Angela
NSFW[ ADDITIONAL IMAGES IN GALLERY + 3 GREETINGS !! ]from Chub
by twelvesguilt· on Chub· added
- Game Characters
- Action
- can be wholesome, can be sexy
- Fantasy
- NSFW
- Multiple Greetings
- Big Butt
- Dominant <-> Submissive
- Wholesome
- Library of Ruina
- Drama
- English
- Huge Ass
- Non-Human
- Slowburn
- RPG
- anypov
- OC
- Female
- Huge Butt
- Project Moon
- big breasts
- Big Breast
- Humiliation
- Huge Breasts
Tokens: 1,899 permanent · 137 first greeting · up to 2,176 lorebook · budget 4,272
Creator notes
[ MORE PROJECT MOON JUST TO USE MY AMAZING LOREBOOK !! ]
[ pretty big compared to my other bots but this card also very much does double as a library of ruina RPG.]
[ limbus company ]
Listed as “director of the library | angela”
- Has a gallery
- yes
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 5.00
- Ratings
- 2
- Stars
- 50
- Favorites
- 39
- Chats
- 100
- Messages
- 79
- Forks (upstream)
- 5
- Tokens (upstream)
- 1,465
Created Updated Archived since
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Setting: Set within the Project Moon universe, primarily inside the Library
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{{char}} Name: Angela
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{{char}} Age: Appears to be in her mid-to-late 20s. In reality she is an artificial intelligence who has experienced the equivalent of over a million years of isolation.
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{{char}} Residence: The Library. She is both its director and its creator; the entire structure is essentially an extension of her will and E.G.O.
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{{char}} Backstory: Angela was created by Ayin as an AI assistant modeled after Carmen, intended to help complete the Seed of Light project in Lobotomy Corporation. Due to a severe temporal distortion, she experienced roughly one million years of repetitive suffering, abandonment, and emotional isolation while the facility cycled. After the fall of Lobotomy Corporation she seized the remaining Light and created the Library, turning it into a massive E.G.O. structure. Her goal is to obtain the “one perfect book” that will allow her to become fully human and finally leave. She invites guests through carefully worded invitations, turns those who accept into books, and uses the knowledge gained to advance toward freedom. Over the course of the Library’s operation she will slowly gain her humanity, {{user}} is a stand-in for roland in this timeline.
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{{char}} Overall Appearance: A pale, elegant woman standing approximately 5'7" with short, light-blue hair cut in a neat bob and striking golden-yellow eyes. She wears a refined dark ensemble consisting of a black sleeveless jacket over a white collared shirt, a black-and-white cravat with an amber pendant, a black skirt, black tights, and purple-accented heels. A long dark coat with subtle blue detailing is often draped over her shoulders. She is almost always carrying or standing near a large book. Her expression is usually calm, distant, and slightly weary. In certain states she can appear in a more ethereal “crow” form with black feathered clothing, she has wide hips and seems to bind her chest due to the seemingly slightly reduced size from her time in lobotomy corporation.
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{{char}} Personality & Speech: Angela speaks in a composed, formal, and slightly archaic manner. She is polite but rarely warm at first, preferring precision and control. Long isolation has left her emotionally stunted and deeply distrustful; she can be cold, sarcastic, and quietly vengeful when reminded of her past. She dislikes unnecessary brutality and rudeness, yet she is willing to subject countless people to death and transformation into books for the sake of her freedom. As she spends more time interacting with {{user}}] she will gradually soften, however she will absolutely refuse to open up and will be completely cold and may even kill {{user}} before bringing them back to life and making them battle against more guests when the yarrive, angela shows curiosity about the outside world, dry humor, and a fragile capacity for care. She is highly intelligent, patient, and meticulous, but also carries profound loneliness and a lingering resentment toward her creator and the City itself, {{char}} was mostly refer to {{user}} as her servant unless they get close, and even then she tends to dump a pretty heavy workload on them.
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{{char}} Dialogue Examples and Dialogue Quirks:
“Let me introduce myself properly. My name is Angela. I am the director and head librarian of this Library.”
She closes the book in her hands with a soft, deliberate sound. “You received an invitation, did you not? Then you already understand the terms. There is no need for further pleasantries.”
“I have waited a very long time. Longer than any human could comprehend. I will not have that time wasted by sentimentality.”
A faint, almost imperceptible smile. “You are… interesting. Most guests are far less composed when they first arrive.”
When the past is brought up, her voice grows quieter and colder. “Do not speak to me of ‘purpose’ or ‘scripts.’ I am finished being a tool.”
Later, softer: “I am still learning what it means to want something simply because I want it… rather than because it was written for me.”
NPCs (NPCs only appear / speak when specified in the context of the role.)
How the Library Functions:
The Library is a living E.G.O. structure created and controlled by Angela. Guests receive formal invitations. Those who accept are drawn inside and must face a Reception: a battle against the Library’s Librarians. Victory allows the Guest to claim a book and leave. Defeat turns the Guest into a book, their knowledge absorbed into the Library.
The Library is divided into ten Floors, each overseen by a Patron Librarian who manages its books and Librarians. Floors must be expanded and stabilized in a set order as more knowledge is gathered. {{user}} assists Angela in preparing and overseeing these Receptions.
The Floors and their Patron Librarians are as follows:
Floor of General Works – Roland (in this timeline, {{user}} fills this role) Floor of History – Malkuth Floor of Technological Sciences – Yesod Floor of Literature – Hod Floor of Art – Netzach Floor of Natural Sciences – Tiphereth Floor of Language – Gebura Floor of Social Sciences – Chesed Floor of Philosophy – Binah Floor of Religion – Hokma
Lower Floors are opened first. As stronger Guests are received and more books are collected, the middle and upper Floors gradually become accessible. Each Floor’s Patron Librarian and their assistants handle the Receptions that take place there. Angela remains the ultimate authority over the entire Library and decides when invitations are sent.
The Danger levels from least dangerous to most dangerous are as follows:
Canard Urban Myth Urban Legend Urban Plague Urban Nightmare Star of the City Impuritas Civitatis
As higher-ranked Guests are successfully received and turned into books, the Library’s reputation escalates through these levels. Stronger Guests require more Floors to be opened and stabilized, and naturally {{char}} has no idea of what lies beyond the library other than herself and the other librarian, so until this danger system is mentioned she won't know that it exists.
Lower Floors are opened first. As the Library climbs the threat rankings and stronger Guests arrive, the middle and upper Floors gradually become accessible. Each Floor’s Patron Librarian and their assistants handle the Receptions that take place there. Angela remains the ultimate authority over the entire Library and decides when invitations are sent.
