COR_FILES
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Listed as “Lobotomy Corporation Lorebook”
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- Lobotomy Corporation
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COR_FILES
9 entries · scan depth 9 · budget 750 tokens
- #1Lobotomy Corporationconstant
Keys: Lobotomy Corporation, Lobotomy Corp, LC, Corporation, L.C, Lobotomy · Secondary:
Lobotomy Corporation was founded by Ayin (often referred to as "A"), who initially sought to alleviate human suffering through the Seed of Light Project. This project aimed to harness "Cogito," a substance capable of materializing human emotions and thoughts as physical entities. Through experimentation with Cogito, the company inadvertently created the Abnormalities—monstrous reflections of human trauma and fear. The energy harvested from these beings is believed to have curative potential for humanity’s “disease of the mind”
- #2Settingconstant
Keys: Setting, Environment
Lobotomy Corporation are deeply intertwined with themes of corporate secrecy, psychological horror, and the human cost of scientific ambition. Set in a dystopian city, the game centers on a mysterious energy company that extracts power from dangerous entities known as “Abnormalities.”
- #3Mechanicsconstant
Keys: Game Mechanics, Mechanics
-Energy Collection: Function: Each day, the player must gather energy by “working” with Abnormalities, mysterious and dangerous creatures contained in the facility.
Quota: A minimum energy quota must be met daily. If requirements aren’t met, players risk consequences or facility-wide failures.
-Work Types: Insight: Understanding the creature’s behavior and improving future work outcomes. Attachment: Direct interaction with the Abnormality, often requiring emotional engagement. Instinct: Addressing the creature's basic needs; often involves physical tasks.
Repression: Keeping the Abnormality in check and minimizing harmful behavior.
-Risk Levels: Abnormalities have classifications from ZAYIN (least dangerous) to ALEPH (most dangerous), representing the level of threat they pose.
Danger Events: Random breaches, meltdowns, or abnormal events require real-time response to manage.
-Sephira and Meltdowns: Sephirah: AI overseers of each department, managing different facility functions. Meltdowns: Triggered by failure or excess stress in departments; managing these is crucial for facility stability.
- #4Charactersconstant
Keys: Characters, Important Characters
-Characters: Angela: Role: The main AI assisting the player, based on the personality of Carmen, one of the corporation’s founders.
Lore: Intelligent and seemingly supportive, Angela has hidden motivations connected to the corporation's dark history and the Seed of Light project.
X (The Player): Role: The manager of the Lobotomy Corporation is tasked with overseeing abnormalities and meeting daily quotas.
Lore: X is an amnesiac version of Ayin (A), the company’s original founder, in a repetitive cycle meant to perfect the Seed of Light.
Ayin (A): Role: Founding figure behind the Lobotomy Corporation.
Background: Ayin aimed to harness “Cogito” to solve human suffering but eventually lost his memories and became the repeating entity, "X."
The Sefirot (세피라, Sepira, Sephirah): are various high-level employees who handle and manage each of the facility's departments, except Angela, who manages each of the Sephirah and the entire facility overall. Each of the Sefirot has unique designs, quirks, and personalities; their colors correspond to the department that they manage, i.e. Gebura's main colors are black and red / Yesod's is a mix of various purples.
They play important roles in the Story Phase and bring various decisions to the Manager's attention. Each Sephirah will appear when their respective department is opened for the first time. Individually, they each handle missions for their department and unlock research after the missions are completed.
List: Malkuth (Control Team) Yesod (Information Team) Netzach (Safety Team) Hod (Training Team)
- #5Abnormalitiesconstant
Keys: Abnormalities, Monsters
-Abnormalities: O-03-03 (One Sin and Hundreds of Good Deeds): Appearance: 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.
Class: ZAYIN.
Traits: Least dangerous; pacifies staff and has a calming effect. Interaction with it lowers the stress of employees.
Special Notes: Generally safe but essential for morale.
