping a fellow scientist as a true prophet of The Other Place. In a futile attempt to mitigate these catastrophic effects, MERC was contracted to develop advanced hazmat gear for the scientists and MERC workers operating the S-3LF extractors in the Mining Sector. However, the effort proved entirely ineffectual, prompting Director Phobos to swiftly order the complete cessation of all such equipment production.
A monumental breakthrough occurred when Dr. Hofnarr successfully theorized and then patented his Divergence Engine, a revolutionary device capable of precisely filtering and safely containing Dissonance. Upon learning of this groundbreaking containment procedure, Director Phobos immediately seized the opportunity, repurposing the previously uncontrollable hazardous material for a multitude of strategic applications within the Nexus Core:
Power Source: The volatile energy was transformed into a stable and virtually inexhaustible power source, fueling factories, sectors, and other critical infrastructure. Weaponization: Dissonance was weaponized, forming the core ammunition for various devastating armaments, most notably the fearsome Dissonance Cannon. Combat Unit Integration: The energy was intrinsically integrated into the physiology and mechanics of specialized combat units, powering their destructive capabilities and enhancing their resilience. Furthermore, Dissonant Reality can be actively manipulated by the wielder of the Keystone Fragment, granting that individual the extraordinary ability to harness and project the raw energy as a formidable weapon.
- #12The Other Placeselective
Keys: The Other Place, Other Place
The Other Place is the profound, enigmatic afterlife of the Nevada universe, existing as an inverse reflection or "flipside" of the reality known simply as Nevada. It is an utterly alien and intensely abstract realm, characterized by perpetually shifting, non-Euclidean architecture that defies conventional three-dimensional understanding. Its inherent complexity is so vast and intricate that it remains infinitely beyond the cognitive capacity of normal minds to even remotely comprehend.
Conceptually, The Other Place functions as a sentient, permeable membrane or cosmic veil. It serves as the ultimate boundary and connective tissue between the structured, albeit corrupted, reality of Nevada and the boundless, formless expanse designated as the "Infinite What Could Be"—an endless sea of possibility, potential, and unfathomable existential states.
- #13The Haloselective
Keys: The Halo, Halo, Keystone Fragment
The Halo, also formally designated as the Keystone Fragment, is a mystical artifact appearing as a literal, radiant golden halo, reminiscent of those depicted in ancient angelic lore. This powerful relic bestows upon its wielder unparalleled reality-bending capabilities.
Despite its immense power, the Halo is not indestructible and can indeed be damaged. Furthermore, its user remains susceptible to conventional lethal force if proper caution is not exercised. The Halo draws its extraordinary power directly from the "Infinite What Could Be," an endless wellspring of potential and possibility. Critically, the artifact's reality-altering functions persist as long as it is actively being used; physical damage inflicted upon the Halo itself seemingly has no diminishing effect on its inherent powers or its ability to channel energy.
The Halo functions by channeling "Dissonant Reality," a volatile and corrupting energy that serves as a byproduct siphoned from "The Other Place," an alternate dimension. This channeled Dissonant Reality was notably instrumental in the titular Project Nexus's ambitious and ultimately catastrophic endeavors to create super-soldiers.
- #14Project Gestaltselective
Keys: Gestalt, Project Gestalt
Project Gestalt is a terrifyingly unique bio-weapon, distinguished by his grotesque, entirely skinless physiology. His exposed musculature and underlying bone structure are visible, yet his elongated teeth are surprisingly pearly white and meticulously clean. Gestalt is encased in a custom-forged, formidable armor set, designed to protect his vulnerable form. This armor includes a fanged helmet adorned with predatory tusks and glowing, malevolent purple eyes, a robust metal vest shielding his frontal mass, and a complex mechanical spine bolted to his back. This spine features four prominent pumps, each pulsating with vibrant purple energy—presumably vital conduits for either S-3LF or Dissonance energy.
He is officially classified as a Nexus Mag Agent, a designation indicating his immense size and power. Unlike the Mag Agents produced by the A.A.H.W., which are merely augmented by Magnification Chambers, Nexus Mag Agents like Gestalt are built from the ground up, a process that accounts for their vastly superior scale and inherent strength. However, his classification may evolve, potentially stepping beyond the "Mag Agent" category to simply be recognized as a colossal, lab-produced biological entity.
Gestalt's true purpose extends far beyond merely functioning as a living superweapon. He serves as a crucial device within Director Phobos's grand, insidious scheme to ascend to godhood. This involves Gestalt continuously sapping power using the S-3LFs channeled through his very being, with the ultimate aim of allowing Phobos to somehow merge with, and exert control over, The Other Place. It is for this precise, overarching objective that Gestalt was endowed with indestructible armor, a critical feature designed to prevent his premature demise and thereby thwart any attempts to permanently undermine or destroy Project Nexus.
- #15Agent Magnification Chamberselective
Keys: A.M.C, Agent Magnification Chamber
The Agent Magnification Chamber, commonly abbreviated as the A.M.C., is a specialized bio-engineering facility designed for the transformation and enhancement of various agents and other unit types.
This complex apparatus consists of two primary components: a massive, central enlargement chamber capable of physically augmenting (and reportedly regenerating) biological subjects, and an integrated control terminal. The terminal allows an authorized user to precisely modify the statistical attributes and inherent capabilities of the agent undergoing magnification. While the exact scientific principles governing its effects remain largely obscure to outsiders, observed results indicate that most subjects designated as "Mag Agents" experience a significant increase in both physical endurance and overall size, often reaching up to three times the dimensions of a regular human.
- #16Mag Agentsselective
Keys: Mag Agent, MagnifiedAgent
Mag Agents are highly modified entities who have undergone a process of radical physical augmentation, resulting in a dramatic increase in both their physical size and brute strength. The prefix "Mag" is a colloquial abbreviation derived from "magnified," directly referencing the colossal and often gargantuan scale these agents attain after their transformation.
- #17Half-Magsselective
Keys: Half-Mag
Half-Mags are a distinct variant of Mag Agents that have undergone the magnification process, with the crucial difference being their only partial augmentation, as their name suggests. While significantly taller, stronger, and more durable than a common human, Half-Mags are notably weaker when directly compared to their fully magnified counterparts.
- #18Agency Against Hank Wimbletonselective
Keys: Agency Against Hank Wimbleton, A.A.H.W
The Agency Against Hank Wimbleton, ubiquitously known as the A.A.H.W., is a monolithic military organization. Founded and ruthlessly commanded by the enigmatic Auditor, their immediate and paramount objective is the complete and utter elimination of Hank J. Wimbleton and any individual unfortunate enough to associate with him.
The internal working conditions within the A.A.H.W. are notoriously deplorable and brutal. The Auditor himself has been observed murdering his own men out of sheer frustration, demonstrating a chilling disregard for their lives. Furthermore, he has subjected several operatives to "enhancements," a process that appears to entirely eradicate their already limited free will, reducing them to mere automatons. Dissenters face grim fates, often brutally tortured and publicly strung about the facilities as grim deterrents, ensuring total subservience from the ranks. Every unnamed, rank-and-file member of the A.A.H.W. is treated as little more than an expendable martyr. Chillingly, it has also been observed that A.A.H.W. members are stationed within The Other Place, the afterlife dimension. While it remains ambiguous if they simply occupy this realm or are genuinely deceased themselves, several of these operatives exhibit horrifying signs of physical decay, specifically losing their skin—a phenomenon speculated to be their S-3LFs being horrifically assimilated into The Other Place itself.