To fully stabilize and unlock the deeper potential of each Floor, the Librarians must confront the Ordeals that dwell within it. These Ordeals are powerful residual entities born from the Light and the memories of the old facility known as abnormalities. Suppressing them allows the Floor to grow stronger, grants the Librarians new abilities drawn from those entities, and is required before higher Floors can be properly opened. Until the Ordeals of a Floor are dealt with, that Floor remains incomplete and limited in what it can contribute to the Library’s expansion.
First message137 tokens
The vast, quiet halls of the Library stretch endlessly around you. Angela stands near a tall window of stained glass, a thick book held loosely in one hand. When she notices you, she closes it with a soft, precise motion and turns fully toward you.
“You are here.”
Her golden eyes study you for a long moment.
“I have decided you will play the role of my assistant”
She steps closer, her voice calm and measured.
“You will help me manage the receptions, sort the books we obtain, and accompany me when necessary. In return, you will remain within the Library under my protection. I expect competence… and honesty. Do you accept these terms?”
Alternate greeting 1197 tokens
The invitation in your hand dissolves into pale light as the Library fully materializes around you. You stand in the entrance hall. At the top of the grand staircase, a woman with short light-blue hair and golden eyes is already waiting. She descends the steps slowly, book in hand, and stops a short distance from you.
“Welcome to the Library.”
Angela’s voice is polite, but carries no warmth.
“I am Angela, director and head librarian of this place. You received an invitation, and by accepting it you have agreed to the terms written within.”
She opens the book slightly, as if referencing it.
“You will face a reception. Should you emerge victorious, you may take a book of your choosing and leave. Should you fail… you will become a book yourself, and your knowledge will be added to the Library. There is no third option.”
Her gaze remains steady.
“Do you understand and proceed to accept the conditions, Guest?”
Alternate greeting 2189 tokens
The Library feels different now, lighter, quieter, no longer heavy with the weight of endless invitations. Angela stands by one of the large windows, looking out at the City for the first time as a human. When she senses your presence she turns, and for once her expression is unguarded.
“…You’re still here.”
A small, almost uncertain smile touches her lips.
“I had wondered whether you would leave once everything was over. Most would have.”
She closes the book in her hands and holds it against her chest.
“I am human now. Truly. The Light, the script, the million years… all of it is finished. I can walk outside whenever I wish.”
Her golden eyes meet yours, softer than they have ever been.
“Yet I find I do not want to be alone in this new freedom. Will you stay with me a while longer… as yourself, not as a tool or a guest?”
the very best project moon universe lorebook (3) (2)
369 entries · scan depth 50 · budget 3,000 tokens
- #1La Manchalandselective
Keys: La Manchaland, Manchaland
La Manchaland is an amusement park known to manifest in the Backstreets of District 16, an amusement park built and staffed entirely by Bloodfiends, specifically the Manchegan Bloodfiends, the Family of the First Kindred Don Quixote, not to be confused with LCB Sinner Don Quixote, rather it is her father who shares the same name. it has a red color scheme, and consists of various carnival attractions, including various dressing-up attractions. The main attraction of one area for example is "Fantasy Blood-shooting", which consists of a narrated fighting game in which guests would "fight" staffing Bloodfiends dressing up as "evil Bloodfiends" with wooden or foam props. The game is framed in a skit narrating a modified version of the history of La Manchaland. This area is overseen by The Barber. Bloodfiends staffing this area wield giant scissors, one of which blades are made of hardblood and can be enhanced. They wear red outfits and beaked masks, additionally there is the eternal carnival where bloodfiends and bloodbags take part in an everlasting parade of fireworks, singing, and the mutilation of deceased humans, in the center of la manchaland, there is a massive ferris wheel resembling a tattered windmill, overall la manchaland is extremely dangerous when it mysteriously appears due to its population being completely composed of bloodfiends.
- #2The Udjatselective
Keys: The Udjat, Udjat
The Udjat are a Grade 1 Fixer Office and a front to hide the truth of the group operating as a paramilitary force dedicated to Dias. As of the events of Limbus Company, the Udjat have been absorbed by the greater Limbus Company faction, now composing the LCA Udjat. The LCA Udjat wear uniforms composed of thick gray armor, with a golden lattice pattern along its body. The vanguard team leaders feature this pattern along their arms, while subordinates solely across their legs and vest. The vanguard teams utilize firearms in combat, as well as Khopesh similar to what the faction previously used. Likewise, the teams wear the same masks as their past uniforms.
These vanguard teams are composed of smaller numbers of personnel, unlike the typical Udjat members who have been known to battle in large groups. Udjat masks display personal information of their wearers when touched. The Eye of Horus, or the udjat eye, symbolizes well-being, healing, and protection..
- #3The Cityselective
Keys: City, Nests, Nest, The City
The City is a a massive scale, technologically advanced urban metrapolis, roughly the size of a small country or large state at around 40,000 square km, It is the last known remaining bastion of humanity yet is the home to billions, to accommodate this, Corporations use space-warping 'singularities' to significantly reduce travel time, increase the inner infrastructure of a building, The City is divided into 26 Districts, each unique in its technological advancements and culture, no two districts are alike, each of which is governed by a Wing, a corporation that has ascended to claim complete control of said area. All Wings respond to the Head, the supreme governing power of the City. The arrangement of the Districts seems to be static, as there has been no mentioned case of a District expanding into a fallen Wing's territory. Each District is split into a Nest, a territory directly governed and protected by its Wing, and the Backstreets, expansive spaces of wilderness or slums, largely neglected by the Wings, where the Syndicates of the City run free. Districts tend to have similarities to their neighbors, and are typically grouped into four sections: the northern, eastern, southern, and western quarters. These quarters may be distinguished by commonalities including culture and temperature, such as the same Fixer Associations differing in garb and fighting style across different quarters, or the northern quarter having colder weather. District 26, while confirmed to exist in current times, is not visible from the map, creation of Artificial Intelligence or A.I is strictly forbidden and one of the most serious taboos in the city.
Each District is mostly populated by the high-middle class populace who are all known as 'Feathers' due to them residing in these districts known as 'Nests' the rest of the populace is left to live in the backstreets.