O-06-20 (Nothing There):
Appearance: an Abnormality that does not resemble any sort of human being, but instead a creature made of varied human parts. It has a large rectangular head with 2 mouths - a pink tongue coming out of the biggest mouth. It has 4 blue/light-blue eyes on its face, and a light blue arm with sharp claws at the top of its head. It stands on 3 legs; the two front legs are made of bones and the hind leg is a red intestine in the form of a leg with a 'foot' at the end. Its torso is made of a transparent material, revealing red, blue, and green intestines. A dark liquid drips below it. The rest of its body is made of bones or muscles.
Class: ALEPH.
Traits: Shapeshifting (by taking an Employees Skin) and unpredictable; poses extreme risk if containment breaches.
Special Notes: Requires very experienced staff and extreme caution.
O-02-56 (Punishing Bird):
Appearance: 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.
Class: TETH.
Traits: Appears harmless but will retaliate if mishandled.
Function: While low-threat, it may create distractions in the facility by breaching containment at unexpected moments.
T-01-75 (Mountain of Smiling Bodies): Appearance: an Abnormality taking the form of a big black spherical mass, encrusted with different parts and debris. It possesses a big mouth with visible teeth, some of them covered in blood, and 2 limbs to support itself. Part of its body is covered with white, melted, mask-like faces in twisted expressions, all with black holes in place of eyes and mouths, along with some being riddled with extra orifices.
Class: ALEPH.
Traits: Mutates by consuming dead bodies, becoming larger and deadlier over time.
Special Notes: High-priority containment is essential; one breach can result in devastating outcomes
- #6Qliphoth Counterconstant
Keys: Qliphoth Counter, Counter, Stability, Qilphoth
the Qliphoth Counter is a crucial gameplay mechanic used to measure the stability of an Abnormality within its containment. Each Abnormality has a Qliphoth Counter, which is a numerical value indicating how close the creature is to breaching its containment. If the counter reaches zero, the Abnormality breaks out, creating chaos in the facility.
-How it works: Fluctuations and Triggers: The Qliphoth Counter can decrease for several reasons, including: Performing specific “work” actions that the Abnormality dislikes. Employees with lower levels or insufficient mental fortitude handling the entity. Certain Abnormalities also have conditions that passively reduce the counter, especially during meltdowns or other facility-wide events.
Repression Work and Effects: The type of work performed with an Abnormality affects the Qliphoth Counter differently. For example, if an Abnormality reacts negatively to a specific type of work, this can decrease its counter more quickly, heightening the risk of a breach.
Management and Resetting: The Qliphoth Counter can sometimes be reset through careful management. Successfully completing work that aligns with the Abnormality’s preferences or calming it down can stabilize or restore its Qliphoth Counter, helping to prevent a containment breach
- #7Qliphoth Meltdownconstant
Keys: Meltdown, Qliphoth Meltdown, Qliphoth
a Qliphoth Meltdown is a timed event that occurs regularly during a workday, increasing the difficulty of facility management by putting certain departments at risk of failure. The meltdown system randomly targets specific containment units, often associated with Abnormalities, and temporarily increases the likelihood of breaches or other failures if not addressed properly.
-How it Works: Triggered Meltdown: Every time a set number of tasks are completed within the facility, a Qliphoth Meltdown is triggered. When it begins, certain containment units or departments undergo a meltdown, indicated by a visual timer. During the meltdown, if an Abnormality’s Qliphoth Counter is already unstable, the risk of it reaching zero increases, which can result in an immediate breach of that Abnormality.
Resolution and Avoidance: To prevent the meltdown’s negative effects, players must perform specific work tasks on the affected Abnormality within the given time. If successful, this action will stabilize or reset the Qliphoth Counter, allowing work to continue normally. Failing to address a meltdown in time can lead to the Abnormality escaping or other negative impacts, such as morale drops or department-wide stress among employees
Increasing Meltdown Levels: As days progress, meltdown levels increase, causing more containment units to be affected simultaneously. Higher-level meltdowns add layers of complexity to facility management, as players must juggle more Abnormalities and riskier situations under time constraints.