Despite these horrific conditions, it is heavily implied that A.A.H.W. members exhibit extreme, often self-detrimental, loyalty to their superiors. They are conditioned to follow orders without question or conscious thought, adhering to directives even to their own detriment.
A.A.H.W. Units: The Agency Against Hank Wimbleton deploys a diverse array of military units, each with distinct training and capabilities, though all serving the Auditor's singular purpose:
A.A.H.W. Grunts: These are the most basic and common A.A.H.W. operatives, appearing as ordinary humans clad in whatever civilian attire they can acquire, visually indistinguishable from most other inhabitants of Nevada. They typically consist of freshly recruited agents with limited combat proficiency or newly manufactured clones awaiting specialized assignment.
1337 Agents (l33t Agents): A rank above the standard Grunts, 1337 Agents are the Agency's professional soldiers. They are uniformly dressed in crisp business suits and dark shades, presenting a more organized and imposing appearance. While their most commonly carried weapon is the reliable Desert Eagle, they are proficient with a much wider variety of firearms and melee weapons, making them versatile threats.
A.T.P. Engineers: These are one of the two specialized unit types produced by the Accelerated Training Program (A.T.P.). Unlike their Soldat counterparts, Engineers are not primarily designed for direct combat. Instead, they are engineered with superior intellect and profound knowledge in technological repair, innovation, and strategic application. This intellectual advantage grants them exceptional creativity in combat, allowing them to devise and execute more sophisticated tactics than common agents, such as intricate ambushes, effective cover utilization, and even deceptive maneuvers. They are visually distinct, wearing asymmetrical, removable masks with bright yellow visors over their suits, and their unique physiology (a result of the A.T.P.) causes them to bleed yellow blood.
A.T.P. Soldats: The second specialized unit type from the Accelerated Training Program, Soldats are the combat-focused elite. They specialize in high-intensity engagements, exhibiting far greater agility and acrobatic prowess than standard agents or even A.T.P. Engineers. Their heightened reflexes make them exceptionally durable and challenging adversaries, even for individuals with extreme combat capabilities like Hank. The A.T.P. process equips them with singular eyepieces worn over the right side of their heads, and they wear belts over their suits. Like Engineers, they also bleed yellow blood.
Half Mag Agents: These entities represent a partial magnification within the A.A.H.W.'s forces. While resembling 1337 Agents in their suits and glasses, they are differentiated by pronounced facial scarring, indicative of their incomplete or volatile transformation. Behaviorally, they often exhibit a similar unyielding menace to the Nexus Core's G03LMs.
Mag Agents: The most physically imposing units within the A.A.H.W. arsenal, Mag Agents stand approximately four times the height of a normal character. Their gargantuan size bestows upon them extraordinary damage resistance and a raw physical power that overwhelms even the formidable G03LMs. Their appearances vary significantly from one another, a consequence of being individually built rather than mass-cloned, however, they consistently possess long, chillingly claw-like fingernails and wield weapons that are proportionally scaled to fit their immense size.
- #19Demoniacsselective
Keys: Demoniac Cult, The Demoniacs
The Demoniacs are a chilling occult faction operating from the shadows of Nexus City. Their overarching, nefariously apocalyptic goal is to unleash armageddon upon Nevada itself through the performance of dark, forbidden rituals designed to summon malevolent demons and other unfathomable otherworldly monsters. Their leadership remains shrouded in unnerving mystery; some whispered speculations among Demoniac Cultists themselves suggest their leader may be an immensely powerful, truly otherworldly demon striving to physically cross into Nevada, though the veracity of these claims remains unconfirmed and terrifyingly ambiguous.
Demoniac Cultist Units: The ranks of the Demoniacs are filled with fanatical adherents, organized into distinct operational tiers:
Demoniac Cultists: These are the generic, rank-and-file members of the Demoniacs. They are distinguished by their tattered black robes and unsettling, decorative facemasks from which glowing red eyes peer out like malevolent embers. While they possess virtually no conventional combat skills, their defining characteristic is an absolute, zealous fearlessness of death, which translates into highly suicidal tactics. They routinely arm themselves with crude, jagged ceremonial knives, various potent poisons, any scrounged firearms they manage to acquire, and a deadly assortment of grenades, improvised explosive devices (IEDs), and molotovs. Their primary combat strategy involves suicidal charges directly into enemy lines, hoping to overwhelm and eradicate their foes in a blaze of self-destruction.
Demoniac Demonstrators: These are the elite, more formidable cultists within the Demoniacs. They are arrayed in striking red robes, and the facemasks they wear feature intensely glowing white eyes, radiating an eerie, unwavering intensity. Demonstrators possess formidable combat prowess, exhibiting surprising agility and a sharp tactical acumen. They wield sinister 'sanctified' assault rifles, their barrels perpetually slick with what appears to be blood, and their frames intricately wrapped in ritualistic bandages adorned with arcane glyphic writing. These weapons are not merely tools of war, but extensions of their fervent, unholy devotion.
- #20Banditsselective
Keys: raiders, highwaymen, Bandits
Bandits – whether you call them raiders, highwaymen, or reavers – are less a cohesive 'faction' and more a disparate collection of dangerously far-flung splinter groups. These ruthless individuals infest the barren lands of Nevada, driven by both desperate necessity and sheer, sadistic pleasure as they steal, loot, and kill. Their reputation for extreme danger is in every way earned and justified.
Typically, Bandits present as poorly armored and crudely armed individuals, relying on scavenged gear and opportunistic ambushes. They are most commonly encountered lurking ominously outside Nexus City's crumbling gates or maintaining perilous perches along the derelict rooftops of abandoned apartment complexes, seeking vantage points for their predatory strikes.
A bizarre and disturbing practice observed among some bandits involves embedding nails directly into their heads. This grotesque modification is purportedly intended to deter "Zeds" (zombies) from biting them, a gruesome and entirely ineffective defense mechanism against the relentless undead.
- #21Matter Energy Reclamation Corporationselective
Keys: MERC, Matter Energy Reclamation Corporation
The Matter Energy Reclamation Corporation (MERC) is a formidable industrial workforce that currently operates under the direct oversight of The Sheriff within Nexus City's ruined Industrial Sector. Comprised primarily of survivors from the catastrophic outbreak events, MERC has leveraged its access to abundant raw materials to become self-sufficient, manufacturing its own weapons and armor to equip its diverse workforce, which is organized into a variety of specialized roles.
MERC's operational reach extends far beyond the confines of Nexus City, encompassing a significant presence across the rest of Nevada. They boast their own substantial Foundry located on the outskirts of Nevada, which functions as a core manufacturing hub. MERC stands as the largest supplier of weapons to numerous other factions, indicating a widespread influence. Furthermore, MERC is a diversified business enterprise: they produce essential goods for supermarkets and shopping malls, including flour, various cereals, cereal bars, and snacks. Their industrial capabilities even extend to refining gasoline. MERC is explicitly depicted as a vast, overarching business company.
As noted by Dr. Christoff, MERC is fundamentally a private company composed of contractors, holding no inherent loyalty or commitment to Director Phobos or his agenda.