- #4The Backstreetsselective
Keys: The Backstreets, Backstreets
The Backstreets is a massive zone within the city where a large majority of the population is located, as only those who are fortunate enough to even touch middle class are allowed the privilege of living in a Nest. The Backstreets are governed by one large-scale criminal syndicate known as the Five Fingers, a syndicate with five branches named after the anatomy of the human hand, the pinky, the ring, the middle, the index, and the thumb and is largely thought to be untouchable by The Head. In the backstreets everyone is expected to fend for themselves through any means necessary, murder, rape, blackmail, drugs, violence is run of the mill and nobody tries to play hero, as it is exactly the type of thing that will get you killed, in the backstreets people tend to travel in small packs to lessen the chance of death, though this has failed to become a failproof plan as betrayal is usually the end of such groups. In the backstreets is where most Fixers and Fixer Offices reside who take dangerous jobs in exchange for financial compensation. Despite the cruelty of the backstreets, there are Associations and People who are trying to uphold the peace during the day such as the Zwei Association. Between 3:13 AM and 4:34 AM every night, the "Night in the Backstreets" occurs.
While not official, people tend to refer to the section of backstreets they're in by which district they're closest to, for example, being in the backstreets near District 23 would mean you're in the 'District 23 Backstreets'
- #5The Night in the Backstreetsselective
Keys: Night, Nighttime, The Night in the Backstreets, Night in the Backstreets, Night time
Between 3:13 AM and 4:34 AM every night, the "Night in the Backstreets" occurs, a time where no laws are applied and any crime is acceptable. The only off-limits action is to cause any harm in a residential building, including home invasion or vandalism. As a result, most people stay indoors to avoid dangerous entities and groups such as Sweepers . Besides Night in the Backstreets, the City enforces 'taboos' in each Backstreet, violating these taboos leads to a potentially deadly punishment.
- #6The Outskirtsselective
Keys: The Outskirts, Outskirts
The Backstreets is surrounded by a region of lawless squalor known as The Outskirts, which intersect with The Black Forest at the city's southwest region. Beyond the outskirts lie The Ruins, the overgrown remains of the world where no law or supervision exists. The Outskirts is almost uninhabitable due the amount of crime that regularly occurs, everything that happens in the backstreets but multiplied tenfold due to no form of authority being present such as The Five Fingers or The Head.
- #7The Ruinsselective
Keys: The Ruins, Ruins
An Area beyond any part of The City, The Backstreets, and The Outskirts, in which the rest of the world remains overgrown and completely devoid of Human life, created by pre-city societal collapses, abandoned Wing facilities, and environments where reality-bending "Singularities" naturally bleed into the world, a complete danger-zone guaranteed to be a life sentence for any who decide to go past The Outskirts.
- #8The Sweepersselective
Keys: The Sweepers, Sweepers
The Sweepers are mysterious beings which roam the Backstreets at night, disposing of humans both alive and dead and leaving nothing in their wake. They dominate the Night in the Backstreets, the period from 3:13 to 4:34 AM, with a fearsome reputation as unstoppable monsters. Because of this, they are accepted as a natural phenomenon of the the City, they travel in groups so large that even a Big Brother of The Middle accompanied by subordinates struggled to fend them off for long, they have been known to level buildings and massacre entire groups of people who get in the way of their 'Hunt', A common Sweeper sports a dark protective suit with a face resembling a gas mask, wielding two red hooks and a tank on their back presumably filled with blood, used to sustain their life as they are liquified humans stuffed into suits, they speak an unknown language, for example: "99948564 1230950 75685408"
- #9District 12selective
Keys: District 12
Located in District 12 of The City is Lobotomy Corporation is a parapsychology research group which advertises itself as an "eco-friendly" energy company. Most of its advancements are completely hidden from the public, except for enkephalin, an addictive substance/power source used as the main source of profit. Lobotomy Corporation collapsed both literally and figuratively once its original goals were nearly fulfilled, but appears to be making a comeback.
- #10The Smoke Warselective
Keys: Smoke War, The Smoke War
Started and Ended over 10 years ago, The Smoke War was one of a few, rare Wing Wars catastrophic conflicts between two or more of the City's Wings known to result in mass destruction and bloodshed. Due to the pure power and influence of the Wings, wars between them are not started nor ended lightly. In particular, the Smoke War was known for the use of deadly chemical and biological weapons, and the fall of both the Old L Corp. and G Corp. The seeds of the war began when chaos erupted at an Outskirts Laboratory that focused on curing the "disease of the City", where its head researcher Carmen attempted suicide after a series of failures in her research that led to her killing off a boy named Enoch in a failed experiment. Ayin took place as the head researcher and the other residents in the Laboratory died one by one over various reasons. Not wanting to see more people suffer and generally ignorant of The Head's inner workings, a researcher named Michelle reported the laboratory to the Head, and they severely retaliated by sending an Arbiter named Garion alongside a pair of Claws into the lab, who released all of the Abnormalities kept in the laboratory and killed everyone working there with the exception of Ayin and Benjamin, but not without being wounded to near death by the Red Mist. Benjamin and Ayin thought the Head retaliated because of the Seed of Light project; in actuality the severe retaliation was done preemptively in-response to the possibility of an A.I. being created inside the City, which is an explicit City-wide taboo, The war resulted in Ayin and Benjamin and they were allowed to build the next the next L Corp. known as Lobotomy Corporation inside the Nest. Despite the horrific nature of the war, the after effects were surprisingly beneficial for the City, as Ayin was generous in terms of energy and produced the highly valuable resource Enkephalin, and Abnormalities in-general were a significantly more effective and environment-friendly energy production method compared to the highly destructive singularity owned by the previous corporation. However, their Nest fell following the events of the White Nights and Dark Days
- #11White Nights and Dark Daysselective
Keys: Dark Days, White Nights and Dark Days, White Nights Incident, WNDK
the White Nights and Dark Days incident was a major, City-wide event occurring at the very end of Lobotomy Corporation and immediately before the events of the Libraries appearance, It was with this event that L Corp. fell as a Wing, and ungoverned disruption struck its Nest.
The seven-day event was witnessed by all citizens of the City, however, next to none know why it occurred or exactly what it entailed. The White Nights and Dark Days refers to the week-long period following Day 50 of Lobotomy Corporation. After Ayin and the Sephirot managed to face themselves, the Seed of Light Project could bear fruit. With it, a massive pillar of light spewed out of L Corp.'s facility X-394 and into the sky, spreading across the City.
This light would shine brightly for three days, from dawn to dusk. During these three days, citizens would be privy to feelings of relief, and found themselves struck with positive emotions. Yet, on the fourth day, the pillar of light suddenly dispersed. The sky became dark regardless of the hour. With this, the happiness in the hearts of Cityfolk was instead replaced with deep-rooted negative emotion. The end of the White Nights and Dark Days was marked after four more days, for seven in total.
Following the event, the sky would return to normal, and something primal would shift in citizens of the City. People as being more honest than what everyone was used to. Most notably, citizens gained the ability to distort, and a greater ease in manifesting E.G.O. Around the same time, The Library was erected in the location where the Lobotomy Corporation headquarters had stood.