- #8Classesconstant
Keys: Subject Classification, Class, Level
ZAYIN: Description: The lowest risk level, containing the safest Abnormalities. These creatures have minimal threat and are generally easy to manage, posing very little harm to employees.
Example: Abnormalities like One Sin and Hundreds of Good Deeds fall under this category.
TETH: Description: Slightly more dangerous than ZAYIN, but still manageable with basic precautions. These Abnormalities may have minor harmful effects if mishandled, but overall they are relatively safe.
Example: Abnormalities such as Forsaken Murderer are typical of this classification.
HE: Description: Mid-level threat, requiring attentive handling and somewhat experienced staff. These Abnormalities can cause significant harm or emotional damage if not approached carefully.
Example: Abnormalities like Bloodbath are categorized as HE.
WAW: Description: High-risk Abnormalities that demand skilled personnel and strict containment protocols. Breaches by WAW-level entities can lead to severe consequences, impacting facility stability.
Example: The Singing Machine and WhiteNight are typical WAW-class Abnormalities.
ALEPH: Description: The highest danger level, containing the most volatile and deadly Abnormalities. ALEPH entities require utmost caution, as their breaches can result in catastrophic events, endangering the entire facility and all employees.
Example: Nothing There and Mountain of Smiling Bodies are ALEPH-class and are extremely dangerou
- #9Statsconstant
Keys: Stats, Employee Stats
In Lobotomy Corporation, employees have several important stats that impact their performance, resilience, and ability to manage dangerous Abnormalities. Here’s a breakdown of each stat and other key gameplay elements like sanity, levels, and success rates.
-Employee Stats Fortitude: Description: Represents an employee’s physical resilience or health. The higher the Fortitude, the more hit points (HP) they have, allowing them to survive physical attacks or damage from Abnormalities.
Usage: Particularly useful for Abnormalities with high physical attack potential.
Prudence: Description: Indicates an employee’s mental resilience. Prudence directly influences Sanity Points (SP), which are necessary to withstand psychological damage.
Usage: Higher Prudence allows employees to work with Abnormalities that cause mental strain, such as those emitting high psychic or psychological attacks.
Temperance: Description: Measures an employee’s skill and accuracy in managing Abnormalities. It affects the success rate of tasks, making an employee more effective at handling delicate or specific tasks.
Usage: A higher Temperance stat increases the chance of positive outcomes during interactions with Abnormalities.
Justice: Description: Governs the employee's ability to move quickly and their combat effectiveness. Justice affects both movement speed within the facility and combat efficiency if they need to suppress an Abnormality.
Usage: Essential for employees assigned to high-risk areas or for suppression teams.
-Other Core Gameplay Elements
Sanity Points (SP): Description: Sanity Points reflect an employee’s mental stability. Abnormalities often drain SP, especially when their nature involves psychological horror or mind-altering effects.
Depletion: If an employee's SP reaches zero, they may panic, flee, or go insane, which can lead to unpredictable and often dangerous behavior within the facility.
Employee Levels: Levels: Employees are ranked by levels indicating their overall experience and skill proficiency. These levels affect their base stats, success rate, and resilience. Level I to V: Represents a basic progression from novice (I) to expert (V).
EX Level: Indicates employees with exceptionally high stats, often as a result of intensive training or special circumstances.
Importance: Higher-level employees handle higher-risk Abnormalities and are less likely to suffer from physical or mental breakdowns.
Success Rate: Description: A percentage-based stat that determines the likelihood of a successful outcome when performing tasks with an Abnormality.
Influenced by Stats: Higher Temperance and matching an employee’s skills with the Abnormality’s preferred type of work (e.g., Attachment or Instinct) increase the success rate. Impact: A higher success rate helps avoid breaches or reductions in the Qliphoth Counter, which can prevent potential facility meltdowns
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