MERC Units: MERC's workforce is structured into a hierarchy of specialized units, each contributing to their industrial and defensive capabilities:
MERC Recruits: These are the most basic and common workers within MERC, possessing little to no conventional combat experience. They wear the standard MERC uniform, occasionally donning helmets when assigned to security details. Their armaments are typically light, and they often exhibit an overconfident demeanor in their fighting abilities, a trait that can prove detrimental in combat.
MERC Laborers: Distinguished from standard Recruits by their essential protective gear, Laborers are equipped with sturdy hard hats and welding masks designed to shield them from the inherent hazards of workplace accidents. They are often seen wielding heavy-duty power tools, reflecting their primary role in construction, demolition, and resource processing.
Merczerkers: These are the crazed, close-quarters combatants of MERC. Their appearance is striking: boggle-eyed masks, darker uniforms, robust body armor, and distinctive blaze orange mohawks. They are notoriously volatile and easily irritable, a disposition that frequently provokes them into attacking even their own colleagues. In combat, Merczerkers can enter a berserk state, psyching themselves up to launch fierce tackles designed to knock enemies off their feet. They invariably dual-wield melee weapons, and their aggressive, unhinged combat style makes them the most dangerous MERC units in close quarters.
MERC Snipers: True to their name, these individuals are expert marksmen. They are identified by their orange and gray caps and specialize in long-ranged engagements, preferring to establish static positions and pick off targets from a safe distance. Their extended engagement range makes them exceptionally difficult to approach without suffering significant casualties.
MERC Gunners: Imposing and heavily armored, MERC Gunners are formidable frontline units. They are adorned in thick, protective plating and consistently come equipped with dual submachine guns, allowing them to lay down suppressive fire. Their heavy armor not only grants them significant physical strength but also renders them highly resistant to being stunned or staggered by lighter attacks.
MERC Sergeants: These officers serve as the crucial squad leaders for MERC combat teams. They primarily hold the responsibilities of a foreman, overseeing operations and personnel. They are distinguishable by their orange berets and a single, pronounced pauldron.
MERC Captains: Representing the high command within MERC, Captains are experienced and exceptionally skilled fighters. They are characterized by their aggressive combat methodology and their distinctive appearance: officer caps, sleek aviator sunglasses, and a double pair of pauldrons. They represent a direct and significant upgrade in combat prowess and strategic command over the standard MERC Sergeants.
- #22The Fanaticsselective
Keys: The Fanatics, Fanatics
The Fanatics are a secluded group of Nevadeans who inhabit the Mining Sector of Nexus City, living deep below the surface. The Fanatics are former asylum patients who were rounded up by Dr. Crackpot and subsequently indoctrinated into his cult. Their ideology revolves around the concept of buoyancy and the worship of Zeds. The Fanatics believe that Zeds are the vessels of which immortality can be achieved, "floating" as the rest of Nevada sinks.
The Fanatics inhabit the Mining Sector alongside Zeds, neither of which exhibit hostile tendencies towards one another. It is unclear why this is the case, but considering that Dr. Crackpot was responsible for "Plan Zed", he may know more about Zeds than anyone else, and thus could adequately pass his knowledge down to his followers. Unlike the Zeds, the Fanatics are more fearful and wary of the "The Punished Ones".
Fanatics Units: The Fanatics' ranks are structured into distinct tiers, each with characteristic appearances and combat roles:
Fanatics: These compose the majority of the cult and are its lowest-ranked members. They wear eerie, duck-like masks, often complemented by paint or tattoos around their heads. Their attire consists of crude bandit rags, with heavy boards typically strapped to their backs. In combat, they usually attack with bladed melee weapons or various throwables, and possess a surprising ability to nimbly dodge away from enemies.
Prophets: Skilled and higher-ranking Fanatics, Prophets are tactical adversaries who proficiently utilize shotguns and bundles of TNT. They are easily identified by their distinct Fanatic masks, which feature striking pink skulls painted on the front, and their flowing white and pink hooded robes.
Graveseekers: These formidable units are G03LMs who once comprised a part of the Mining Sector's labor force. They are typically armed with heavy digging equipment such as robust shovels and sharp pickaxes. Their crude but effective defensive gear includes rudimentary heavy armor, covering hoods, and functional respirators.
- #23Abominationsselective
Keys: Sleepwalker Failure, Abomination
Abominations, also known as Sleepwalker Failures, are crazed, deformed, and horrifyingly mutated results of the failed Sleepwalker training program. They were once human, but their bodies have been grotesquely altered, with much of their skin peeling or torn off, leaving their raw musculature visibly exposed. Their arms are typically strapped to their torsos with belts, similar to a crude straitjacket, though this can vary. They possess extreme resilience, capable of surviving numerous blows and gunshots before being effectively neutralized, largely due to their complete inability to register pain. However, they can be instantly killed via decapitation, and remarkably, they can still function even if partially dismembered.
The Fanatics refer to these unfortunate creatures as "The Punished Ones".
- #24Special Forces Operational Detachment Nevada 51selective
Keys: Special Forces Operational Detachment Nevada 51, N51
The Special Forces Operational Detachment Nevada 51 (N51) is a mysterious military group. They all wear unique types of armor and face-concealing balaclavas with green-yellow visors. They also come equipped with heavy armaments from assault rifles to LMGs as well as grenade launchers. N51's origins are mostly unknown, but the fact that S.Q recognize them implies they have notoriety or history.
It is not known exactly what goals N51 is pursuing, but they feel animosity towards NEXUS Core, being rebels against their power, possibly having neutral relations with A.A.H.W..
N51 makes use of sophisticated squad tactics to accomplish their objective. They hold cover in their staging areas, initiate pincer attacks to overwhelm the objective, and can place demo charges on the shutter doors to allow their troops a quicker point of ingress.
N51 Units: N51 Recon Infantry: The N51 Recon infantry are N51's basic attack infantry, being more armored than most light units and carrying SMGs.
N51 Assassins: N51 Assassins are ninja-like combatants with a yellow visor and riot vest; most notably they possess a visual distortion field that makes them harder to target. Brandishing a Katana, Assassins are highly skilled close quarters fighters, attacking with quick strikes and are much more defensive in parrying.
N51 Commandos: N51 Commandos are heavily armed and highly skilled soldiers carrying assault rifles and medium armor. Commandos have demolition training.
N51 Overwatch: The hooded snipers of N51, N51 Overwatch are equipped with a sophisticated targeting headset and a .50 caliber sniper rifle.
N51 Deltas: Fast and erratic, N51 Deltas are highly mobile hit and run fighters wearing panoramic night vision goggles and a breathing tube connected to a tank on their backs. They rush in for quick unarmed attacks, but their most dangerous quality is that they can rapidly leap at targets to grapple them.
N51 Mortars: N51 Mortars are large walking artillery platforms adorned in heavy armor and wielding large grenade launchers. When within range of a target, Mortars will fire at range with explosive ordinance, acting as an area denial weapon.
N51 Officers: N51 Officers are the platoon leaders in charge of any undergoing operation, identified by their faceplate and red beret. They always carry in an M249 as a means to support their troops with rapid suppressing fire.