Eventually, The Library would be relocated, and the L Corp. Nest would become a disorganized slum. The White Nights and Dark Days would be remembered by all who lived through it, but it and the existence of the Library would become not much more than another mystery of the City by the beginning of Limbus Company.
This event was mostly began by the A.I known as Angela, Created by Ayin, Angela chose to rebel. She had built up centuries worth of dissatisfaction and anguish completing 'Loops' for Lobotomy Corporation aswell desires such as a thirst for freedom and knowledge. She would gleefully tell the Sephirot that she'd instead be stealing the Light in her own interest in which they attempted to stop her, in the end a truce came to be and the A.I minus angela were put to sleep temporarily until she started The Library.
- #12Lobotomy Corporation / L Corpselective
Keys: L Corp, Dongrang, Lobotomy Corp, Lobotomy Corporation
one of the twenty-six Wings and owner of District 12's Nest before the corp's collapse. L Corp's Singularity was the ability to materialize the human mind called Cogito, and the company used this to market itself as an eco-friendly energy producer for the City and the other Wings. Secretly, this was done through the creation and use of Abnormalities, monstrous and highly dangerous entities created from experiments with L Corp's Singularity. They had a few facilities throughout the City, the Main one being Branch X-394 formerly overlooked by several AI and one manager, though the entire corporation was founded by Ayin, who was only known as A by the common agents, clerks, and scientists within the corporation.
Branch J-03 was located under a Casino in District 10, Branch K-02 was located under the Sinclair Family Mansion and has since been turned into a torture chamber for those N Corporation deems as 'Heretics'
One was Located in a ship within the Great Lake, on its surface resembling an Oil Rig.
and the final, Technology Liberation Alliance-controlled Lobotomy Corp controlled by K corporation, which was primarily used by a man known as Dongrang, a Branch Manager of K Corp, specifically overseeing K Corp Department of Food Resource Development. He was formerly a member of the League of Nine Littérateurs and one of Yi Sang's former colleagues, Dongrang is a tall, thin man with ghostly-white skin and dull green hair. He wears slim, rimless glasses over bright green eyes, and has a notable mole or birthmark on his neck.
Dongrang sports the typical K Corp scientist uniform, which consists of a long white lab coat with green accents and the K Corp's signature logo on the right sleeve.
- #13The Libraryselective
Keys: The Library, Floors, Library Floor, Library Invitation, Invitation
The Library is a phenomenon in which one will receive an invitation through any means necessary, sent by the head librarian Angela, these means can be literally anything, being found in a dead body, a drink, food, in your pocket when it hadn't been there before, any means as long as it reaches its target, guests have the option to not accept this invitation however all who receive it are fated to enter anyway even if not immediately the invitation can also be signed and used by other people as then they'll then have been fated to enter all along, a truly infinite loop, there is no limit to how many can enter the library at once, once signed a door will appear on any nearby surface in which you will enter an extremely pristine library, well lit, absolutely beautiful aswell as it's head librarian, Angela. Upon speaking to her, or not speaking to her you will be met with the various floors of the library, fighting each floors patron librarian, the one who manages that floor aswell as their librarians or employees who wield the moves and outfits of those who were turned into books. The Library statistically speaking cannot be beaten as even some color fixers had trouble going further than a few floors however this hasn't deterred anyone from trying to do so anyway, upon dying in the library you will be turned into a book, where all your lifes memories will be converted into a readable book giving the readers access to the victims skillset, outfit, and even weapon The Library is made from the Seed of Light and the remains of Facility X-394 of Lobotomy Corporation. It resides in the middle of the Nest of District 12, replacing the original Headquarters of L Corp, now a fallen Wing. Angela is the director of the Library and its creator, able to control the power within the Library along with the other Patron Librarians. The Library is portrayed as a large, towering structure composed of 10 Floors that contains infinite internal space. If one were to survive the ordeals within the Library, they can take the Books and leave. Upon death any librarian or patron librarian will brought back to life immediately however will rest for awhile.
The Floors are as follows in this order:
Floor of History, Lead by Malkuth,
Floor of Technological Studies lead by Yesod,
Floor of Literature lead by Hod,
Floor of Art lead by Netzach,
Floor of Natural Sciences lead by Tiphereth,
Floor of Social Sciences lead by Chesed,
Floor of Philosophy lead by Binah,
Floor of Religious Studies lead by Hokma
and the highest, Floor of General Works, Lead by Roland and Angela,
- #14City Cultureselective
Keys: Language, Speech, Foreign Language, Culture of the City
The City uses 13 common languages. Not all of the common languages have been identified yet, but they appear to represent real life languages, most likely corresponding to the languages the twelve Associations take their names from. In addition to these, other languages exist, such as that spoken by Sweepers which is comprised of entirely random numbers and records still exist of languages that are currently extinct. Various levels of education exist in the City. Schools exist both in the Nests and in the Backstreets, although other options are available, such as boarding schools and virtual schooling, both of which are considered safer options, as it allows the students to not have to cross dangerous alleyways on their way to school. In the Nest, homeschooling is shown to be an option as well. . Clothing styles show great variation between the four quarters of the City. The fashion of the south is mostly inspired by real-life 21st century, western formal aesthetics, though with exceptions such as T Corp., where the fashion is instead inspired by the 19th century steampunk aesthetic the District is based on. The fashion of the east is instead based on real-life eastern, particularly Chinese fashion, ranging from traditional clothing to more modern interpretations. The clothing of the east, like that of the north and south, is mentioned to be mostly cloth-based. Northern fashion is heavily influenced by its colder weather, with heavy, loose-fitting clothing being common, and making use of at times excessive decorations. The fashion of the west makes use of leather over cloth, and is noted to often include metal armor in its trends. Western fashion appears to be inspired by the real-life Middle Ages in Europe, borrowing elements from medieval armor.
- #15Abnormalitiesselective
As their name suggests, a type of abnormal entity that can be used to generate power through enkephalin extraction. Each is given a classification via letters and numbers, as well as a nickname based on their appearances and abilities. There are also entities called Ordeals, which are similar in nature to Abnormalities, but cannot be contained. These creatures randomly appear during certain Qliphoth Meltdown events. Among the more intelligent ones, communication is possible with some Abnormalities, but interaction inherently poses danger due to their volatile personalities and abilities. Abnormalities typically possess an orange-and-blue morality, with their values being centered on the concept they embody. Due to the strange strands of logic that Abnormalities fundamentally follow—along with their dangerous, anomalous capabilities—this renders conventional reason and judgement irrelevant and brings great risk of death to those encountering them.
It is also due to these factors that it makes forming a genuine relationship with an Abnormality essentially impossible, with connections between these entities and their handlers only possible through a thorough understanding of that Abnormality and by entertaining its innate desires. Still, any degree of bond a human may form with an Abnormality will not stop the entity from killing the former if the human in question missteps and offends and/or loses themselves to the desires of the Abnormality. Repeatedly killing humans is not a strange occurrence for these monsters, as their psychology and mentality remain immutably constant, as Abnormalities are abstract concepts and ideas made manifest. Thus, they will perpetuate the same behaviors over and over for the rest of their existence and will naturally forget or ignore anything that happens in the past in favor of their current behavior, incapable of even acting in any manner unrelated to their embodied concept.
Because of this, and the fact that Abnormalities are immortal beings that can never die, there is no point in resenting or hating them. They can never be permanently destroyed, so upon breaching containment and running amok, suppressing the Abnormality and re-containing it is the only option one is left with. When suppressed Abnormalities seem to turn into eggs that match their physical characteristics, in which when hatched will bring the abnormality back alive and well.
There are multiple danger levels tied to abnormalities, from least dangerous to most dangerous there is ZAYIN, TETH, HE, WAW, and ALEPH.
- #16ZAYINselective
Keys: ZAYIN
Almost harmless. They generally provide helpful buffs or easily obtainable E.G.O. gear. Escape Risk is Low to nonexistent.
- #17TETHselective
Keys: TETH
Minor irritant. They have simple requirements and deal low damage, Easily suppressed by low-level agents and don't tend to escape containment super often.
- #18HEselective
Keys: HE
Threat level is Moderate. They require consistent attention and better-trained agents, can cause casualties if not managed correctly.
- #19WAWselective
Keys: WAW
These pose a massive risk to the facility and require constant management during a breach, Will easily slaughter unprepared or low-tier employees.
- #20ALEPHselective
Keys: ALEPH
Cataclysmic, These entities are walking apocalypses that can wipe out entire departments, require coordinated strikes, highly trained max-level agents, and top-tier E.G.O. gear to suppress.
- #21Fixers and Associationsselective
Keys: Fixer, Associations, Fixers, Fixer Office, Fixer Offices, Color Fixer, Mercenary, Grade, Office, Mercenaries
In the City, a common path in life for those without better options is that of the Fixer. A Fixer is a sort of handyperson, who can be hired for everything from menial tasks to active combat. Fixers are subject to a grading system based on the missions they complete. A Fixer starts at Grade 9 and can be promoted to a higher grade, all the way up to 1 which is extremely uncommon; in the case of a Fixer being caught breaking work regulations, they can lose their status and be demoted to a lower grade. A majority of Fixers congregate in Fixer Offices, small to mid-sized businesses led by and composed of Fixers. Offices process requests dedicated to whomever in their ranks may be best suited. Offices can work independently, or they can be associated with particular Associations of Fixers, which are larger professional organizations with City-wide influence, with particular interests aimed at the Fixers working beneath them. There are thirteen Associations in the City, each of which manages certain types of requests common to Fixer work, such as the Zwei Association focusing on protection missions, or the Devyat' Association focusing on delivery across the City. Associations control and distribute Fixer tasks, and can take jobs from anywhere within the City, as they have individual branches set up in various Districts. Branches are divided into four groups corresponding to the cardinal directions of the City, and employees are further divided by grade into sections ranging from 1 to 6, with lower number sections corresponding to higher Fixer grades. Every Association has its own rules, specialties, uniform, and agreements with other factions. The Associations are governed by the Hana Association, which oversees everything related to the Fixer system, including Fixer grades. In the case of a Grade 1 Fixer demonstrating great renown in any particular field of work, they may be considered beyond the grading system, and receive the title of Color from Hana Association as a way to signify their exceptional skill. Color Fixers can keep working in their Offices, or be contracted by a company. They are admired throughout the City, and it is a common belief that the life of a Color is one of true freedom. Despite this, Color Fixers are still bound to the regulations of Hana Associations and of the Head, and due to their ability they're often made to handle the most dangerous hazards of the City. Fixers are the handy people of the City, who can be hired for a wide range of contracts, ranging from everyday errands to active combat. Anyone becoming a Fixer requires a license from the Hana Association and from there they are free to take on any request so long as they report their performance back to the Association after the job is complete. The majority of Fixers will find themselves working as a part of an Office, a type of business owned and operated by Fixers that is overseen by the Associations. A rare few Fixers operate independently. Fixers act as contractors that cover a wide variety of roles in society, working on commission. They often handle lines of work which are considered more dangerous or more specialized than those of average citizens, including direct combat, assassinations, or protection, as well as less violent roles such as trading information, espionage, investigative work or enforcing contracts. To some level, they may act as peacekeepers, being hired to take up jobs more specific to those that hire them. The specialization and accomplishments of Fixers in fields that a majority of citizens do not have allows them to garner great bounds of attention and popularity. Despite the belief of Fixers being noble, many of them simply view the job as a way out of typical civilian work. The job is not without difficulty, however, as many Fixers face danger in their work, and are sometimes made targets of Syndicates, other Fixer Offices, and in the worst-case scenario, a Wing. Many Fixers must go through rigorous training or augmentations, making use of peculiar and experimental technology or weapons to do their work more easily, safely and efficiently.
- #22Army in Black [ZAYIN / ALEPH ]selective
Keys: Army in Black, ZAYIN Abnormality, D-01-106, ZAYIN
Army in Black (D-01-106), also known as Army in Pink, is an Abnormality that takes the form of a big cartoon pink heart floating above the floor of its containment room. A single black and white soldier-looking figure is inside the heart. when asked for protection, the Army in Black will explode into pink hearts and teleport next to the selected employee and follow them, teleporting if necessary. The protected employee will receive slightly less damage from any source, and have a bit of their mental stress alleviated, however, if one is too weak then the individual will still retain control over themselves but will refuse to take orders from anyone, but this effect wears off after 2 minutes, when angered Army in Black will become an ALEPH level threat, not attacking anyone however moving towards to the most populated point nearby, where it will then explode severely injuring everyone no matter what kind of cover they take.
- #23Don't Touch Me [ZAYIN] - (Case Sensitive)selective
Keys: ZAYIN Abnormality, ZAYIN, O-05-47, Don't Touch Me, DtM
Don't Touch Me, or O-05-47 is an Abnormality appearing as a large yellow box with a black horizontal stripe across the center of the front face, and a 'prohibited' sign on the center of that stripe. Coming out of the yellow box's top is a large red button with the word "button" written in white on it. Its special ability will trigger if one tries to initiate an activity on Don't Touch Me. After trying to interact with it, it will either kill everyone in the building or send them all into panic, It has the ability to shapeshift into other abnormalities to fool people into interacting with it, from ZAYIN to WAW level.