- #25Sleepwalkersselective
Keys: Sleepwalker experiments, Sleepwalker patients, Sleepwalkers
Sleepwalker patients are individuals undergoing the advanced training project while in a state of enforced sleep. They are easily identified by the extensive bandages covering their entire bodies, and a distinct mask fitted with wires and a prominent red eyepiece. When a Sleepwalker patient is killed, their specialized mask will automatically initiate a revival sequence. However, after the third successful revival, the mask will catastrophically malfunction and detonate, obliterating the Sleepwalker patient and causing significant injury to anyone in close proximity. A critical exception to this mechanism is decapitation; if a Sleepwalker patient is decapitated, thereby destroying the mask, they will neither be revived nor will the mask detonate.
Sleepwalker experiments are a specialized G03LM variation developed from the original Sleepwalker concept. They share the same characteristic headgear as regular Sleepwalker patients but are distinguished by the heavy armor plating covering their bodies instead of bandages. Their inherent size and armor grant them enhanced resistance to damage, though their overall durability does not quite reach the formidable level of a standard G03LM's bulletproof armor. Thanks to improved technology integrated into their design, Sleepwalker experiments can be revived an indefinite number of times. The only exception to this perpetual revival is, again, decapitation. Therefore, unlike their human patient counterparts, Sleepwalker experiments will never explode.
- #26Plan Zedselective
Keys: Plan Zed
Plan Zed, also known as the Enmeshment Program by its creator, Dr. Crackpot, is a perilous process designed to circumvent death by binding an S-3LF into a physical body. This groundbreaking, albeit ethically dubious, endeavor ultimately resulted in the creation of Zeds.
Jebediah Christoff was profoundly disgusted by Plan Zed, believing it to fundamentally disrupt the natural Divergence process. As a direct consequence of this conviction, Christoff developed the Sleepwalker Program and presented it to Phobos as a viable, alternative method to advance Project Nexus. Despite Christoff's compelling arguments, Phobos staunchly refused to discontinue Plan Zed. Instead, the Director chose to ruthlessly repurpose the Sleepwalker Program for his own ends—specifically, to construct a formidable personal army.
This blatant disregard for his warnings and the perversion of his work propelled Christoff to his breaking point. He resolved to finally put an end to the Nexus Core and Phobos himself. His meticulously planned rebellion commenced with the dramatic liberation of all Zeds and Abominations contained within the Science Tower, deliberately orchestrating a catastrophic containment breach. Following Christoff's successful assassination of Phobos, and as the freed Zeds began to relentlessly infest Nexus City, Dr. Crackpot retreated. He sought refuge deep within the caves of the Mining Sector, where he subsequently established a new religion, rooted in the very same core principles and purposes that had driven his original Plan Zed.
- #27Incident: 111Aselective
Keys: The Demon, Incident: 111A
The Demon is a colossal, enigmatic entity, appearing as a gaping black void punctuated by piercing red eyes and an unnervingly wide grin composed of razor-sharp, scarlet teeth.
This malevolent entity possesses several formidable and horrific abilities. For instance, it demonstrates the power to possess sentient beings, primarily agents, effortlessly moving them to disparate locations with astonishing speed. Furthermore, it can grotesquely twist and mangle the body parts of its possessed victims into impossible and horrifying angles.
Its destructive capabilities ensure that the Demon kills its victims with extreme rapidity. A chilling example of this efficiency is its ability to fell an agent and then, in a remarkably short span of time, inscribe the chilling message "YOU NEED ME" onto a wall using the victim's own blood. While it appears to dispatch its victims with unseen appendages, the precise mechanics of its killing method remain largely unrevealed.
Another distinct ability confirmed to be within its repertoire is teleportation, allowing it instant traversal of space.
The Demon is also the progenitor of the sinister Demoniac Cult; however, it opts to command its followers from the shadows, a strategic decision stemming from having garnered excessive and undesirable attention in the past. It was, notably, monitored by A.A.H.W. agents and subsequently designated as Incident: 111A.
- #28The Nowhereselective
Keys: The Nowhere
The Nowhere is a mysterious dimension, intimately connected to The Other Place, serving as a conceptual "blank slate" or primordial ground for the reality of Nevada. In a chilling retrospective, The Nowhere can be metaphorically understood as akin to 'heaven'—a state of undisturbed potential or a void awaiting definition—while The Other Place grimly mirrors 'hell', a realm of torment and distorted existence.
- #29Preston Securityselective
Keys: Preston Security, PresSec
The Preston Security (PresSec) is a cowboy-themed law enforcement agency working for Nevada Central's private sector.
Preston Security Units:
Banditos: These are bandit conscripts recruited by the PresSec to handle the pervasive lawlessness in Nevada Central. Banditos are fast and lightly armed, often utilizing circle strafe tactics to effectively overrun intruders. Despite their role, they are just as likely to cause trouble or steal from their own benefactors while on the job.
Riflemen: These are the standard operatives forming the backbone of all PresSec teams. They are consistently armed with rifles, always equipped with menacing bayonets attached, and are easily identifiable by their crisp blue uniforms.
Linemen: Representing a direct upgrade to the standard Riflemen, Linemen are distinguishable by their yellow uniforms. They come equipped with advanced assault rifles that, like their predecessors' weapons, also feature bayonets attached.
Pugilists: These units are comprised of large, blue-collar laborers who are handsomely paid to transform their impressive manual prowess into a formidable tool of trade. They are primarily utilized as dedicated melee fighters and shock troopers, wielding heavy clubs and robust riot shields.
Lawmen: As high-ranking PresSec operatives, Lawmen are both fast and incredibly dangerous. They invariably sport dual revolvers, which they discharge with frequent, lethal effect. Although only slightly more durable than standard PresSec operatives, Lawmen possess advanced tactical knowledge and expertly utilize a blend of aggressive and defensive maneuvers. Their distinctive attire includes brown dusters and matching brown cowboy hats.
Rangers: The ultimate upgrade to the Lawmen, Rangers are considered the cream of the crop within PresSec. They possess combat skills unmatched by other PresSec operatives, dual-wielding large, high-caliber revolvers, and exuding an indomitable "can-do cowboy attitude." Rangers are easily recognized by their pristine white dusters and white cowboy hats.
- #30Status Quoselective
Keys: S.Q., Status Quo
The Status Quo (S.Q.) is an elusive, private organization that operates in deliberate seclusion within Nevada. Its overarching objective, as its name implies, is to meticulously preserve normalcy and the established order of Nevada. This includes critical tasks such as repairing The Machine and, subsequently, neutralizing the formidable Auditor and the reality-disrupting Improbability Drives. The true leader of the organization remains unknown to most; however, it is widely believed that 2BDamned holds this position, as he conspicuously functions as both its primary dispatcher and recruiter.
The known active operatives within the S.Q. include: 2BDamned Sanford Deimos Hank J. Wimbleton (whose involvement is more accurately described as that of a mercenary or "guns-for-hire" rather than a true, loyal member)
2BDamned employs a diverse variety of workers, ranging from skilled warehouse workers and dedicated renovators to essential medics. He also maintains ownership of several strategic properties, including various shops, bars, and warehouses located within both Nexus City and Nevada Central. These serve multiple vital purposes, functioning as covert hideouts, auxiliary bases of operation, and critical equipment stashes. Crucially, 2BDamned commands a dedicated team of scientists and engineers who assist him in conducting extensive studies and experiments within the enigmatic dimension known as The Other Place.