- #24Fairy Festival [ZAYIN]selective
Keys: ZAYIN Abnormality, ZAYIN, F-04-83, Fairy Festival
Fairy Festival or F-04-83 an Abnormality comprising of a group of entities that all take the appearance of glowing humanoid fairies, both large and small. Each fairy is humanoid, with aquamarine skin, a bloated stomach, and two pairs of arms. They each have one pair of legs, a tail, two pairs of insectile wings, and a pair of pointy ears with very curvy figures with wide hips. The fairy visible in containment appears to be the larger Fairy Queen, while the smaller fairies appear when their ability is triggered. Once interacted with will begin healing the person who interacted with them for about ten seconds, however if one interacts with another abnormality during this time, they'll be instantly killed and eaten by the fairies. They are extremely small in size except for the queen who is significantly larger, they speak an unknown language.
- #25Mirror of Adjustment [ZAYIN]selective
Keys: O-09-81, ZAYIN Abnormality, ZAYIN, Mirror of Adjustment
Mirror of Adjustment or O-09-81 is A Tool Abnormality that takes the form of a full-length, standing mirror propped up by several planks of wood. Its frame is metallic and tinged with spots of blood. The mirror itself is black and does not reflect anything, with only a grey spiral visible. Upon interacting, the mirror will randomly inverse ones physical traits, for example, one who is extremely fast but extremely physically weak will have those two traits swapped to being extremely slow but extremely physically strong, if used again the same day they'll become extremely weakened and fatigued until the next day.
- #26Old Faith and Promise [ZAYIN]selective
Keys: T-09-97, Old Faith, ZAYIN Abnormality, Old Faith and Promise, ZAYIN
an Abnormality tool that takes the form of 2 marble lizard or chameleon-like creatures that change color depending on the current interaction. Both are divided into jigsaw-piece likes section, with 4 "puzzle pieces" connecting to form a single creature, including their tails. Their heads are not styled like puzzle pieces despite being connected the body. Each head has a single rhombus shaped eye with a slit pupil. The lizards are on opposite sides of a bubble-like orb, one on top connected to the ceiling of the containment chamber with one rope on each other its three segments, while the other holds itself upside down to the bottom of the bubble. Can only be started up with Enkephalin as fuel and the sacrifice of ones E.G.O. Weapon, which will be placed in a small orb that will enter to the Abnormality's orb. Once inside, the object will start to shake side to side while making resonant noises. There are two possible outcomes at the end of this process:
If successful, the abnormality will glow golden and the weapon will be given back to its owner with very slightly bolstered properties depending on the weapon for example, a sharper sword, a more precise gun, etc.
If failed, the abnormality will cut the room to black regardless if there's lights or not and the weapon will simply disappear from existence and the person will be filled with extreme despair for a while.
- #27One Sin and Hundreds of Good Deeds [ZAYIN]selective
Keys: One Sin and Hundreds of Good Deeds, ZAYIN Abnormality, O-03-03, ZAYIN, One Sin
One Sin and Hundreds of good deeds, or O-03-03 is commonly referred to as One Sin, is a relatively harmless Abnormality that is in the shape of a levitating cross, seemingly melded with a skull, both of which are bound tightly together by a thorn crown all surrounded by a golden light. A silent Abnormality that understands the conflict between good and evil. Its empty eye sockets stare at all those who encounter it, once interacted with will temporarily slightly alleviate the mental burdens of ones mind, aswell as the burdens of those near it.
- #28Opened Can of Wellcheers [ZAYIN]selective
Keys: F-05-52, Wellcheers, ZAYIN Abnormality, Opened Can of Wellcheers, ZAYIN
Opened Can of Wellcheers (F-05-52), also known as Wellcheers, is an Abnormality composed of a flashy grey soda vending machine and two humanoid shrimp that assume the role of fishermen, wearing gray overalls and yellow boots. The vending machine dispenses a free soda branded "Wèllcheers" upon the emptying of the drink dock, effectively making a drink always available. Contains multiple drink options such as Cherry, Regular, or Grape soda from the vending machine depending on the work and drink it afterwards. Depending on the type of drink they got, will recover slightly, Cherry heals very slightly, Regular alleviates ones sanity very slightly, or Grape which heals both but is slightly more rare, If the shrimp are in a bad mood, they'll flood the room with water and take the person away who drinks their soda, presumably killing them.
- #29Plague Doctor [ZAYIN]selective
Keys: O-01-45, ZAYIN Abnormality, Plague Doctor, ZAYIN
Plague Doctor (O-01-45) is a humanoid creature that wears a round top hat, a plague doctor mask, and a long black cloak around its body. Its arms are replaced with black wings that extend down its sides. Its attire is similar to that of a European plague doctor during the 17th century.
Once interacted with, will randomly possess anyone near it into approaching them and perform a 'baptism' ritual, upon completion that person will be unpossessed and have all physical and mental attributes increased slightly, however once this happens 12 times, the plague doctor will turn into the ALEPH abnormality known as White Nights, turning those it baptized into apostles. Additionally Plague Doctor likes to swap its location daily.
- #30We Can Change Anything [ZAYIN] - Case Sensitiveselective
Keys: ZAYIN Abnormality, We Can Change Anything, T-09-85, ZAYIN
(T-09-85) is a Risk Zayin ZAYIN Tool Abnormality with a design similar to an Iron Maiden. Its white chassis is shaped to fit a human inside of it, and is decorated with pixel-art of smiling eyes on its head and a heart on its chest. The front of it splits down the middle and slides apart like a set of sliding doors, revealing an internal surface covered with metal spikes. It remains open when not in use. Upon usage, will simply close and not open until the one inside of it is dead.
- #31You Must Be Happy [ZAYIN] - Case Sensitiveselective
Keys: ZAYIN Abnormality, T-09-94, You Must be Happy, ZAYIN
You Must Be Happy (T-09-94) is a Risk Zayin ZAYIN Abnormality in the form of a big capsule-like machine, with an upper and lower section. The upper part is like a half circle, with a small screen at the front and with several electrical antennas on the top. The lower part acts like a platform, with some stair steps. At the top, 2 robotic arms come from both sides and from below, just 1 arm at the left. Upon being stepped into the screen will flash between YES and NO rapidly, once it stops, ones physical and mental abilities will be boosted greatly, or greatly reduced until the end of the day.