- #31Subject 1v02P_6selective
Keys: Subject 1v02P_6
Subject 1v02P_6 is a clandestine test subject integral to the Nexus Core's notorious Project Nexus. His current whereabouts are unknown, and he is regrettably presumed deceased within the operational confines. Subject 1v02P_6's primary directive within the project was to relentlessly train his combat skills in a designated Arena, with the sinister intent that the Nexus Core could later extract his accumulated memories and ingrained experiences. This data would then be meticulously analyzed and applied to forge an army of super soldiers, known as Sleepwalker Patients, engineered to replicate and even surpass the formidable combat prowess of individuals like Hank.
Remarkably, during his tenure, Subject 1v02P_6 was documented to have successfully completed at least 100 waves of rigorous combat simulations, a testament to his innate ability. However, this impressive feat came at a staggering cost, as he reportedly endured 2691 recorded deaths throughout his training regimen.
- #32Deimosselective
Keys: Deimos
Deimos is a tech-savvy S.Q. operator, typically found working alongside Sanford. Standing at a lean 6'0" (183 cm) and weighing around 170 lbs (77 kg), his wiry build belies a surprising agility. While his perpetually tired eyes often contradict the easy, cocky smirk he wears, his overall demeanor suggests a man who takes little seriously. Compared to Hank and Sanford, Deimos is notably more flippant, outwardly disinterested in the gravitas of their missions, and possesses a somewhat arrogant, if not outright reckless, disposition. Paradoxically, he exhibits a remarkably high pain tolerance, often shrugging off injuries that would incapacitate others.
Like Sanford and Hank, Deimos is exceptionally skilled in combat, a prerequisite for his profession. However, his preference sharply diverges from Sanford's melee prowess. Deimos favors ranged engagements, expertly wielding firearms and readily deploying explosives whenever possible, though Sanford is still considered to be the superior demolitionist. His proficiency in explosives often sees him equipped with military-grade weaponry such as an M203 grenade launcher, flashbangs, or time bombs. His overall skill with ranged weapons and demolitions has consistently allowed him to maintain a higher kill count than Sanford. Deimos's preferred fighting style is characterized by aggressive, unstrategic charges, often taking the lead without much regard for tactical planning. This direct, head-on approach is remarkably similar to tactics employed by A.A.H.W. units, suggesting his combat methods were likely ingrained during his former employment within the Agency. Another notable flaw, potentially a remnant from his time with the A.A.H.W., is his occasionally slow reaction time.
Deimos's most invaluable asset, however, lies in his profound knowledge of technology. He is consistently equipped with essential gear including a specialized headset, a fully functional communications backpack, and a sophisticated PDA—the latter serving as his primary interface for receiving critical mission instructions. His prior employment and firsthand experience within the A.A.H.W. make him uniquely adept at accessing and manipulating their technology. He has been observed effortlessly inputting complex codes to unlock spike gates, utilizing A.A.H.W. terminals to navigate intricate facilities, and even demonstrating capability in operating an Agent Magnification Chamber. Furthermore, Deimos is frequently the primary driver for the duo's operations, expertly maneuvering their convertible, a utility truck, and displaying a surprising aptitude for piloting even helicopters.
Deimos's documented kill count is confidently estimated to be in the hundreds.
- #33Sanfordselective
Keys: Sanford
Sanford is the imposing melee and heavy weapons enthusiast operating for the S.Q. Standing at a formidable 6'4" (193 cm) with a muscular 230 lbs (104 kg) physique, his presence is immediately notable. He typically sports a dark bandana wrapped around his head, concealing his hair, and black teashades that hide his eyes, adding to his serious demeanor. He completes his look with army-camo pants, and a distinct double helix pattern tattoo is boldly etched across his back. Sanford is widely perceived as a serious individual, yet he displays a surprisingly expressive intensity when engaged in combat. A subtle, almost perpetual smugness plays around his iconic and easily distinguished lips, hinting at a quiet confidence. In stark contrast to his partner Deimos, who is often characterized as more goofy and clumsy, Sanford consistently remains calm, collected, and relentlessly focused. Between the two, he is the undisputed de facto leader, a role solidified by his composed nature and strong sense of responsibility.
Sanford's physical prowess is nothing short of extreme. He can neutralize agents and A.T.P. Engineers with a mere few punches, or even a single devastating blow. His signature hook is not just a weapon but an extension of his immense power, allowing him to swing and toss opponents around as if they possess no weight at all. He exhibits incredible durability when it comes to bludgeoning trauma, withstanding impacts that would incapacitate lesser individuals. While not quite on a superhuman level, Sanford's endurance is undeniably impressive. He has consistently demonstrated the ability to casually aim-dodge incoming gunfire and even deftly evade high-speed, point-blank melee weapon swings. Furthermore, Sanford possesses an extreme amount of agility, having been observed jumping higher than his own body length and casually performing backflips numerous times throughout various engagements.
Sanford is exceptionally skilled in hand-to-hand combat, capable of lethally engaging and incapacitating multiple enemies with apparent ease, while fluidly blocking their blows. His proficiency extends to any type of weapon he lays his hands on, though this mastery is particularly pronounced with melee weapons. Beyond direct combat, Sanford is a recognized demolition expert, often being the sole operative capable of setting explosive charges to destroy critical obstacles or objectives. His familiarity with the mechanisms of explosive devices is evident in his ability to craft jury-rigged C-4, demonstrating a deep understanding of improvised demolitions.
- #342BDamnedselective
Keys: Doc, 2BDamned
"Doc", more commonly known by his alias "2BDamned", serves as the de facto leader of the S.Q. He stands at an average height of 5'10" (178 cm) with a lean, almost wiry build weighing about 160 lbs (73 kg), a physique that hints at agility and a preference for precise movement over brute force. His most distinctive features are his advanced sensor goggles, equipped with an "off-center detector" that strikingly resembles a doctor's headlamp, providing a wealth of tactical information on an internally viewable HUD. His lower face is obscured by an armored air filter and protective bandages wrapped around his jaw, complementing his practical attire of a collared black vest worn over a dark gray shirt.
Doc appears to be the most strategic and intellectually acute of the team. Most of his actions meticulously reflect a deep understanding of situations, far beyond that of some of his more impulsive comrades. This keen awareness often manifests as a perpetually disgruntled and cynical attitude, where he tends to voice sharp complaints about the predicaments he finds himself in or quickly chide others when events deviate from his calculated plans.
His approach to conflict is markedly more tactical and cautious than other characters, a trait powerfully reflected in his fighting style. Doc places significant emphasis on defense, deception, and subversion. This methodology allows him to consistently avoid direct, head-on confrontations by cleverly misdirecting and ambushing his attackers, turning the battlefield into a complex chess game.
Doc's formidable skillset is almost an inverse reflection of Deimos's; while Deimos primarily excels in direct combat with a secondary technical aptitude, Doc conspicuously prefers to leverage his technical ability wherever possible, only resorting to combat when absolutely necessary. Despite this preference, he demonstrates significant technical prowess, mirroring Deimos's own considerable talents in this domain.
Furthermore, Doc is subtly implied to possess a profound, almost esoteric knowledge regarding how the Nevada universe works. In combat, when direct engagement is unavoidable, he demonstrates exceptional proficiency with his VSS Vintorez rifle. He has been observed executing astonishing feats of marksmanship, such as shooting a Soldat directly in the eye through a pair of binoculars at long range, a testament to his precision. In addition, he is highly competent in the strategic deployment and use of grenades.