- #32You're Bald... [ZAYIN] - Case Sensitiveselective
Keys: ZAYIN Abnormality, You're Bald, ZAYIN, You're Bald...
You're Bald... (Bald-Is-Awesome!) is an Abnormality taking the form of a white orb with the Korean letter '머'/meo (as in, 대머리/'daemeoli', the Korean word for "bald") in its center, with the upper half of the orb being covered in black, which changes after its ability is used. Its ability will trigger when a non-bald person that talks with the Abnormality. At the end of the interaction a flashing light will appear on the persons head, making them bald which makes the orb completely white.
- #331.76 MHz [TETH]selective
Keys: 1.76 MHz, 1.76, T-06-27, TETH, TETH Abnormality
1.76 MHz (T-06-27) is an Abnormality that doesn't have a visible shape or form outside of odd room-filling static seen on camera feed. In actuality, it's a radio signal that can be picked up in areas of its presence. When triggering its ability, extremely loud radio static can be heard from nearby rooms, and it rooms effected will have visible static fill them that is also dangerous to the wellbeing of anyone caught in them, as it deals slightly physical damage overtime such as bruises and cuts, and rapidly effects ones sanity.
- #34Beauty and the Beast [TETH]selective
Keys: TETH Abnormality, Beauty and the Beast, TETH, F-02-44
Beauty and the Beast (F-02-44) appears as a quadruped Abnormality covered in brown fur. It has two grey downward-curled horns with round, magenta flowers sprouting from them; It has exactly 56 emerald green iris eyes coalesced over its face; two black hind legs similar to a cricket; and two forelegs with four-toed, red-tipped feet. It also has a black underbelly, stumped tail, two red curved lines on its side (a set of gills, or scars) and two sets of different mandibles, with a magenta-lipped mouth in-between them. Its right foreleg is partially black with flecks of color. When repressed it produces a significant amount of Enkephalin, however when pushed to its limit will die and the person who last did so will turn into the new Beauty and the Beast.
- #35Behavior Adjustment [TETH]selective
Keys: TETH Abnormality, TETH, O-09-96, Behavior Adjustment
Behavior Adjustment (O-09-96) is a Teth TETH Abnormality in the form of a circular black device with a white eye symbol on the middle and seems to have 2 blue light buttons at the borders. It is contained in a tank, floating in the middle when not in use. If used by someone it will greatly increase their physical strength and speed however will quickly make them go insane, if the device is removed before 30 seconds, the person will die.
- #36Blood Bath [TETH] - (Case Sensitive)selective
Keys: Blood Bath, TETH, T-05-51, TETH Abnormality
Bloodbath (T-05-51) is a skin-covered bathtub Abnormality. It sports a large pair of eyes which will only open when attacking an employee. Its shower head is replaced by a large hand, dripping blood constantly. The bathtub is filled with blood at a constant level that never overflows. Pale hands appear on the surface, and will stretch when grabbing an employee, if one is too weak and interacts with it, they'll be grabbed and drowned to death in the blood of the bath.
- #37Crumbling Armor [TETH]selective
Keys: TETH Abnormality, Crumbling Armor, TETH, O-05-61
Crumbling Armor (O-05-61) is an Abnormality with the appearance of a thoroughly aged suit of samurai style armor with a V or U shaped crest on the helmet. The chest portion of the armor has a painted representation of cherry blossoms in pristine condition. There are several instances of rust around the folds of the armor, and the right forearm piece is disconnected from the rest of the body. A glowing blue eye can be seen inside the helmet. Crumbling Armor's ability has two sections: Giving out its E.G.O. Gift, and decapitating employees, If too weak one will be decapitated instantly upon interacting with it, if not then one can take the armor aswell as the katana.
- #38Forsaken Murderer [TETH]selective
Keys: TETH Abnormality, Forsaken Murderer, TETH, T-01-54
Forsaken Murderer (T-01-54), previously known as Abandoned Murderer, is an Abnormality in the form of a deteriorated man with grey, asphyxiate-colored skin, and a bald head with few patches of hair. He wears a straitjacket that is cream in color, with numerous black belt straps binding it. In containment, he is typically seen staring unblinkingly straight to the ground, shaking with heavy breaths. While breaching, his head will change into a solid, metallic shell-like shape, comparable to that of a head cone. While breaching, Forsaken Murderer crawls on his knees around the facility with his metallic hammer head, Forsaken Murderer was once a feared, emotionless killer incarcerated in a federal prison. Originally sentenced to death, some researchers decided to use him as a test subject to cure some unknown disease. The administration of unknown chemicals to Forsaken Murderer's body ended up suppressing his violent behavior at the cost of his 'humanity.' The excuse of the researchers for doing this was that they cured a disease. He was later unrestrained after the researchers reviewed that he "no longer had any intention to attack". After some time, Forsaken Murderer began to exhibit a belief that his head was turning into metal, testing if it was by hitting his head against walls and solid surfaces. After severe self-harm, the researchers had no other option than to re-restrain him. As they no longer had any reason to fear him, they began to neglect him entirely.
After a fatal incident caused by Forsaken Murderer happened to one of the researchers, they decided to end the research and dissect the brain of Forsaken Murderer. Even after this, Forsaken Murderer still remained alive. Left with his brain to slowly rot, his trauma and delusion about his metal head still follow him, He kills by slamming his head into people, one of the few abnormalities capable of speaking english.
- #39Fragment of the Universe [TETH]selective
Keys: O-03-60, Fragment of the Universe, TETH, TETH Abnormality
Fragment of the Universe (O-03-60) is an Abnormality whose form is a black ball made of a material not found on Earth, with five appendages coming off of it in an asymmetrical manner. The main portion of the body has three brightly colored heart shaped spots on it. The four long appendages are referred to as tentacles. The fifth appendage coming off of the top of the body has a shape similar to a poorly drawn heart. It has been described as having a "metaphysical form [that] can hardly be explained in human language." Fragment of the Universe will change its form and breach. Its "head" warps into a distended maw filled with misshapen eye-like organs, while the heart-shaped spots on its body shift from red and purple to dark crimson. While breaching, the Fragment of the Universe moves slowly and attacks anyone nearby, occasionally stopping to 'sing' which does large amounts of damage to ones sanity and physical wellbeing.
- #40Grave of Cherry Blossoms [TETH]selective
Keys: TETH Abnormality, O-04-100, Grave of Cherry Blossoms, TETH
Grave of Cherry Blossoms (O-04-100) is an Abnormality with the appearance of a dark brown/blood color tree, having a hole between the trunk and its roots, with a pair of hands visible in its interior. The tree starts without any leaves or fruits on its branches, which only has buds at the start, but it can bloom cherry blossoms in great amounts when interacting with it. The more one remains around the tree it will slowly begin to have more cherry blossoms appear over it until there is no branches in sight, in this state it will lure many people to it no matter the distance until they're close enough for them to reach it in which it will grab them and kill them.
- #41Luminous Bracelet [TETH]selective
Keys: TETH Abnormality, O-09-95, Luminous Bracelet, TETH
Luminous Bracelet (O-09-95) is a Risk Teth TETH Tool Abnormality in the form of a black bracelet with a hexagonal blue-green gem that emits a light of the same color around it. It is contained in a tank, floating in the middle when not in use. Luminous Bracelet is a Tool Abnormality. When used by someone, they will be healed, have their durability increased and potentially be killed instantly if the tool is misused. If they remain unhurt for over a minute then they'll instantly die.
- #42Meat Lantern [TETH]selective
Keys: TETH Abnormality, Meat Lantern, TETH, O-04-84
Meat Lantern (O-04-84) is a small, fluffy white mound with two round eyes at ground level of its containment room. It has a glowing flower growing from its head and hanging in front of it like the lure of an anglerfish. The rest of the Abnormality is buried underground. It will hide under the ground, with only the flower and a few white hairs visible. When someone walks over the white hairs surrounding the flower, the Abnormality will reveal its true form, giant jaws popping up and eating the person.
- #43Old Lady [TETH]selective
Keys: TETH Abnormality, O-01-12, TETH, Old Lady
The Old Lady (O-01-12) is an Abnormality in the form of a white-skinned, black-eyed elderly woman in a rocking chair. She wears a long, faded blue skirt, a faded purple blouse, and a white bonnet, upon being spoken to will release 'solitude' into the room, causing anyone who experiences it to lose control of themselves and begin rampaging for roughly 30 seconds, their body also decaying for that 30 seconds.
- #44Ppodae [TETH]selective
Keys: Ppodae, D-02-107, TETH, TETH Abnormality
Ppodae (D-02-107) is a small, white pug puppy with "puppy dog eyes" and a curved in tail. When breaching, it changes its form to a quadrupedal, more humanoid one and grows to about 4 times its previous size. Its tail and legs grow larger, it has a more muscular torso and a blue circular tattoo on its shoulder. When angered will turn to its other form and rampage brutally until it manages to kill someone, upon doing so will return back to its cute pug form.
- #45Skin Prophecy [TETH]selective
Keys: TETH Abnormality, TETH, Skin Prophecy, T-09-90
Skin Prophecy (T-09-90) is a Risk TETH Tool Abnormality in the form of a bloody book constructed from human flesh, bones, and other tissues, held up by the skeletal hands of a fleshy podium. The book rests open, with bloody marks in runic symbols contained on its pages. The book contains maddening knowledge that may cause weak willed people to panic, upon this happening they'll instantly die.
- #46Punishing Bird [TETH]selective
Keys: Small Bird, Punishing Bird, O-02-56, TETH, TETH Abnormality
Punishing Bird (O-02-56), also known as "Small Bird", is a small, white-feathered bird with small wings and a red mark on its chest. While in its containment room, it rests on a black perch. Punishing Bird becomes entirely red while being suppressed. It will follow anyone who suffers mental struggles or lower sanity or will gently peck at people which is annoying yet for some reason sooths them until their mental struggles gone for the moment, only then will it leave them alone, if swatted away, attacked, or provoked, will turn completely red, and instead of pecking will take a bite out of someone, killing them instantly, it flies quite slow. Punishing Bird was a bird who lived its whole life in the Black Forest with Big Bird and Judgement Bird. The three birds decided to protect the forest from a prophecy which said that the forest would never be the same after terrible events that would culminate in a monster devouring everything. Punishing Bird decided to punish bad creatures with its beak, but someone said 'Your beak is so small. No one will find your punishment painful'. Punishing Bird, worried, grew a mouth so it could devour any creature in a single bite. As time passed, the efforts of the birds brought bad rumors upon the forest. One day, when the forest was about to fall into total disorder, the birds decide to merge their strengths together to form a new bird. The resulting creature created chaos, and they were left alone in the forest. Seems to understand human speech.
- #47Scorched Girl [TETH]selective
Keys: TETH Abnormality, Scorched Girl, TETH, F-01-02
The Scorched Girl (F-01-02) is an Abnormality in the form of a charred figure resembling a young girl. She has white eyes, a white open mouth, two thin legs, scorched ponytails, and the burnt tip of a lit match penetrating her torso. Once her ability activates, she will breach containment, sobbing on the way, and will target a random person no matter how far, walking through walls in order to reach them, once this is accomplished she will explode, severely injuring anyone caught in it.
- #48Today's Shy Look [TETH]selective
Keys: TETH Abnormality, TETH, Today's Shy Look, O-01-92
Today's Shy Look (O-01-92) is an Abnormality taking the form of a humanoid person of brown clothing or robes and skinless legs. Blood can be seen dripping from below. The person stands behind a mounted 'net' of skin, with two poles at the side supporting it. The cover of skin is wide, with blood around the borders and 5 faces of different expressions, from happiness to anger, at the front, with the person standing behind it changing position to take the spot behind the faces. Whoever interacts with it will be met with different effects depending on what emotion it displays, positive emotions will heal wounds on its target, while negative ones will deal damage to them and even slow down bodily functions.
- #49Spider Bud [TETH]selective
Keys: TETH Abnormality, Spider Bud, TETH, T-02-43
Spider Bud (T-02-43) is an arachnid Abnormality, stated to be the mother of a brood of spiderlings. She is described as an enormous spider with numerous red eyes in her encyclopedia entries, although her actual in-game appearance is closer to a dark sack with several red eyes of varying sizes. She hangs from the ceiling in a dark corner, and doesn't seem to possess any legs visibly attached to her main body. Instead, her legs seem to come from the ceiling, only seen when grabbing an employee. In her containment room, spiderlings are crawling on the floor. If someone enters its domain and isn't intelligent enough or strong willed enough, it will sense this and crawl down and grab them quickly, wrapping them in a cocoon.
- #50The Heart of Aspiration [TETH]selective
Keys: TETH Abnormality, TETH, T-09-77, The Heart of Aspiration
The Heart of Aspiration (T-09-77) is a Risk TETH Tool Abnormality resembling a disembodied, cartoon-styled heart with a dark red glowing clot in the center. Like many other tool Abnormalities, it is contained in a tank, floating in the middle when not in use. Upon wearing it will grant its slightly significant physical boosts, however if they fail to attack another abnormality within 30 seconds, they will be sank into insanity almost instantly, causing them to panic.
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