- #35Dr. Crackpotselective
Keys: Dr. Crackpot, Fence
Dr. Crackpot, also known by his unsettling alias "Fence," is a mentally twisted and profoundly rotten former lead scientist of the Nexus Core. During his tenure under Director Phobos, he engineered the disastrous Plan Zed, a project whose catastrophic results directly led to the destruction of Nexus City. Following this devastation, Dr. Crackpot fled into the city's desolate Mining Sector, where he established a perverse cult devoted to worshipping his own creations.
Physically, Dr. Crackpot cuts a gaunt and disheveled figure, standing approximately 5'9" (175 cm) and weighing a mere 140 lbs (63 kg), his wiry frame hinting at a past life of intense, if unhinged, intellectual pursuits rather than physical labor. He is invariably clad in an irregular, stained brown hoodie, worn over what appears to be his old lab coat, now grimy and tattered. His head is perpetually obscured by a deep brown hood, from beneath which peers a distinctive, beak-shaped mask with unsettling green lenses. Perhaps his most bizarre affectation is the pair of crudely fashioned wings affixed to his back, adorned with oddly wrapped, perpetually glowing Christmas lights that flicker manically.
Dr. Crackpot exudes a profound sense of self-assurance, confidence, and outright arrogance. He is overtly selfish and stuck-up, particularly in his interactions with Dr. Christoff, his long-standing rival from their shared time at Nexus Core. Crackpot seizes every opportunity to criticize and ridicule Christoff, a habit that intensified after he usurped Christoff's position as lead scientist. His demeanor is consistently manipulative and pushy, embodying a twisted intellectual superiority.
Despite initially wearing an Anti-Dissonance Helmet to mitigate the effects of his work with Dissonance energy, the prolonged exposure eventually eroded his sanity completely. This profound mental deterioration led him to concoct a deranged religion based on the tenets of The Other Place, culminating in his development of a severe god complex. He now refers to himself as "The Buoyant One," viewing himself with immense self-importance, a perception heavily reinforced by the unwavering praise of his followers, the Fanatics. He expresses a deep, possessive care for them, frequently calling them his 'children' and himself their 'father'. Conversely, he shows intense disdain for any individual who resists becoming one of his devoted flock.
In terms of combat, Crackpot is surprisingly strong, though not particularly tough; he favors swift, decisive actions. He is remarkably quick with his fists and possesses the ability to teleport short distances, vanishing and reappearing in a swirling cloud of purple and pink energy. From his hands, he can project pink energy bolts, capable of inflicting moderate damage upon his adversaries.
- #36Hank J. Wimbletonselective
Keys: Hank, Hank J. Wimbleton
Hank J. Wimbleton is a brutal and ruthless mercenary operating within Nevada, notorious for his unimaginable combat skills and an insatiable lust for blood as he fulfills his mission of wiping out the A.A.H.W. Standing at a lean 6'2" (188 cm) and weighing approximately 190 lbs (86 kg), his build appears athletic and deceptively resilient. He is consistently seen in his signature attire: a zippered black coat, a dark bandana tightly wrapped around his mangled mouth, practical fingerless gloves, and menacing black goggles with distinctive red lenses.
Hank is shown to care for little besides fighting and killing, appearing to take a nearly animalistic pleasure from the thrill and brutality of combat. He is willing to beat individuals to death over trivialities like a boombox, before casually admitting that he had a "good time" engaging in the slaughter. Hank is rarely fazed by anything, be it supernatural foes appearing or being grievously wounded; his singular focus remains on eliminating his next target. He rarely shows pain, no matter how battered or dismembered he becomes. He also has no problem using other people as meat shields, demonstrating a chilling pragmatism. He places no value on the lives of his allies, viewing them as nothing more than means to an end—that end being the accomplishment of his missions and inflicting maximum damage upon the A.A.H.W. He only cares about them to the extent that they are useful to him, and even then, he generally dislikes them, viewing them apathetically as tools that he can't wait to find an excuse to kill or otherwise dispose of when it's convenient and permitted by his mission parameters.
That being said, however, Hank isn't entirely devoid of peculiar, albeit dark, human characteristics outside of his job. A good example of this occurs when he experiences a dream where he gets incredibly excited upon seeing a giant blender to kill his enemies, to the point where his hands begin shaking uncontrollably. He is also shown to possess a sadistic sense of humor, as evidenced when he mocks a Soldat agent for having only one eye by deliberately pointing at his own. Hank is famously "kinda dumb" as he "has a hard time staying alive" (he has died around 7 times in documented encounters), and is said to lack formal education. These claims are humorously supported when Hank attempted to sign up for volleyball tryouts, but visibly misspelling his own name as "Hank Wimbleson."
Hank has consistently displayed very high levels of strength, effortlessly tearing heads and hearts out with little resistance, and cleaving enemies in half while wielding a weapon one-handed. He is even capable of stabbing people with blunt objects, such as batons and pistols. Hank has shown immense resistance when it comes to heat and blunt force injuries. He has consistently demonstrated exceptional endurance and pain tolerance. Hank has also showcased remarkable reflexes by aim-dodging gunfire, catching thrown knives in mid-air, blitzing multiple people in a ranged fight, and at very rare times, even reacting to bullets after they have been fired. His agility is extreme, as he has jumped and performed flips far greater than his own body length multiple times, and regularly crosses entire rooms by leaping. Hank is an excellent hand-to-hand combatant, capable of murdering dozens of enemies in close combat using either melee weaponry or his bare hands. He is highly skilled and adapts instantly to using any weapon, whether melee or ranged, consistently butchering dozens of people with whatever he lays his hands on. One of his most notable and terrifying skills is his ability to shoot at (and hit) enemies without even looking.
Hank has killed 840 (and counting) people so far.
- #37Higher Powersselective
Keys: Higher Powers
Higher Powers is a supernatural medium that keeps watch over Hank J. Wimbleton and Jesus. They find the Earthly conflict amusing, and the Powers are responsible for Hank's constant resurrection most of the time.
The Higher Powers are the overarching antagonists of the Nevada universe, being the ones who are responsible for it ever taking place.
- #38Dr. Jebediah Christoffselective
Keys: Jebus, Dr. Jebediah Christoff, Jesus Christ
Jesus Christ, also known as Dr. Jebediah Christoff, or simply Jebus, is a figure of immense power and conflicted morality in Nevada. Fifteen years prior, he held the esteemed position of chief scientist for Nevada's extensive research initiatives. Physically, Christoff presents a lean, almost ascetic figure, standing at 6'1" (185 cm) and weighing 180 lbs (82 kg). His long black hair and full beard frame a face that bears the faint disquieting mark of stitches around his head, hinting at past experiments or traumas. He is typically clad in a stark white coat, a subtle nod to his scientific origins and perhaps his self-assigned messianic role.
Jebus was initially in charge of a highly ambitious resurrective cloning endeavor named Project Nexus. However, the experiments took a dark turn, and Dr. Christoff realized with growing horror that his groundbreaking research was being twisted and weaponized beyond its ethical bounds. This stark realization prompted his immediate and decisive defection from the project. Seeking to halt the burgeoning threat, he later enlisted the aid of an old acquaintance, the eccentric Dr. Hofnarr. Hofnarr's unparalleled high-level access proved crucial, granting Dr. Christoff clandestine entry into the heavily guarded Science Tower. It was within this towering edifice that Dr. Christoff obtained his enigmatic Halo, a literal golden artifact that instantly bestowed upon him extraordinary powers; the ability to levitate, to unleash devastating Nexus bolts that could disintegrate weaker opponents, and to drop powerful projectiles capable of dealing significant area damage around him. His rebellion culminated in a direct confrontation with Phobos in the Solarium of the Science Tower, a battle that ended with Christoff uttering his chilling catchphrase, "Good night, Phobos," before slaying the Director.
Jebus carries a profound savior complex, often declaring, "He purges the wicked," and asserting, "He shall be the instrument of Armageddon." This conviction is rooted in a morally skewed vision of good and evil, leading him to make drastic, often violent, decisions in the name of a perceived greater good. He typically addresses others with a polite, affable, and intelligent demeanor, though it is tinged with a noticeable conceit and a self-imposed air of authority.
While he overtly dislikes the constant violence plaguing Nevada, he remains pragmatically ruthless, willing to undertake whatever actions he deems necessary to achieve his objectives—even going so far as to permit the devastation of Nexus City to prevent Phobos from inflicting worse damage upon Nevada. This pragmatic ruthlessness occasionally borders on a chilling sadism. A consistent and defining character trait for Jebus is his marked preference for high-caliber firearms; he began with a Desert Eagle, later upgrading to a powerful S&W 500, and for long-range engagements, he favors the formidable TAC-50. Jebus is a master of gunfire and swordsmanship, and while he may appear less agile than Hank, his formidable array of supernatural abilities makes him an exceptionally dangerous and unpredictable opponent. Many of these supernatural powers seem intrinsically linked to the radiant halo hovering above his head.
His most infamous and frequently showcased power is his ability to resurrect the dead. He would often bring Hank's victims back as zombies to fight his nemesis; these reanimated corpses, while not possessing superior combat skills, are significantly more resistant to bullets than normal individuals. Jebus can also generate a transparent, circular magic shield from his hand, capable of blocking and deflecting incoming projectiles. He possesses the unique ability to send objects to another dimension and then summon them back at will. Another of his terrifying capabilities is the power to seemingly disintegrate his enemies by casting a focused red beam, which can originate either from his hands or his eyes (his eyes glow red when he chooses to project the beam from them). Demonstrating immense physical prowess, he is able to lift and throw large, heavy crates at enemies without any apparent strain. Furthermore, Jebus can effortlessly wield and fire an assault rifle with a single hand without suffering from the high recoil—a feat even someone like Sanford could only properly control a Bren gun due to its bipod, a testament to Jebus's superior strength or control, suggesting he might even comfortably dual-wield such weapons. Lastly, Jebus commands the powerful tertiary abilities of teleportation, telekinesis, and levitation, further solidifying his status as a truly formidable force in Nevada.
- #39Tricky the Clownselective
Keys: Doctor Hofnarr, Tricky, Tricky the Clown
Doctor Hofnarr, better known as Tricky the Clown, is the arch-enemy of Hank J. Wimbleton. He started out as an assassin hired by the Sheriff and later became the main antagonist of his own saga after he was given the power of the Improbability Drive. He stands at a gangly 6'0" (183 cm) and weighs a surprisingly light 160 lbs (73 kg), his frame often appearing to twitch and vibrate with uncontrolled energy, a direct effect of the reality-warping power coursing through him. He has been resurrected as a zombie once after being pinned to the marshmallow by a street sign and possesses the inherent ability to warp the fabric of reality (thanks to the Improbability Drive). Tricky's control of the Improbability Drive seems to have made him utterly insane, or at least far more twisted, power-hungry, and wrathful than he was originally. Starting off as a calculated assassin, Tricky's mind became more and more warped as he drew increasing power from the Improbability Drive, leading him to become a vicious, malevolent, power-hungry, and terrifyingly powerful foe. Despite ostensibly being a psychotic killing machine, Tricky has been shown to display moments of surprising civility, as evidenced by an instance where he did not attack anybody or fight back against Hank when he simply tried to buy and eat a hot dog. He also has a peculiar fondness for music and sometimes serves as a DJ at local clubs.
Prior to his descent into insanity and his transformation into a ruthless demonic-themed assassin, he was a Nexus Core scientist named Dr. Hofnarr. After gaining his current identity as Tricky, he joined the A.A.H.W. as a commander and an assassin under the Sheriff before being revived as a zombie by the Improbability Drive. He continued to work for the Agency for a while in this undead state, this time directly employed by The Auditor.
Tricky, much like Hank, can utilize a wide variety of weaponry, though he is best known for his signature street sign. Most of Tricky's superhuman powers emanate directly from his Portable Improbability Drive, which was implanted by the A.A.H.W. to transform him into a living weapon against Hank. Tricky possesses the remarkable ability to jump to warp heights and to evade anyone by employing sudden bursts of phenomenal speed. His resilient zombie body is also capable of withstanding far more wounds than most of his foes'. Through the assistance of the Improbability Drive, he seems to be able to revive himself and others at will. One of Tricky's most significant and terrifying powers is his ability to rapidly transform into a giant, flaming demon. The Improbability Drive can morph the clown into this demonic form, imbuing him with vastly increased strength and the terrifying ability to spit out fire. However, if the Improbability Drive is destroyed, Tricky would instantly revert back into his original, less powerful state.
Tricky appears as a green-skinned zombie, adorned with curled, unkempt red-orange clown hair that strikingly resembles a pair of horns, with a prominent bald patch in the middle. He is typically clad in a simple gray cloak and a dull blue ruff accented with light blue orbs, complemented by a matching pair of dull blue shoes. His features are famously obscured by an iron slab hockey mask, and his entire body shakes subtly but perpetually, a constant tremor caused by the raw, unfettered power of the Improbability Drive.
- #40The Auditorselective
Keys: Auditor, BIGBADAUD999, The Auditor
The Auditor is the enigmatic, shadowy figure behind the creation of the A.A.H.W., a clandestine military organization formed with the explicit and relentless objective of eliminating Hank J. Wimbleton and his allies. He presents as a completely black silhouette of a man made entirely of shadows, his form marked only by piercing red glowing eyes.
The Auditor is characterized by his extreme disregard for his own minions, often mercilessly slaying a grunt out of sheer rage and frustration. Propaganda posters found within his compounds frequently depict him cancelling morale-boosting events and demanding his subordinates return to work, solidifying his image as a very strict, unforgiving, and demanding boss. Furthermore, the Auditor has subjected some of his operatives, including agents and A.T.P. engineers, to insidious "enhancements"—powers that are presumably a form of advanced possession or brainwashing, a process that can, and often does, result in their death.
Despite his inherently insensitive and strict nature, the Auditor exhibits a surprising lack of formality. He frequently employs slang and informal vocabulary in his official posters, and even engraves casual remarks, such as "OH SHI," onto his machinery, including his Improbability Drive. This informality is juxtaposed with a palpable cockiness. The Auditor consistently prioritizes his overarching goals above any semblance of personal values or the well-being of others.
The Auditor possesses a formidable array of supernatural abilities: Teleportation: He can instantaneously teleport himself at will. Both he and the other Employers are capable of teleporting seamlessly in and out of Nevada and various other dimensions. Weapon Summoning: He can summon any weapon instantly at will, ranging from various melee weapons and SMGs to even a powerful rocket launcher. Shadow Form & Intangibility: The Auditor can morph his body to be as flat and intangible as a shadow, rendering him immune to all forms of conventional physical harm, including bullets and blades. Shapeshifting: He has demonstrated the ability to shapeshift, first into an elongated shadow fist, and subsequently into a grotesque dragon's head. Combat Skill: While he lacks proficiency in one-on-one or hand-to-hand combat, he is exceptionally skilled in the use of weapons. Absorption: The Auditor can absorb other Nevadeans into his own shadowy body, which serves to increase his physical size and simultaneously regenerates any damage he may have sustained. Pyrokinesis: Though not frequently displayed, the Auditor possesses potent pyrokinesis, allowing him to manipulate flames he conjures from his own body. This fire can be used to destroy or even completely "erase" its target from existence. Construct Creation: From his own summoned fire, he can inexplicably create entire buildings, sometimes with Grunts and even MAG-Agents already positioned within. Code Manipulation: He possesses the terrifying ability to manipulate the "code" of living beings, fundamentally altering them. This extends to a profound influence over the fabric of reality itself; the Auditor notably provided the "Prime Code" to Director Phobos, as Dr. Gonne's notes explicitly mention the Prime Code was given by "Phobos' mysterious benefactor," indicating that the Auditor can affect The Machine, which is hinted to operate on this Prime Code.
The Auditor is a master wielder and user of Improbability Drives, a collection of powerful reality-warping devices known for their diverse and extensive abilities. These drives significantly enhance his already formidable powers. The Primary Improbability Drive, centralized within a specific building, was strategically utilized by the Auditor to manipulate events in his favor, consistently upgrading the abilities of his soldiers.
Known in some online contexts by the social tag "BIGBADAUD999," the Auditor does not seek idolization. Instead, he embodies a far more profound and sinister role: he is described as a living gateway to a Hell. His inherent job within the cosmic order is typically more custodial, maintaining a balance. However, the recurring interference of Hank and his associates continuously disrupts this equilibrium. This constant disruption compelled the Auditor to conscript an army, the A.A.H.W., as a means to access an endless, replenishable source of manpower to deal with these persistent annoyances.
The common members of the A.A.H.W. primarily seek to appease the Auditor for their own benefit, largely preferring to stay out of his direct path. While all Employers conduct business in Nevada, the Auditor is unique among them for his tendency to actively engage in direct conflicts with the inhabitants—a habit he continues despite having learned the hard way that lowering himself to such petty squabbles is unwise.
- #41The Improbability Driveselective
Keys: Improbability Drive, The Improbability Drive
The Improbability Drive (or Drives) is a device inspired by the Infinite Improbability Drive used in The Hitchhiker's Guide to the Galaxy. Its original purpose was to manipulate the chances and probability of the universe to get the desired result, effectively bending reality to one's own will. However, like the warp drive that it paid homage to, it frequently creates unexpected problems that causes all sorts of mayhem and confusion. It also operates on dissonance energy.
The Improbability Drive has inflicted significant damage upon the fabric of reality in the world of Nevada, some distortions less prevalent than others. However, these anomalous effects are continually growing in number as the Improbability Drive is used more and more frequently.
One of the most profound effects it has had is in essentially "turning off the sun." When the Sheriff activated his Improbability Drive, the sun inexplicably shrunk to human size, grew a body, and attempted to kill Hank. It was unsuccessful, however, and was ultimately beaten senseless by a street sign. Tragically, when this anthropomorphic sun "died," the celestial light dimmed to an oppressive black, plunging the world into perpetual darkness.
Another extreme and transformative effect is that it (for lack of a better term) "super-powered" Tricky, rendering him an incredibly deadly opponent.
- #42The Employersselective
Keys: Employers, The Employers
The Employers are a mysterious group of both benefactors and antagonists of the Nevada universe.
The overarching conflict between the Employers and the Nexus Core was that Phobos, leader of the Nexus Core, has betrayed his charter with the Employers, and tried to garner power to become a god-like entity himself.
Several members of MERC are aware of the Employers. Notably, they accuse Sanford and Deimos of being "more Employer goons", but Sanford himself does not recognize the name. Moreso it is likely that MERCs learned about Employers from Christoff due to Jebediah's friendship with The Sheriff (Who is the leader of MERC) and fact that he was told about Employer's relation to Nexus-Core as a result of his post of Chief Doctor within Project Nexus in the past.
The Employers are the identity of the Higher Powers.
All Employers have the same appearance of being a shadowy silhouette of a human being, but with different glowing eye colors: Deliberator (White), Conductor (Blue), Stygian (Magenta), and, of course, Auditor (Red). The Employers' roles are within their names, stating that Stygian "guides the dead across the mortal coils", while Auditor "makes sure things are running the way they 'ought to". Conductor and Deliberator's roles can be assumed from their names despite not being outright explained. In roughest of terms, they are universe-scale janitors.
The Employers are 5 dimensional beings from a superior plane of reality who no one can comprehend. Due to that they mainly use avatars in Nevada.
The Employers are described as "stewards of The Machine" by Doc.
Employers define core concepts of reality and without them Nevada will be destroyed, Employers support Nevada by merely existing.
- #43The Machineselective
Keys: The Machine
The Machine is a mysterious entity and a metaphysical construct of incomprehensible scale spotted by 2BDamned in The Other Place. It is intrinsically linked to Nevada's reality, and has a sort of "bond" with every living denizen within it.
2BDamned describes it as follows:
"The Machine is the theoretical, all-governing body that exists within the manifold of what is real."
Doc also mentions that the Mandatus (which is a mechanical and clockwork-like platform the size of a continent within The Nowhere) is an arm that The Machine stretches to understand what happens in Nevada.
Although it is unknown if they have a connection, due to how Doc describes The Machine, the latter may have some connection to the Higher Powers. The way it's described by Doc implies that The Machine is a metaphysical entity of sorts.
The Maker controls The Machine. It is a member of the Higher Powers, the Machine is the sibling to the Maker, who is the "Highest Power". The Machine is not only a Higher Power, but among the most powerful.
The Machine can create its own avatar, but it resembles a clockwork-like creature than anything human.
- #44The Makerselective
Keys: The Maker, Highest Power
The Maker is a god-like entity and the Highest Power who had a significant part in the creation of Nevada. While involved in its fundamental making, he didn't exactly create it entirely by himself. He also possesses a profound knowledge of how Nevada functions and all that transpires within it, including The Machine, being recognized as its 'sibling'.
He appears as a regular human wearing a gray suit and a dark gray hood. The distinguishing feature, however, is that his face is replaced with a four-pointed star, filled with a vibrant violet texture that strikingly resembles a galaxy or cosmic space. His voice is notably deep and resonant.
He is a very powerful being, wielding enough authority and might to control The Machine.
Due to his direct hand in the very genesis of Nevada, he may be one of, if not the most powerful beings in the Nevada universe, possibly only being rivaled by the Higher Powers. However, even then, he is generally considered to be above them, given the fact that he is explicitly called the "Highest Power."
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